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Found 12 results

  1. I want to install RTMT, but only want the bus stops- how am I suppose to install only them? I think adding the subway station too makes them a bit OP...
  2. So I woke up today, hoping to make a parking garage for Skylines. I opened the game at noon or so and played a bit, before doing so. I had closed it after noon, and worked away at my parking garage mod for 3 or 4 hours. I come back to the game to load the model, I make my lot, close the game, do a few chores, and come back to the game within an hour. I load it up, and the game just freezes (Cities Skylines has stopped working, Windows is trying to find a solution to the problem, etc.). Naturally, I think my newly made parking garage is giving the game grief, so I remove all files associated with it. Nothing changes. I use the --noWorkshop and --disableMods lines, that seems to fix things. But of course, I want to play with mods. I fool around with the game a bit, and find it'll run just fine if assets are loaded, but no mods (I use just the --disableMods line at this point). ...And naturally, I yet again assume it must be just a mod causing me grief. I do a binary search of all my files, it goes well, I'm almost done, and I load the game. I have about 80% of my files back where they should be - just 20% left to sort through as I try and find the culprit mod. Currently at 3.5-ish of 4+ GB's of mods and assets. I open the game up to test everything, open a city, play for a few minutes, and all is fine. I close the game, try it again and then the dreaded "Cities Skylines has stopped working" message appears. Yet again, at the Paradox black screen. I do a second binary search of these mods and assets. Not sure why it worked once, and not the second time, but in any case, I continue. I make my way back up to 2.6GB's worth of working mods and assets, I do the same thing, play for a bit, and after a few trials, the game stops working. By the end of the night, I've gotten to 1.5 GB's of mods and assets that work. Yet, binary searches just don't work any more. Even with smaller chunks of mod and asset files put back in place for testing, the game still freezes at the Paradox screen, albeit with an even lesser amount of them now - less than half of the custom content files I typically run. This is EXTREMELY frustrating. If anyone can offer help I would greatly, greatly appreciate it!!! It seems all my efforts are futile, given that so many of my custom content files are apparently broken, and it seems to be a rising number too. I have no idea what's going on. The closest I've come before to experiencing this is when Ngon deleted a bunch of his workshop items and I had to re-install them from another source. Debug if it helps: https://gist.github.com/anonymous/9e63419fd97392a4603c7803be9cdaeb I typically run 800+ mods (4+GB). There are normally a few errors, due to the fact that I run some older mods like American Roads and Road Colour Changer. These never cause a problem, and I've had them for nearly half a year.
  3. Hello everyone, I'm experiencing a pretty bag bug since this morning. I haven't change anything nor download anything to my game, and suddenly, Cars are stopping in the middle of the road for no reason and didn't move anytime blocking all my city. It's not due to rerouting after upgrading or build road, and after spending the whole day trying to find what is happening, I'm desperate. Hope you can help me! I have a pretty fine computer which can easily run a city of 200k, and the city I try to run is 30K... I have observed the car are stopping most of the time when they are doing an action ( truck making delivery, police responding, bus at bus stop ) and also some random car on the road. It get worse if I play the simulation. For example, when a fire happend, all the car in the neighbohood stop and never start again. Here's some pic to demonstrate this pretty strange bug. 'Doing deliveries' 'Cruising an avenue' 'No ones move in this picture.' As you can see, I have lowered the setting to see if it helps and it doesnt... Please help!
  4. Dead

