Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
Found a mod that adds a new road that is a pedestrian walkway that is zoneable. So you can make residential neighborhoods with no car streets, just people streets. Service vehicles still use them fine.
It seems like the vehicles do not use roundabouts "properly" as far as giving way <insert joke about RL accuracy>
Getting backed up roads when there isn't really an apparent reason for it.
Follow the jam to where it starts and just watch a while. You'll probably end up seeing one lane/road trying to merge/turn and showing no regard for oncoming traffic, causing the lane they're crossing/merging into to come grinding to a halt, but then they're just close enough that the car turning stops as well, so everybody kind of sits there not sure who's supposed to go and when they make up their minds, you've got 150 cars backed up for no proper reason.
0
That_GuyI don't wanna be that guyRegistered Userregular
edited March 2015
I accidently the entire power grid when I was upgrading downtown to high density. My city is in full Detroit mode.
What might be some reasons why I'm getting abandoned buildings in my commercial zones while there is still high demand for commercial?
I'm waaay late on this, I know, but if you click on an abandoned building to bring up its details and hove the mouse over the problem icon, it will tell you the reason. In my case, too much corpse stink. Or in rarer cases, not enough profit, or not enough product. Solutions to each are then hopefully obvious
The part I don't understand is how a civil engineer can build this traffic utopia, but every city I've lived in IRL (all of which employ civil engineers) are traffic messes.
Can anyone recommend a large but geographically interesting map?
I've been playing on my map of San Francisco... But it turns out to be rather boring. Turns out, San Francisco is a familiar place and recreating it street by street is rather dull.
0
mastertheheroProfessional Video Editor & Book AuthorRegistered Userregular
Can anyone recommend a large but geographically interesting map?
I've been playing on my map of San Francisco... But it turns out to be rather boring. Turns out, San Francisco is a familiar place and recreating it street by street is rather dull.
For any of those who are interested. I made a Manhattan island map that's gameplay optimized for the default tiles you're given. Feel free to play with it and leave feedback so that I can make changes and fixes. Still playtesting it myself but the basics seem to be working fine.
For any of those who are interested. I made a Manhattan island map that's gameplay optimized for the default tiles you're given. Feel free to play with it and leave feedback so that I can make changes and fixes. Still playtesting it myself but the basics seem to be working fine.
Can anyone recommend a large but geographically interesting map?
I've been playing on my map of San Francisco... But it turns out to be rather boring. Turns out, San Francisco is a familiar place and recreating it street by street is rather dull.
I wonder if it's possible to develop a map generating mod, would be neat we we have randomly generated map like Minecraft has.
I've been having fun with circles. Only 8,000 citizens so far, so I'll have to report back once it's a proper size. Turns out nesting circles is super easy.
-Windows: dependencies to the visual studio runtime have been removed. Addresses the issue where ColossalNative.dll would fail to load for users missing/having wrong msvcrt dlls.
-Windows/OSX: fixed an issue where some users would not have permissions to access an user folder
-Linux: fixed some cases where the first time launch would show the game half way out of the screen on dual monitors
-Linux: various runtime optimizations
-Linux: hopefully fixed the performance problems and the log spam, we were unable to reproduce that issue so this is a bit of a blindfolded fix
-Linux: added support for $XDG_DATA_HOME. If you are using a custom path for XDG and already played the game on that machine, you will need to manually move the user files from the default folder ~/.local/share/Colossal Order/Cities_Skylines to $XDG_DATA_HOME/Colossal Order/Cities_Skylines
-Mac/Linux: fixed a crash when selecting a building in the Asset importer
-All platforms: added some debug info which may be useful when trying to help users in trouble
-All platforms: added support for -screen-height & -screen-width and lowered severity of argument error unsupported launch options so they would cause the new game button to be greyed
-Modding API: fixed OnCalculateResidentialDemand, OnCalculateCommercialDemand and OnCalculateWorkplaceDemand to call their respective counterpart properly. Also fixed for office buildings calling industrial level up. -nerfed parks decreasing commercial demand -road upgrade tool now works between two-way and one-way roads and right mouse-button changes direction of one-way roads
-building effect radius is more accurate
-added a Film grain slider in the Graphics options, like for the Tilt shift. (Users with the Disable Film Grain mod subscribed from Steam workshop and enabled will be notified with a "Console warning" when the game start and the game will automatically disable the mod and set the film grain amount to 0 so that no action from users is required apart from closing the Console panel). -added a chirper volume slider in the Audio options
-intro screen can be skipped with mouse click or key press
-fixed a case where an error would occur if the Source folder was not found while sharing a Mod to the workshop
-fixed Publish workshop panel caption to not always show Savegame regardless which asset type was selected
-killed the clicking sounds that could be heard on a quiet night during full moon and near the end of the loading screen
-buildings uploaded to the workshop will now go to their respective tags automatically. (Buildings already on the workshop will not, we are currently investigating how to make it happen without users having to do anything about it)
-fixed holding down mouse button and release over ui keeps some tools active
-fixed tooltip stays visible when using shortcut to open area view
-fixed parking spaces still working for burned down buildings.
