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Found 12 results

  1. I'm attempting to build a city in which car usage is minimized. To that end, I've added a small industrial area in which contains no roads of any kind, only railroads and pedestrian malls. It has grown nicely, and people are getting to work by taking the tram to their nearest train station and hopping on the train to the industrial area. On the surface, it looks like everything is running nicely: But let's take a look at where all the freight is going: It looks like all of the factories are sending their goods along the train to the connection with the neighbouring city instead of sending it to the port. I'll note that the neighbouring connection is quite a ways off screen and that even the furthest factory from the seaport is still significantly closer to the port than it is to the next city. As a result, every one of my factories that sends freight has "long" freight times. As you can see, the seaport has a railway connection, and it is connected to the rail system. It also has a "road" connection via pedway to the train station, so it has workers too. Can anyone explain to me why nobody ships their freight through this port? It is a CDK3 Container Seaport which accepts rail connections, but its used capacity is 0. The second issue is that this industrial area is fairly hilly. It's actually relatively flat compared to the surrounding areas, and I spent quite a bit of time smoothing the bumps and making the grade from the coast up to the hill that acts as a buffer between this area and my R/C neighbourhoods as gentle as possible: However, if you zoom in on some of these diagonal train stations, you can see they look absolutely terrible when put on a slope. Not only that, but many of the pedestrian malls are half-buried under grass, giving the whole area a weird, janky look: I tried using a slope mod to ensure my rails were built using realistic grades, but even with the least restrictive mod I could find, the area was still too hilly for me to lay down these tracks. Are there pedestrian tiles and diagonal railway stations that play more nicely with slopes, or do have to bite the bullet and flatten everything, leaving weird-looking, extra steep slopes at the edges of the area? And if I do that, what do I do with the train tracks at those steep edges? My last question doesn't really require any screenshots. Put simply, industry generates garbage. With no roads, the only way for me to remove this garbage is via rail. Do any mods exist that allow this?
  2. Hello all! I found this on the workshop. Basically it's a setup that allows for multiple metro exits from one platform. Or atleast did, I don't know if it still works. http://steamcommunity.com/workshop/filedetails/?id=577719153 So is it possible to connect different metro stations via underground passages? I tried just putting and moving tunnels with MoveIt in game but could not make it work. Why do I want this? * Realism. Say we have two lines on different depths, pedestrians walk UP to street level and to the next station. * Practicality, too many pedestrians in the way for cars, trams, buses. Same as IRL. So I am not a modder, I just want to put this out there to see if it's remotely plausible. And if so, hopefully inspire someone in this fantastic community. Actually, when I Think about it. Paradox should make a DLC on this: The Underground. Passages with shops, malls and different exits, levels etc.
  3. MGB - Long Pedestrian Bridges

    Version 1.0.1

    1,591 Downloads

    These eye-candy bridges were designed to span larger gaps. They can be used with game water, MMPs or canal/pond lots. The regular bridge is 8 tiles wide and the ramp-end version is 9 tiles wide. In order for the bridges to display correctly, they need to be built on the flank of a 10m high hill. The ramp-end bridge variant has one end of the bridge at ground level, with a spiral ramp for access. These bridges may look OK with other heights, but the bridge supports would be in the air if the bridge was higher than 10m so I wouldn't recommend it. Since these lots are eye-candy I have made them totally neutral, i.e. neither positive or negative effects will occur from their use. They are free to plop and have no monthly costs either. Find the bridges in your Parks menu. There are no dependencies and the models have nitelighting too. Update: I forgot to mention, these models are rendered in HD. I could make some SD versions if there is demand for them? If I'm honest I totally forgot about this when I uploaded them. 08 Dec 15 - Added SD variant. Please select either HD or SD version when downloading.
  4. SimCoug's Stairways