    I always wonder how a city will end. News about ancient vibrant cities being discovered and questioned on why they were abandoned seem perplexing. Today, Thursday February 18, a new update and the introduction of Snowfall debuted which I have not bought... yet. And, the result for me... Errors following that told me of broken assets which I dutifully unsubscribed. Then this resulted... Going to the discussion board on Steam and the answer -- supposedly -- was to unsubscribe from the Mods. So, the 14 Mods were history. What an Alien Invasion? This would not make a Hollywood blockbuster since everyone would be walking around wondering where everything went. Here today, gone tomorrow. Hey Chirpy got anything to say? You would still be working! Nobody killed and nothing left to do! Now, that's what I call a war. So you know, this screenshot was the Industrial area Foggy Heights looking out to Evergreen Ore on the left (brown area) and Briarwood Woods on the right. Rotten Orchard Farms is that yellow area just a tick of center left. All gone... for now. The city J. Garner will remain in limbo until the "fix" is in. In the meantime I can fire up SimCity Complete Edition 1.0.2, and some say I can start up a vanilla city in C:S. We shall see. Mayor Haylo Stachoo PS As everyone left I was told they made me full mayor of J. Garner and all this was on me!
  5. I have been looking over posts about marking things historical. Am I correct that this will freeze development of a lot and that is its only function?
  6. I'm still fairly new at it all and trying to get a handle on buses. Here's what I've done and what I'm seeing. I paused the game and created a depot. My city is an uninspiring grid of zones. So in my residential area, let's say I've named my streets as such: 1st Street, 2nd Street, 3rd Street, etc... On my first bus route, I place a stop midway on 1st street. The second stop is coming back on 3rd street, then one on 5th street, etc., and ultimately heading over to the commercial district where it makes a couple stops and then returns back to close the loop. The second route is similar, except that it hits the even numbered streets. Once the routes are finished, I unpause the game, and all zillion buses leave the depot and head to the stop at 1st street, after which, all of them head over to 3rd street, etc., etc., until they all finally make their way to the second route that starts with 2nd street. Is there any way to somehow stagger the starting times or randomize the starting locations? Also... If I zoom in on that first bus stop where ALL of the buses are stopping one after the other, there's a crowd there that never diminishes. If I click on the various cims, their destination IS on the bus route, but they're not getting on the bus. Is this crowd simply a decorative graphic for the game? Will that crowd never diminish, and will Heather Walker, educated senior of The Primrose Residence, never actually make it to Outlet Shop?
  7. Version

    668 Downloads

    This is bus stop station from the city of Paris. This package includesbus stops (family 0xaf440060) for road (european style NAM v32). Sidewalk is based on a trick developed by Xannepan, it takes automatically the sidewalk texture located in your plugin folder. For LOTers, you will find the different props / texture under the name: Grfe_road_bus_stop_texture Grfe_Parisian_bus_stop_family Grfe_road_sidewalk This package includes only darknite version. Special thanks to Xannepan, Vortext and all VIP, BSC members.
  8. 30 New StopSigns

    Version 1.0

    3,904 Downloads

    MOD of the Week! June 15, 2014 - http://scdnews.com/fathers-day-mod-of-the-week-30-new-stop-signs-by-tobse/ Dear Mayor, This Mod replaces the Stop Sign texture. For all those who want to have realistic looking Stop Signs. My source I referred from here http://en.wikipedia.org/wiki/Stop_sign Package Features (choose one of the Stop Signs and install in ...\Origin\SimCity\SimCityData\) Check the screenshots below! -Argentina -Brunei -Canada (Nunavut, Inuit-speaking communities) -Chile -China -Ethiopia -France (actually use in Quebec and other French-speaking communities) -Hong Kong -Iran -Ireland (Gaeilge) -Israel -Japan -Malaysia -Mexico -Mongolia -Morocco -Morocco (Berber-speaking communities) -Nepal -Nigeria -Singapur -South Korea -Thailand -Turkey -UAE United Arab Emirates -Red-Outline -Black-Outline -White-Outline -Simlish -1954 (USA 1924–1954 stop sign.) -Future If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Thank you for your support Tobse Author: Tobias Ralew - www.tobs-design.de License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Warning - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis or EA about using mods, so use at your own risk - For more information on EA mod policy: http://forum.ea.com/eaforum/posts/list/9729407.page Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/
  9. Version 2.0

    3,765 Downloads

    Original file had problems with no trams appearing at all and sims were using bus instead GLR. joshua43214 made another version but it was not working at all, cars would not cross even with one way road trick. This version is all fixed bus stop is removed and sims use GLR now. Note: You need the original Shmails files - Shmails GLR Avenue just replace the lot file with this one. Also you must demolish the older GLR Shmails stations in your city and re-plop the new station to work, and remember to drag one way roads for both directions up and down inside station's boundaries only.
  10. Small Bus Depot

    Version 2

    7,833 Downloads

    Monthly Cost: §45 Passanger Capacity: 8,500 Jobs $: 18 Jobs $$: 3 Jobs $$$: 1 No depencies.
  11. 3x1 Bus Stop

    Version

    954 Downloads

    Don't download it, requested approbation for custom textures!! It's the in-game bus stop, but with street indentation. Plop Details: Capacity: 1500 Plop Cost: 200 Bulldoze Cost: 5 Please leave a comment!! Require custom texture included in the .zip file
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