-fixed mouse raycast use normal mesh for burned down buildings.
-removed airplane engine sound from unlockpanel...
-fixed minor text issues in different languages
-fixed wrong tree shadow alpha with pollution or water
-fixed bulldozeing ship/airplane paths in map editor even when they are not visible
-fixed pedestrian bridge color slightly wrong from far distance
so that no action from users is required apart from closing the Console panel
we are currently investigating how to make it happen without users having to do anything about it
I accidently the entire power grid when I was upgrading downtown to high density. My city is in full Detroit mode.
Yea, I run into that too. I'll often build a big district like that and then zone it all at once, connecting power just to one corner. Then the stupid cims decide to start building at the far end where I don't have power running to. I don't bother to fix it because eventually it'll sort itself out, and really if they cims are stupid enough to build where there is no power they get what they deserve. :rotate:
What I kinda wish is that power could go through roadways, kinda like SC2013. That would solve that problem. or have power lines not suck in the game, that would help too.
Yes one of the innovations from SC2013 that I do wish would carry forward was power and water just being routed through roads, so I only need to build pipes and power lines when there is no road.
For me, water is really the bigger bummer, because there really is no fun to be had... just stretch water pipes everywhere to make sure there is coverage. It's only even a problem in the very early game where the cost of pipes could affect you... once my city is even of moderate size, I can just run pipes forever, robbing all meaning from this mechanic and leaving only tedium.
Agreed, I liked how in SC2K/SC4, you had to adjust for water pressure, so laying down too much pipe would reduce pressure and cause water shortages in areas far away from a pump.
Agreed, I liked how in SC2K/SC4, you had to adjust for water pressure, so laying down too much pipe would reduce pressure and cause water shortages in areas far away from a pump.
That definitely happens in this game as well. I had a part of my city that was extremely far from the water source and their pipes were black. They were connected to the main water pipes and everything, they just couldn't get any water. I had to build another water pump specifically for that part of the city.
Agreed, I liked how in SC2K/SC4, you had to adjust for water pressure, so laying down too much pipe would reduce pressure and cause water shortages in areas far away from a pump.
That definitely happens in this game as well. I had a part of my city that was extremely far from the water source and their pipes were black. They were connected to the main water pipes and everything, they just couldn't get any water. I had to build another water pump specifically for that part of the city.
That's just what happens when you don't have enough water for the demand. The spots farthest from the pumps go without. Same thing happens with electricity. You can see it if you add a large neighborhood nearby the power generation that goes over supply. Watch the furthest reaches of your city lose power and start whining while the new area is happy go lucky.
Agreed, I liked how in SC2K/SC4, you had to adjust for water pressure, so laying down too much pipe would reduce pressure and cause water shortages in areas far away from a pump.
That definitely happens in this game as well. I had a part of my city that was extremely far from the water source and their pipes were black. They were connected to the main water pipes and everything, they just couldn't get any water. I had to build another water pump specifically for that part of the city.
That's just what happens when you don't have enough water for the demand. The spots farthest from the pumps go without. Same thing happens with electricity. You can see it if you add a large neighborhood nearby the power generation that goes over supply. Watch the furthest reaches of your city lose power and start whining while the new area is happy go lucky.
