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Bad Peanut

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About Bad Peanut

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  • City-building game(s)
    Cities: Skylines
    SimCity (2013)

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  1. There's a mod that allows you to control zoning
  2. If they're on a bike lane then they're separate and don't use the pedestrian crossings. They instead wait for vehicular right of way
  3. they have to be either the wide or narrow or single track configurations as seen in all snowfall roads think of bikes as vehicles that carry 1 person, that's how the game reads them. they have their own lane type but they do not act like pedestrians.
  4. Hi,

    Can you tell us if the Sotunder Station will be available again(not hidden) from the workshop soon ? (Don’t get me wrong, I am aware of your explanations with Move it)?

    1. Bad Peanut

      Bad Peanut

      it's not just moveit, ETST has a few problems when it comes to underground stations - it will be available sometime but I'm actually going to be rarely available for the next few months due to doing my masters. I'll still be socially active just not creatively active :)

    2. robert223


      Thanks for your answer and good luck with your exams !

  5. There are a lot of flags, the best thing to do is play around with them and see what they do by trial and error, or find buildings/roads that use specific ones and deduce what they do
  6. Who says I have beta access?? I didn't see any of these tags I'm sorry everyone! As for tutorials on the hows and whys for roads it is extremely detailed as far as the editor goes so it would be hours and hours of writing/recording step by steps for what to do inside the editor alone, not to mention all the work on meshes and textures you need to do before importing into the editor. I'm not exaggerating - although it IS still quite intuitive as long as you are aware of how the game works and know its limits. Given that, you should all start off learning normal asset creation like buildings and maybe vehicles (vehicles can be tricky to map) because there are loads of mesh tutorials and also specific tutorials for CS and a lot of the skills you build on with those you will use and understand how to apply to road creation. I've - as of monday - returned to University full time and working practically full time (yay) so I'm going to be only available for small comments, very very occasional releases as i will be working on my 4 major projects I've started, all but one are practically still in concept stage, the first one being modeled but not fully textured or imported to the game for testing (it contains sub buildings and some things aren't working as i intended them too so I'm trying to figure out how i can get it to work) In order to manage expectations: expect maybe at the most 4 released over the next 4 months of uni, and that might mean I'm working on all 4 simultaneously until the end of the period and dump 4 releases on you in one go, which is more likely than releasing them once a month. (Masters is harder than a bachelor )
  7. "No Base" Script removes snow... any fix?

    You could try using another of the shaders that allow textures below 0 or maybe look at modtools to check/uncheck the "disable snow" value. That might be affected
  8. As far as I'm aware as long as you keep the name, file name and asset description exactly the same to the character - including case sensitivity it *should* work. A good thing to do would be save a backup that you can revert to if it doesn't work out. Or you can test before uploading by going into offline mode, replacing the steam file of the road you want to replace and run the game then. That way the game thinks the replaced version is the current steam version. After just delete the steam folder for that particular asset and once you're back in online mode steam will download that asset again
  9. Thanks guys for your support, and you're all right of course, it would be punishing the wrong people. As to kowkamurka, their last comment before hiding the asset was they will take it down because it's easier and not because of my claims. They were flat out rejected the idea that they'd used my mesh and textures and insisted that they could do so. So frustrating when you come up against a real life trump who insists the wrong is right...
  10. Further to this post on twitter, You all know I take the quality of my assets very seriously and i actively defend intellectual rights for my work. I'm not too sure I've made it clear why, so i will try and give a good understanding here: The time and effort taken to make the meshes and textures is actually quite substantial. A simple road can take at least 20 hours at bare minimum to come up with the different meshes, supporting texture maps to go with each mesh and the optimization process. This is probably an under estimate too. It's hard to count though as I usually do it when I get home after a long day at work. I test my stuff to make sure it's going to be as user friendly as possible - sometimes i fail, and i will do everything in my power to rectify that. this means i need full control over what everyone perceives as my work. and my work is usually recognizable, be it from the same styling, the "branding" (or attempt at) of the Bad Peanut cartoon I stamp on most things these days, or by the blunt yet constant support I provide for each and every upload to the workshop. And yes, I know I can be blunt, or straight up incredulous sometimes, but most of the time, if I feel it's a legitimate request for help I will provide answers or at least explain why things can't be done (the bluntness depends on how much logic the person in question has used before asking questions) This sort of "I do what I want, but what I want is to provide you with awesome assets" approach is the best way I can stay sane and provide a good range of (hopefully) quality custom content. When people upload copies of stuff I've created, it can be confusing for subscribers who don't know any better when they subscribe to a copy thinking it's done by me. On more than one occasion I've had an outdated copy of an asset be broken or not work so good and I've updated my original, only to have an angry fan complain that it's not working when really they're not actually subscribed to the correct asset. I always feel helpless in those situations hence the constant infringement notices I file for my assets. It may seem trivial but it really isn't to me, I can't really explain why it feels like a violation but it really really makes me not want to put out more content if people will just blatantly copy it for their own purposes. This moves on to the latest debacle: Most of the time when issued infringement notices, people back down and delete the asset in question. Everyone moves on and they probably get a strike against their name on steam. This time however is different. Another fairly active asset creator - I mean they have more uploads (and presumably time) than I do - has reuploaded one of my tram roads, with the small adjustment of changing the tracks. (the one part of the road that isn't my intellectual property!) So they're continuing to use my custom mesh and textures as a basis for the duplicate road. I've asked them to take it down and I've filed the infringement notice, but this user refuses to acknowledge they have done anything wrong. however in their latest response they say they will take it down in a couple of days if steam doesn't, but they reiterate they haven't done anything wrong. So what will I be doing in the future with similar cases? I think if someone refuses to take down copies or reuploads then I will stop producing assets until they agree to remove the content in question. If it really gets to a point of no return and I feel that I'm no longer even motivated to make new things I would probably remove all my content from steam, and actively have it taken down if people repost saved versions. That may sound drastic and it is worse case scenario but it's maybe the one thing that will make people rethink plagiarizing other people's content so blatantly. I hope that I will never been in such a stand off situation where i basically have to blackmail with my own content. As of now, I will continue working on the upcoming content I mentioned a couple of days ago when and only when this particular road has been removed from the workshop. Thanks for your understanding, BAD Peanut
  11. it returns to a normal node mesh, that way there's no odd overlay through an intersection
  12. Update time guys, please take into consideration this is just a placeholder/working concept and there is no way the mesh and textures are near finished. I just wanted to make sure the flags obey my mesh rules Don't you love it when things work out how you theorize? <3
  13. Shannanigan: WIPs & Stuff

    You can change the shader using mod tools if you don't want the concrete base texture