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Ciaolo

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Everything posted by Ciaolo

  1. ONLINE - Functional Guides

    You can generate guides with two small pieces of medium density street and then continue them with dirt roads.
  2. Keep only one version. Don't remove the old versions, move them somewhere so that you can revert to a previous version if you have trouble. Well, you don't even need to do that if you use Time Machine.
  3. If you have the offline bridge and tunnel mod, remove it and remove my fix as well, then test the game again. It's important because if that mod is the reason of you problem, I need to tell the creator how to fix it.
  4. Try if this solves your problem:
  5. What are all your mods, charlesnew?
  6. I'd like to create a mod that contains new streets and avenues whose only purpose is planning the city layout (no traffic, no zoning, no building). Very useful when playing offline without sandbox mode. I think I know how to do everything: creating the roads, managing the upgrades and downgrades, adding them to akar, etc. The only thing I can't do is the part related to graphics. Textures, icons, 3D models, I know nothing of them. Let's create a team and work together.
  7. ONLINE - Functional Guides

    Ask for compatibility with mods that create new streets you can zone on, and link to those mods! I'll edit functional guides asap!
  8. ONLINE - Functional Guides

    I can do that, I just need to do a new expansion for max' mod. I noticed that in the first screenshot, you didn't build between 1 and 3. You have space for a low density building on 1 and a med/high density building on 3.
  9. ONLINE - Functional Guides

    Tip: if you want very near elevated udon freeways/ramps, first draw them with the ground path of the same type, then bulldoze all but the ends and connect them with elevated path (use transitions if needed), then bulldoze those ends as well (and transitions if you used them).
  10. This is how the mod description starts, and not by chance: "One Way Roads and Freeways Elevated and Ground Level Will add more detail Later on.. but welcome. Mod was Created so with new data and the use of foundation improvements built into 10.1 (YOU MUST HAVE 10.1 but in offline mode)"
  11. ONLINE - Functional Guides

    Tip: if you want a street without buildings, use rails for the right guides, draw a little section of rails and then extend the section with the street and remove it afterwards.
  12. You should lower the freeway when you need a ramp. As an alternative, you can try this, but I don't know if it works: Add a short elevated ramp to the freeway, then an other little ramp at the default height, and finally connect the ramps together and to the ground with transition ramps. Tell us if you used the last suggestion successfully.
  13. Reduced Snap Distance

    If you remove this mod, the other streets appear?
  14. I had another idea: we could create "service road" (tentative name) that doesn't look like a road, it's a tube on the ground and electric tracks above it. These roads allow no cars, no sims, just a connection for power-water-sewage for those who "segregate" (a new thing I discovered in an old skye storme video). I'll talk about this with the group, and update.
  15. Homeless Sims

    I read somewhere (maybe the official sc forum) that they leave by municipal busses.
  16. You can try this mod that change guide distances, just read the description:
  17. Monstrous screw up

    I think that custom buildings goes there, and everything else go to simcitydata, but if you use simcitydata only, it's easier to add/remove mods.
  18. Sinking apartment block

    It's definitely something that has to do with what happened at the exact moment of the building birth. Some variable that influenced another and changed it to 0. But it's a cool bug!
  19. Problems with Mods

    You should go to project akar and read what to do with the different screen resolutions:
  20. I was working on true speed ( ). I stopped when I discovered that acceleration doesn't apply only to vehicles and sims, so it's more difficult than I thought initially. In order to do mods like true speed or realistic speed, I need other modders to tell me what the unnamed agent instances are, if they studied them.
  21. If you whatch this video here: http://m.youtube.com/watch?v=HfKuuRFV1kU after 16'40" you see exactly how the map shift works. Wouldn't it be better to draw the new borders where Skye put those streets? If that's possible, it could really help players.
  22. I want to be more clear about what this mod should do. Imagine that you want to plan without spending money, you go to the street menu and see "plan street" and "plan avenue", and they look like some streets drawn like lines on a football pitch. You pick them and start planning. They cost 0, allow no traffic, no building, no zoning, no water/energy/sewage and nothing of all the other hidden things (modders know what I'm talking about). You plan your layout, and if you want you can upgrade and downgrade between streets and avenue plans. Then, when you've done, you'll want to build real streets and avenues, so you just upgrade them. You can upgrade streets to dirt roads (and to avenue plans as well), and you upgrade avenue plans to medium avenues. When you upgrade a plan to a street/avenue, you can't downgrade to the plan, because you can build on a road and nasty things could happen if you change a road into an avenue without buldozing everything on it. At least this is what I think by looking at scripts. And more importantly, as this downgrade could allow changing a road into an avenue, this is a completely different matter, and an unwanted behavior. Now, what to do with udon and regional roads? Maybe I could do those plans for them as well, but it's to be decided. Of course it could be possible, but let's start small. As far as regional roads are concerned, it would be much easier because they look like normal roads, and it would be good to do them from the start.
  23. Use this package that could solve your problem. Tell us if it does or doesn't. If it does, we need to tell the mod author to do a little change in his/her mod. 0000-bridge-tunnel-fix.zip
  24. Version 1.0

    6,287 Downloads

    This mods reduces to a quarter the minimum distance between the cursor and an existing street before the cursor snaps to that street. The snap distance to guides is reduced as well. It lets build with udon much easier. This tweak is included in the udon expansion of my other mod "Functional Guides". I need you to test if this works online, and if it's incompatible with some other mods.
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