Nope, believe me I checked the water supply. I had plenty of supply.
Yes one of the innovations from SC2013 that I do wish would carry forward was power and water just being routed through roads, so I only need to build pipes and power lines when there is no road.
For me, water is really the bigger bummer, because there really is no fun to be had... just stretch water pipes everywhere to make sure there is coverage. It's only even a problem in the very early game where the cost of pipes could affect you... once my city is even of moderate size, I can just run pipes forever, robbing all meaning from this mechanic and leaving only tedium.
It's not just about supply, it's about pressure. I don't think Cities gives any info or control on it, but you can't just run miles of pipe even if you have enough water to supply the buildings en route. The pumps only provide a certain amount of maximum distance.
Agreed, I liked how in SC2K/SC4, you had to adjust for water pressure, so laying down too much pipe would reduce pressure and cause water shortages in areas far away from a pump.
That definitely happens in this game as well. I had a part of my city that was extremely far from the water source and their pipes were black. They were connected to the main water pipes and everything, they just couldn't get any water. I had to build another water pump specifically for that part of the city.
That's just what happens when you don't have enough water for the demand. The spots farthest from the pumps go without. Same thing happens with electricity. You can see it if you add a large neighborhood nearby the power generation that goes over supply. Watch the furthest reaches of your city lose power and start whining while the new area is happy go lucky.
Nope, believe me I checked the water supply. I had plenty of supply.
I have a massive (space-wise) city of 80k+ that is powered by a handful of water pumps all in the same place on one edge of the city.
I've never seen an issue with distance from the pumps.
Agreed, I liked how in SC2K/SC4, you had to adjust for water pressure, so laying down too much pipe would reduce pressure and cause water shortages in areas far away from a pump.
That definitely happens in this game as well. I had a part of my city that was extremely far from the water source and their pipes were black. They were connected to the main water pipes and everything, they just couldn't get any water. I had to build another water pump specifically for that part of the city.
That's just what happens when you don't have enough water for the demand. The spots farthest from the pumps go without. Same thing happens with electricity. You can see it if you add a large neighborhood nearby the power generation that goes over supply. Watch the furthest reaches of your city lose power and start whining while the new area is happy go lucky.
Nope, believe me I checked the water supply. I had plenty of supply.
I have a massive (space-wise) city of 80k+ that is powered by a handful of water pumps all in the same place on one edge of the city.
I've never seen an issue with distance from the pumps.
Right. You had a handful of pumps. I had one, with plenty of supply, but these pipes to this area ran too far for that one pump. I had to build another.
Well, crap. I thought you had to have power lines sort of next to houses and business everywhere, instead of merely connecting groups of buildings here and there. (In the game's logic,) does having too many powerlines affect energy draw, or is it just a bit of a waste of money with the same energy requirements for the same number of houses? Because I just can't get the power meter out of the yellow no matter how many windmills and hyrdomills I build.
Agreed, I liked how in SC2K/SC4, you had to adjust for water pressure, so laying down too much pipe would reduce pressure and cause water shortages in areas far away from a pump.
That definitely happens in this game as well. I had a part of my city that was extremely far from the water source and their pipes were black. They were connected to the main water pipes and everything, they just couldn't get any water. I had to build another water pump specifically for that part of the city.
That's just what happens when you don't have enough water for the demand. The spots farthest from the pumps go without. Same thing happens with electricity. You can see it if you add a large neighborhood nearby the power generation that goes over supply. Watch the furthest reaches of your city lose power and start whining while the new area is happy go lucky.
Nope, believe me I checked the water supply. I had plenty of supply.
I have a massive (space-wise) city of 80k+ that is powered by a handful of water pumps all in the same place on one edge of the city.
I've never seen an issue with distance from the pumps.
Right. You had a handful of pumps. I had one, with plenty of supply, but these pipes to this area ran too far for that one pump. I had to build another.
I thought you were saying you had to build one closer to the neighborhood.
Well, crap. I thought you had to have power lines sort of next to houses and business everywhere, instead of merely connecting groups of buildings here and there. (In the game's logic,) does having too many powerlines affect energy draw, or is it just a bit of a waste of money with the same energy requirements for the same number of houses? Because I just can't get the power meter out of the yellow no matter how many windmills and hyrdomills I build.
