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Everything posted by Tim The Terrible
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How to update roads w/o destroying nearby paths?
Tim The Terrible replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
Make a new pedestrian path using the vanilla one, but uncheck Auto Remove in Road Properties. Then you could replace all paths with the custom one using a script. -
Steam Downloading?
Tim The Terrible replied to Matthias King's topic in Cities: Skylines Modding - Open Discussion
I think it's just syncing or something like that, I see it all the time as well. Edit: While I was typing this, it did the same thing haha. Anyway, don't worry about it. -
REV0's Train Stuff
Tim The Terrible replied to R3V0's topic in Cities: Skylines Modding - Open Discussion
I wonder if we can make a Tram Station track that allows reversing, so you don't need an end loop to turn around. This will of course only work for trams with doors on both sides. 1 = After Dark 2 = Snowfall- 618 Replies
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BadPeanut: Road Modding [WIP] first look for a new bridge (SHB)
Tim The Terrible replied to Bad Peanut's topic in Cities: Skylines Modding - Open Discussion
Unsymmetrical roads are a hell to make and probably require modding. That's why it took the NEXt-team so long. -
Question about prop LODs
Tim The Terrible replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
I think it just disappears. A prop's LOD (in vanilla) is only visible in one zoom level anyway. So even with LOD, it's either main model or no model except one zoom level. -
Bad Peanut sometimes makes things: [RELEASED] Solar Freaking Highways
Tim The Terrible replied to Bad Peanut's topic in Cities: Skylines Modding - Open Discussion
Can you just delete whole prefabs? Making a network ground or bridge only for example? -
BadPeanut: Road Modding [WIP] first look for a new bridge (SHB)
Tim The Terrible replied to Bad Peanut's topic in Cities: Skylines Modding - Open Discussion
According to the Wiki, yes: "All nets will be referred to as roads here." Technically they are networks, of which Elevated and Tunnel etc. are Prefabs. -
New way to share massive savegames??
Tim The Terrible replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
I had the same! Yesterday all my 131 mods were disabled out of nowhere after a restart. After a 'Enable All' only 48 were actually enabled (after a crash of course) and had to enable the rest by hand with 5 fps, took me 15 minutes at least -
Additional Public Transit
Tim The Terrible replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Good stuff is coming, please stand by- 1,259 Replies
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TRASH NEWS: Green Cities obliterates workshop
Tim The Terrible replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
@AmiPolizeiFunk They are still on there, check again. Thale (author of LSM) is working on a fix. -
How to make 3D Road models / meshes?
Tim The Terrible replied to alborzka's topic in Cities: Skylines Modding - Open Discussion
I have played a little with Train Tracks, and I plan to keep doing that. That is the best approach, but also very difficult at the moment. The editor is very complex and the Road Editor Wiki is far from complete. Right now it's just a matter of trial and error, and sharing. Once we know more, together we can put together a tutorial. I think @BadPeanut knows most about the editor of all of us by far, so I'm also looking at you for help man- 13 Replies
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BadPeanut: Road Modding [WIP] first look for a new bridge (SHB)
Tim The Terrible replied to Bad Peanut's topic in Cities: Skylines Modding - Open Discussion
When I do something in the editor, I always use the -noWorkshop startup parameter. Like you say, mods not only influence the game, but also the editor. If you ever need some mods that help with asset creation, put them in the Local folder of the game (in AppData). Other than that I have no idea how MaxOS works, this is just what I do on Windows. -
So errrm Floating Parks
Tim The Terrible replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
Maybe the shades are broken -
New way to share massive savegames??
Tim The Terrible replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
I think so. But it will probably crash your game, likd mine does when I hit 'Enable All' for my mods. I hope it only forces the mods that are saved to the game, and not utility mods like PLT or Camera Mods. Less more means lower chance of crashing then hitting that button. -
BadPeanut: Road Modding [WIP] first look for a new bridge (SHB)
Tim The Terrible replied to Bad Peanut's topic in Cities: Skylines Modding - Open Discussion
In the right-top corner, hit Share and Save as Image -
Raising height of train causing glitches
Tim The Terrible replied to jasonsmithgoat's topic in Cities: Skylines Modding - Open Discussion
First the Train Tracks, because MOM tracks already look really good. In the future I might do a little work on the MOM tracks, depending on free time. It has been a long time ago since I put a train in the editor, but I do vaguely remember a floor in my double-decker train. I'm certain there is a way to edit it, but I recommend you leave it as it should be. I'd rather sit with @andreharv and see if we can raise all trains globally, instead or raising just your train (to later have it lowered down) -
Raising height of train causing glitches
Tim The Terrible replied to jasonsmithgoat's topic in Cities: Skylines Modding - Open Discussion
Just keep it a 0, I plan to make a mod that provides better rail meshes, which will be thinner than the current ones, so the wheels won't cut through them. If you raise it now, it might float in the future -
Additional Public Transit
Tim The Terrible replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
We can make our own MOM depots? Why didn't you say that sooner! Truth is, while the default depot fits the Steel tracks and style, it doesn't really fit the modern style of the Concrete tracks. When I find time I will make a new depot- 1,259 Replies
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Additional Public Transit
Tim The Terrible replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
I think all networks should have depots- 1,259 Replies
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Those are some very nice some rocks, looking forward to the some stream footage.
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Happy anniversary
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Catenary Replacer
Tim The Terrible replied to Tim The Terrible's topic in Cities: Skylines Modding - Open Discussion
Global, same as always. But now you don't have to go back to menu every time. Network Skins might get an update after the new DLC. -
Catenary Replacer
Tim The Terrible replied to Tim The Terrible's topic in Cities: Skylines Modding - Open Discussion
Update Added Expo Line style. You can now change styles in-game! -
LA Expo Line (WIP)
Tim The Terrible replied to Tim The Terrible's topic in Cities: Skylines Modding - Open Discussion
P3010 (LA Metro) released by TimTheTerrible- 42 Replies
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LA Expo Line (WIP)
Tim The Terrible replied to Tim The Terrible's topic in Cities: Skylines Modding - Open Discussion
Then I will not answer. Just kidding. I believe it will be like that. Just like NExt provides new different looking roads, this mod will provide different looking tram prefabs (read: roads types) with custom texture (gravel and grass) and lane props (overhead wires/catenary) and maybe much more, or much less, really depends on how much time we can afford to spend on it. Just like cars drive on vanilla roads and on NExt roads, tram will be able to drive on the new stuff. Don't take my word for it though, ask @BloodyPenguin and @andreharv.- 42 Replies