    Version

    2,043 Downloads

    Description:This is a set of 9 stairway lots that allows sims to traverse slopped terrain safely (no more sliding down steep hills on your butt).There are two lot versions - one that requires no dependencies (Stairway_NoDependency_Lots) and one that only requires BSC MEGA Props - CP Vol01 (Stairway_CP_Lots). If you want to play with only the no dependency lots, simply delete the Stairway_CP_Lots.dat file and you are good to go. You will find all the lots grouped together in the park menu (probably towards the bottom of the menu, depending on your plugins). Each lot if $5 to plop, but no maintenance costs.These lots can be safely placed at almost any slope, but as you go beyond a 15m slope, the stairs will begins to look pretty steep as well.Every lot is transit enabled for pedestrians, so sims can travel through the lot without a problem.Go ahead, build your very own Sim-Stairway to Heaven. Dependencies:None - unless you want to use the Stairway_CP_Lots, in which case you will need:BSC MEGA Props - CP Vol01 Installation:Simply unzip the file and put the entire 'SimCougs Stairways' folder in your plugins (don't forget the dependency if you intend to use the CP lots). Developer notes: These lots should blend in with most towns or cities - there is a number of different lot configurations, including a simple stairway without any base texture.The base textures are compliant with sidewalk overrides. Support:For comments, questions or help, please visit SimCoug's Lot&Mod Den Special Thanks:A huge thanks goes out to Reddonquixote for modeling the stairs and putting up with countless failed renders (apparently the BAT doesn't like stair props).mgb (aka rsc204) was also deserves a big shout out for helping me with the transit modding.Finally, I'd like to thank uroncha for giving me the initial idea for these lots with his 'Adjustable Stairway' lot that can be found on the STEX. Enjoy!
  5. Version 1.0

    12,498 Downloads

    STEAM Workshop link now available, click download then click on (Main File) option. This Y-Stack interchange is perfect for an urban setting. It has pedestrian crossings, flora and a pleasant design, making it an ideal candidate for a prominent spot in your city. The design is realistic and efficient for traffic, and features a 90 degree angle between two of the highways, with the third going off at 45. This is quite useful in many situations, as you may know. While not perfectly symmetrical, I've made sure all curves and slopes are as smooth as possible. The elevated ramps are made from One-way roads, limiting the speed on them to 40 kph, which is ok since usually these type of elevated curves do have speed limits IRL. However, you can always upgrade them back to Highway ramps if you need higher speed limits. Disclaimer: This interchange is still far from perfect and I'll be updating it as I make it better in the future. Those highest level ramps probably need some further smoothing... Check back here for better version in the future. To install, unzip file, then move the "TPB CSLIA - Urban Y-Stack v1" file into \Users\*YOU*\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets Replace *YOU* with whatever your user account name is on your machine. Please note the AppData folder is hidden by default, you'll have to show hidden files in explorer to find it. Visit my Asset Studio for news on upcoming uploads. And of course, don't forget to rate, comment, discuss, share on facebook, google, tweet, pin, and everything else Thank you!
  6. Regional Pedestrian Path CoastLine

    Version 2.0

    10,285 Downloads

    Hello all ! Pedestrian Path Sidewalk and FootPath are now posable on water For Offline use only. How to Install?? 1: Make Sure Install : Project Akar : Ui Enhancement 2. Download the mod. 3. Right click the rar file > Extract 4. Copy and paste the package file into your SimCityData folder. 5. All roads place under “WaterWays” Submenu. need Original pedestrian Path if u got any problem or bug pm me thanks Credit to Melborne101 for the ScreenShot
  7. Version 1.0