Waste of money, and it looks ugly.
I have no idea why your power would be messed up though. Power in this game is pretty simple.
Well, crap. I thought you had to have power lines sort of next to houses and business everywhere, instead of merely connecting groups of buildings here and there. (In the game's logic,) does having too many powerlines affect energy draw, or is it just a bit of a waste of money with the same energy requirements for the same number of houses? Because I just can't get the power meter out of the yellow no matter how many windmills and hyrdomills I build.
Waste of money, and it looks ugly.
I have no idea why your power would be messed up though. Power in this game is pretty simple.
Yeah, I've watched some videos of other people playing and they seem to have 10000000% less energy demands for similar infrastructure. It is a complex game near launch, so maybe it's just some bug. I kind of want to start over and not have to bend over backward to get powerlines and roads to play nice anyhow.
So, I haven't gotten a chance to play this yet, but my wife has been enjoying it. She just killed almost her entire town with pollution, apparently. Whoops!
Origin for Dragon Age: Inquisition Shenanigans: Inksplat776
I wish resources didn't deplete so quickly. When you set up a decent industrial zone on an Ore/Oil patch it mines out very fast. Eventually my industry ends up needing to import all my raw goods from afar, which can create a LOT of inbound industrial traffic to your city.
I don't need them to hang around forever, but longer than half an hour would be nice.
Sceptre on
+2
DaimarA Million Feet Tall of AwesomeRegistered Userregular
I wish resources didn't deplete so quickly. When you set up a decent industrial zone on an Ore/Oil patch it mines out very fast. Eventually my industry ends up needing to import all my raw goods from afar, which can create a LOT of inbound industrial traffic to your city.
I don't need them to hang around forever, but longer than half an hour would be nice.
I think the oil/ore industrial zones and to a lesser extent the forestry ones are kind of afterthoughts to add more options to the industrial zoning. You wouldn't want to have those kind of extraction industries in anything of a size you could call a city, you'd want more of the refining activity where you import the raw materials and process them. I'm sure there are a few cities out there with very close mines but I'd bet very few of them have the actual property within city limits. Just a guess since it would seem pretty barren if the only option you had was farming.
0
mastertheheroProfessional Video Editor & Book AuthorRegistered Userregular
For any of those who are interested. I made a Manhattan island map that's gameplay optimized for the default tiles you're given. Feel free to play with it and leave feedback so that I can make changes and fixes. Still playtesting it myself but the basics seem to be working fine.
Dude, I started a city and there is no flow of water. All my cims shit is about to spread all the way to the pump. NOOOOO!
Is this by design? Are you trying to make my good people drink their own feces?
I'm having the same problem too, which is strange because the wiki doesn't really state how to move the water flow! My sewage is just kind of floating upstream. I'll try to pop open the editor and see if I can figure out how to fix that and make it go south.
Can anyone recommend a large but geographically interesting map?
I've been playing on my map of San Francisco... But it turns out to be rather boring. Turns out, San Francisco is a familiar place and recreating it street by street is rather dull.
Posts
Getting backed up roads when there isn't really an apparent reason for it.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
Follow the jam to where it starts and just watch a while. You'll probably end up seeing one lane/road trying to merge/turn and showing no regard for oncoming traffic, causing the lane they're crossing/merging into to come grinding to a halt, but then they're just close enough that the car turning stops as well, so everybody kind of sits there not sure who's supposed to go and when they make up their minds, you've got 150 cars backed up for no proper reason.
It works but word of warning, it does some funky stuff with zoning if you forget to turn off the overlap button.
I'm waaay late on this, I know, but if you click on an abandoned building to bring up its details and hove the mouse over the problem icon, it will tell you the reason. In my case, too much corpse stink. Or in rarer cases, not enough profit, or not enough product. Solutions to each are then hopefully obvious
Budgets.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
I've been playing on my map of San Francisco... But it turns out to be rather boring. Turns out, San Francisco is a familiar place and recreating it street by street is rather dull.
