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Everything posted by mitch1238
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Cities: Skylines - Community Modding Requests
mitch1238 replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
From searching the workshop it doesn't appear to exist already, and I'm not sure how feasible it would be, but has anybody tried to do a route preview/measuring tool? Essentially, it would be nice to be able to select two buildings or network segments and see the route the AI would take between them even when no existing agents are using it. Such a mod could also serve to validate paths (check tunnels for broken rail connections, etc.), so it would have uses beyond just simple planning. -
Draw Bridge Mod (WIP)
mitch1238 replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Been following this on reddit (and posting annoying questions) because I'm really excited about this.- 5 Replies
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BadPeanut: Road Modding [WIP] first look for a new bridge (SHB)
mitch1238 replied to Bad Peanut's topic in Cities: Skylines Modding - Open Discussion
Excellent sneak attack. -
Cities: Skylines - Community Modding Requests
mitch1238 replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
I've released stand-alone vanilla runway and taxiway networks that you can use as templates for creating larger/smaller/otherwise custom stuff: These require "More Network Stuff" (NOT Airport Roads) to place in-game (as will your resulting assets) but they should be a workable foundation for whatever you want to build. -
Release: Stand-alone (ish) Runway/Taxiway networks
mitch1238 posted a topic in Cities: Skylines Modding - Open Discussion
Edit: Both are done: The taxiway needs some polishing, but I'm up against a hard stop with the runway currently. I have a functional asset, but it looks like garbage and I suspect it's because of the RoadAI that came over from my template. Can changing network prefab AIs only be done with scripts/the existing workshop mod? I've gone pretty deep into the Scene Explorer in ModTools trying to find a way to overwrite the existing AI, but it all seems to loop back on itself in a giant circle, and the Asset AI Changer mod predates the Road Editor by quite a bit. I've hit the limit of my current knowledge/experience. ----- Anyway, the taxiway (which will get an update once I sort this AI issue out, hopefully) is live. Feel free to mess around with this to your heart's content: https://steamcommunity.com/sharedfiles/filedetails/?id=1389032956 This is my first "real" mod. It's probably not as clean as it should be, but I'm hoping it'll be a template for future content. Thanks to @Badi_Dea for the ModTools tutoring. -
Release: Stand-alone (ish) Runway/Taxiway networks
mitch1238 replied to mitch1238's topic in Cities: Skylines Modding - Open Discussion
The taxiway has been updated to match the Runway. Both are available here: https://steamcommunity.com/workshop/filedetails/?id=1389215459 I started working on this because I wanted taxiways without lighting that I could mix/match with existing networks. Also, I just wanted to see how convoluted it would be to make stand-alone (using that term somewhat loosely here) airport networks. This is an area that has been (and still is) lacking as far as workshop assets go, largely (I believe) due to the narrow scope of the Airport Roads mod and perhaps some hesitation on behalf of the modding community to release networks with mod dependencies in the post-Road-Editor world. I would argue that while that hesitation is entirely reasonable, it may be a bit too conservative. Airport networks are inherently "power user" items and mod dependency is an entirely reasonable hoop through which to expect subscribers to jump. It also opens up asset creators to the potential of creating much larger runway assets that are fully functional and plug-and-play within the existing airport network framework. Anyway, feel free to use these as templates for anything you like. The only work here that is my own was the time spent learning how to make this work. All of the functionality implementation was made possible by existing mods and I give full credit to those who put the time and effort into doing the real work that makes this sort of stuff possible. Cheers. -
Release: Stand-alone (ish) Runway/Taxiway networks
mitch1238 replied to mitch1238's topic in Cities: Skylines Modding - Open Discussion
Asset AI Changer did the trick. Thank you, @Ronyx69, for pushing me to look for what was right in front of my face. My new issue is that the custom runway and custom taxiway don't get along, but I believe that can be easily rectified by updating my custom taxiway's AI to match the runway's. -
Release: Stand-alone (ish) Runway/Taxiway networks
mitch1238 replied to mitch1238's topic in Cities: Skylines Modding - Open Discussion
The stock Runway/Taxiway seem to use the same RunwayAI by default. This doesn't seem to preclude airplanes from taxiing on a road asset that is not flagged with that AI type (that seems to only require the item class so that you can connect it to a runway) and I suspect it is also why people have seen planes land on taxiways in custom airport builds. The same doesn't seem to hold true for Runways, though. How does one manipulate a network with AI Changer? It's a breeze with buildings, etc., but I'm lost on how to make that work since it doesn't load into the Road Editor GUI. Edit: Nevermind. Found the property toggle mod. Taking a stab at this. -
Release: Stand-alone (ish) Runway/Taxiway networks
mitch1238 replied to mitch1238's topic in Cities: Skylines Modding - Open Discussion