    6,151 Downloads

    Another new addition, Pedestrian Path Sidewalk for both Bridge and Tunnel. Can be use on both land and water tiles. u can find in Pedestrian Path 'New' SubMenu Need Original Pedestrian Path v2 By Xoxide Make Sure have Project Akar by Yayieli If you got any problem or bug pm me thanks.
  8. I'm trying to recreate the Los Angeles region at the moment, and am working on building a Hollywood Bowl. Does anyone know of a place where I can download a lot that enables you to plop masses of sims? I already know the pedestrian plop lots. However, these do not offer enough density to be a concert crowd. Any help would be appreciated! Thanks!
  9. I have returned to playing SC4K after quite some time off and I started toying with the old idea of mine of making largely pedestrianized cities with bus rapid transit serving as the major/only means for longer journeys. This was inspired by some exploration of how such systems work in some cities with intelligent urban planning that I've enjoyed during my recent travels (see, I even make my travel plans according to how can I develop my SimCities!) Using pedmalls, HOV lane markings and bus blocking tiles, I have reached really great results here, seems like the Maxis simulators really do reflect the reality quite well. People walk to wherever they can, take the buses etc. They even walk far longer than they should, but then given that pedmalls are the size of the house I guess they also bike around. I have two small issues tho, which are more visual in nature than anything else: Pedestrian crossings - unless I am mistaken, my pedestrians won't cross streets. They will go to a street through a pedmall. They will follow the street. But they won't cross the street perpendicularly to the traffic to continue on a pedmall on the other side of the street. More specifically, they also seem unable to cross a road tile with a road-top bus stop on tip. This makes me use the pedbridge tiles that come default in the pedmall tile menu, but those are, with all due respect, quite unsightly for the low-rise, low-density residential environments I am developing. If pathing works for those, I was wondering if there was a pedestrian crossing tile that works the same, but is essentially flat? Residential tiles requiring road access - to most of you this is "d'oh", but I have only now "discovered" that while for commercial tiles a pedmall in front of it is enough for it to be "connected", for a residential tile it isn't so, they do need at least a street adjoining from any direction. This does work well with rowhousing with parking in the rear, where the entrance faces the pedmall and the back with parking adjoins the street (even if the fences that pop out make little sense), but I could certainly up the density (and balance out the gigantic pedmall tiles) if I could get rid of the extra tile of network per residential tile. Any way around it? I guess I might not be the first person to raise those issues, so there either is a nice mod or set of plugins to alleviate those, or they were discovered to be impossible to overcome, but I am too daft to find any trace of those. Any help would be greatly appreciated!
  10. Old City Pack

    Version 1.00

    2,381 Downloads

    Introduction This is a pack of 25 lots designed to provide elaborate and realistic plazas and pedestrian streets for an older city, with some lots specifically geared toward Spanish Cities. All the lots are modded as parks, and feature custom icons. These lots were made for my personal use in my City Journal, for the city of Talia. Lot Breakdown 16 1x1 Plaza Pieces 4 1x1 Pedestrian Streets 1 4x2 Church in Plaza 1 2x2 Tapas Restaurant in Plaza 1 10x10 Bullfighting Arena in Plaza 1 8x6 Cemetery in Plaza 1 4x4 Fountain in Plaza Disclaimer Please read the included readme file. These are released personal lots, and thus may have errors. Please report any errors you find in the comments section and I will try to address them. However, I am not responsible for any harm resulting from the use of this file. Because it was originally created as a personal lot I made no attempt to minimize the number of dependencies, and will not be reducing them. I think all of the dependencies I've chosen are good to have and several are very widely used. These lots were created by me, and you may not upload them anywhere or redistribute them in any way without permission. Credits Extra special thanks to and @Ying Blanc for checking these files for me. Dependencies BSC BAT Props Mattb325 Volume 2 Nams Props Pack Volume 1 Nams Props Pack Volume 2 BSC Mega Props RT Volume 1 BSC Mega Props RT Volume 2 SFBT Churches and Cemeteries Network Addon Mod TS Power Poles BSC Mega Props D66 Volume 2 VIP Girafe Oaks
  11. hi Builders! Quick question: does the pedestrian pavement tile also come WITHOUT that center pole? Can't seem to find it anywhere Thanks for the help, can't wait to use it (IF it exists..! ;-)) Kind regards, Satisfactor23
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