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AmiPolizeiFunk

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About AmiPolizeiFunk

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  1. There's an interesting caveat to all of this. When you place a prop in the asset editor it seems to have a flag that remembers if the prop is "on ground" or "on mesh." The flag is set when you first place the prop. So if you place a prop initially on the side of a building, you can use "move it" to move the prop in all 3 dimensions. But if you initially place the prop on the ground, you will never be able to lift it up into the air with "move it." This technique can be used to move props into wacky locations... like to put a main-building prop on a sub-mesh or sub-building, or floating in the air. As long as you plop it first on some side of the main mesh, you can move it to anywhere.
  2. The upside of including all 3 levels of the building in one workshop asset is that each user automatically gets all 3 when they sub to asset. The downside is that some users won't want all 3, and will see it as excess bloat, which will discourage them from subbing. So you gotta decide which way you want to go, there's no right way. As for your second question, it's not possible for the game to upgrade one specific building to another specific building, and the names don't matter. The game will upgrade to any building that fits the level needed and the same plot size. So if there are other buildings that fit those requirements within the theme, the game may upgrade to those.
  3. Updating Networks

    It's a bug and CO is aware of the issue. The game goes back and forth between adding a 0 or adding a 1 to the end of network prefab names on bridge, elevated, tunnel, and slope segments. You can see it in modtools here: Tool Controller->NetTool->NetInfo->NetAI screenshot: See how it says "Bike1" at the end of the bridge segment prefab name (Slope1 on slope, Tunnel1 on tunnel, etc)? If I updated it once, it would say "Bike0" and it would not be found in people's savegames. If I updated it twice, it would be back to "Bike1" and it would work again. This is what you have to look for.
  4. I'm having an issue with hundreds of prop lights not turning on. If I wiggle them with MoveIt, they turn on. But every time I load the savegame, hundreds of my proplights are off at night. It doesn't seem to make any difference if they are powered by the electricity grid or not. Anybody else have this problem or know of a possible solution? those two lights should be on, like the ones next to them. The two lights to the right are the exact same light props. The entire ring should be lit with Raillight props. Massive sections just don't turn on.
  5. How is this possible?

    So I would try do that in modtools while compiling the main asset with all of its sub-buildings? I would love to be able to make the subs independently ploppable with certain releases. Then I wouldn't have to release the same things twice.
  6. Model with multiple texture files

    If you set it up correctly, blender can bake a texture atlas for you with one click.
  7. You can place single pieces of Martin's Hauptbahnhof by using FindIt, even though they are embedded as sub-buildings in a single .crp. How is this possible? Is there a special template that allows you to do this? For most big buildings, you can't place any of their parts independently unless the author releases them separately.
  8. Ah that sounds nice! Segment smoothing really does belong within moveit.
  9. Yep I know but experts like me need to be able to make intelligent adjustments that don't break accessibility
  10. lol 3-yr old thread necro has me reading about better bridges
  11. Didn't we convince Samsam to re-include them in MoveIt? We all made a big fuss because we sometimes need to use "TouchThis" and MoveIt to adjust tracks in stations. I think he re-included them in the end and I'm glad. If somebody breaks a station by using touchthis and moveit, it's their own damn fault imo. Who cares if they complain, just ignore them. We already have the power to massively break stuff w moveit so I don't think there's any reason to take that approach when it comes to stations.
  12. Yep, Steam is borked for many of us right now.
  13. I guess you're right about the copying w MoveIt. I'm trying to think of other cases where an eyedropper would be useful but I'm coming up short. Sometimes you just want to know what a thing is or what it's called... like a prop. It would be cool if the eyedropper would put you in the UI menu where the thing is from, so you could see its name.
  14. lol this was posted yesterday https://steamcommunity.com/sharedfiles/filedetails/?id=1605547823
  15. Industries quietly introduced a new radial button on growables called "Historical Building." This little flag could completely change the way City-Painter type builders have been playing the game for years. We've had to use mods like "Control Building Level Up" to get our carefully selected buildings to stay put. Now that this button is in the vanilla game, it would be really helpful to have some tools to manipulate it. That would allow us to move our builds away from the other mods (which are global and prevent us from having areas that grow naturally). Personally I would like some blocks to be fixed (all "Historical Building" buttons checked) and other areas to grow naturally like the vanilla game. Would it be possible to make a mod that could globally convert all of the growables in a savegame to "Historical Building?" Really cool would be to have this be an option per district (in conjunction with per building).
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