So, here's where I'm hung up with the custom runway. It seems to be functionally fine, but I'm having issues getting junctions to behave. The nodes (and segments, for that matter) are set up the same way as the default runway (also pictured), but I can't seem to get this clipping issue resolved, and the only thing still unique to the vanilla runway is the AI (vanilla: RunwayAI; custom: RoadAI, due to the template used). You can also see that the nodes in the stock Runway asset appear more robust (for lack of a better term). My gut tells me these things are related. This is not an issue with my custom taxiway asset, which also uses RoadAI, for whatever that's worth (the screenshot here was mocked up with the vanilla taxiway; they behave the same way in these junctions). -
Release: Stand-alone (ish) Runway/Taxiway networks
mitch1238 replied to mitch1238's topic in Cities: Skylines Modding - Open Discussion
Perfect walkthrough, @Badi_Dea. Upgraded my custom airfield in another save with these suckers and it functions perfectly: -
Release: Stand-alone (ish) Runway/Taxiway networks
mitch1238 replied to mitch1238's topic in Cities: Skylines Modding - Open Discussion
Excellent, thank you. I'll give it a whirl. If all goes to plan and I end up with something clean and serviceable, I'll share it. -
Cities: Skylines - Community Modding Requests
mitch1238 replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
Getting the runways and taxiways into the road editor is not that difficult and manipulating them is straightforward, but the assets created this way don't work. @Bad Peanut said at one point that he'd made some headway but he had to use modtools in conjunction with the built-in road editor in order to make changes stick. I don't think anybody else has gotten any farther (or if they have, they haven't been inclined to release their work). -
Badi_Dea's Workshop - Post Office Released
mitch1238 replied to Badi_Dea's topic in Cities: Skylines Modding - Open Discussion
Another hand-raiser for the brick re-skin here. I was playing around with the regular one tonight in a new build and was struggling to make it transition nicely onto brick roads (or roads with brick sidewalks) and that would be the perfect solution.- 129 Replies
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[Solved] Performance hit from custom roads?
mitch1238 replied to dennodk's topic in Cities: Skylines Modding - Open Discussion
Also, are you using loading screen mod? You could enable your roads one-by-one and see how much they're contributing to your overall memory usage.- 4 Replies
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Bad Peanut sometimes makes things: [RELEASED] Solar Freaking Highways
mitch1238 replied to Bad Peanut's topic in Cities: Skylines Modding - Open Discussion
If it's just a prop in the asset rather than part of the network component, it won't help, no. -
Bad Peanut sometimes makes things: [RELEASED] Solar Freaking Highways
mitch1238 replied to Bad Peanut's topic in Cities: Skylines Modding - Open Discussion
@Nicolas, you could probably resolve the catenary issue with Touch This! but that can also break train stations in unfun ways, in my experience. -
BadPeanut: Road Modding [WIP] first look for a new bridge (SHB)
mitch1238 replied to Bad Peanut's topic in Cities: Skylines Modding - Open Discussion
Thank you for the clarification. That's really good info. -
BadPeanut: Road Modding [WIP] first look for a new bridge (SHB)
mitch1238 replied to Bad Peanut's topic in Cities: Skylines Modding - Open Discussion
BP, just for clarification: Is the node issue with trams limited to interactions with "stock" roads? In other words, if somebody were to make an entire set of tram roads based on a common but non-standard alignment, would they behave as long as they only interacted with each other? Or would the junctions still be a mess no matter what? -
Lost Gecko's projects
mitch1238 replied to Lost Gecko's topic in Cities: Skylines Modding - Open Discussion
Another hand-raiser for that road here. -
Stairs doable with road editor?
mitch1238 posted a topic in Cities: Skylines Modding - Open Discussion
Inspired by this reddit post: How difficult would it be to make a new ped path with stairs as the elevated mesh variant? I can't think of any significant obstacles. You'd probably need mods to really make them look good, but that's true of just about anything. Am I missing anything? -
Cities: Skylines - Community Modding Requests
mitch1238 replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
Yeah, anarchy is the easy solution. If I can ever get my head around doing road meshes, I'll probably try to make roads that look good with rail overlaid on them. I imagine it won't be long before somebody adds elevated rail meshes with the existing one-lane road monorail supports (and I'm sure it can already be done with Network Skins). -
Cities: Skylines - Community Modding Requests
mitch1238 replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
I assume we'll eventually get things like fences, walls, etc. based on the in-game castle wall since this pretty much cracked network modding wide open. Along those lines (so to speak), I'd like to see elevated trains implemented like monorails. I know MoM does a lot of great stuff, but I don't really want another "big" mod like that if I can avoid it. -
Cities: Skylines - Community Modding Requests
mitch1238 replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
Since this request doesn't fit with Bad Peanut's current projects, I'll just throw it in here: Standard two-lane roads with brick/cobblestone textures, both one- and two-way. Eventually, some wider avenues would be nice for modeling old industrial/historic areas, especially if we could include tram tracks on them. I'd settle for the simple stuff for now, though. -
BadPeanut: Road Modding [WIP] first look for a new bridge (SHB)
mitch1238 replied to Bad Peanut's topic in Cities: Skylines Modding - Open Discussion
I'd be happy with some simple two-lane brick roads with and without tram rails. Cobblestone too, for that matter. Historic districts are begging for this sort of thing. I think it can already be done with some reskinning mods but those tend to be particularly resource-intensive.