I'd try Hong Kong Hong Kong workshop link
Dude, I started a city and there is no flow of water. All my cims shit is about to spread all the way to the pump. NOOOOO!
Is this by design? Are you trying to make my good people drink their own feces?
sounds like new york to me
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
He's posted a howto based on his experiences with the game. http://m.imgur.com/a/WdJim
I wonder if it's possible to develop a map generating mod, would be neat we we have randomly generated map like Minecraft has.
Then I ran out of money. God damn you money.
1.0.6 - Patch notes
-Windows/OSX: fixed an issue where some users would not have permissions to access an user folder
-Linux: fixed some cases where the first time launch would show the game half way out of the screen on dual monitors
-Linux: various runtime optimizations
-Linux: hopefully fixed the performance problems and the log spam, we were unable to reproduce that issue so this is a bit of a blindfolded fix
-Linux: added support for $XDG_DATA_HOME. If you are using a custom path for XDG and already played the game on that machine, you will need to manually move the user files from the default folder ~/.local/share/Colossal Order/Cities_Skylines to $XDG_DATA_HOME/Colossal Order/Cities_Skylines
-Mac/Linux: fixed a crash when selecting a building in the Asset importer
-All platforms: added some debug info which may be useful when trying to help users in trouble
-All platforms: added support for -screen-height & -screen-width and lowered severity of argument error unsupported launch options so they would cause the new game button to be greyed
-Modding API: fixed OnCalculateResidentialDemand, OnCalculateCommercialDemand and OnCalculateWorkplaceDemand to call their respective counterpart properly. Also fixed for office buildings calling industrial level up.
-nerfed parks decreasing commercial demand
-road upgrade tool now works between two-way and one-way roads and right mouse-button changes direction of one-way roads
-building effect radius is more accurate
-added a Film grain slider in the Graphics options, like for the Tilt shift. (Users with the Disable Film Grain mod subscribed from Steam workshop and enabled will be notified with a "Console warning" when the game start and the game will automatically disable the mod and set the film grain amount to 0 so that no action from users is required apart from closing the Console panel).
-added a chirper volume slider in the Audio options
-intro screen can be skipped with mouse click or key press
-fixed a case where an error would occur if the Source folder was not found while sharing a Mod to the workshop
-fixed Publish workshop panel caption to not always show Savegame regardless which asset type was selected
-killed the clicking sounds that could be heard on a quiet night during full moon and near the end of the loading screen
-buildings uploaded to the workshop will now go to their respective tags automatically. (Buildings already on the workshop will not, we are currently investigating how to make it happen without users having to do anything about it)
-fixed holding down mouse button and release over ui keeps some tools active
-fixed tooltip stays visible when using shortcut to open area view
-fixed parking spaces still working for burned down buildings.
-fixed mouse raycast use normal mesh for burned down buildings.
-removed airplane engine sound from unlockpanel...
-fixed minor text issues in different languages
-fixed wrong tree shadow alpha with pollution or water
-fixed bulldozeing ship/airplane paths in map editor even when they are not visible
-fixed pedestrian bridge color slightly wrong from far distance
These guys are awesome
Yea, I run into that too. I'll often build a big district like that and then zone it all at once, connecting power just to one corner. Then the stupid cims decide to start building at the far end where I don't have power running to. I don't bother to fix it because eventually it'll sort itself out, and really if they cims are stupid enough to build where there is no power they get what they deserve. :rotate:
What I kinda wish is that power could go through roadways, kinda like SC2013. That would solve that problem. or have power lines not suck in the game, that would help too.
For me, water is really the bigger bummer, because there really is no fun to be had... just stretch water pipes everywhere to make sure there is coverage. It's only even a problem in the very early game where the cost of pipes could affect you... once my city is even of moderate size, I can just run pipes forever, robbing all meaning from this mechanic and leaving only tedium.
That definitely happens in this game as well. I had a part of my city that was extremely far from the water source and their pipes were black. They were connected to the main water pipes and everything, they just couldn't get any water. I had to build another water pump specifically for that part of the city.
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
That's just what happens when you don't have enough water for the demand. The spots farthest from the pumps go without. Same thing happens with electricity. You can see it if you add a large neighborhood nearby the power generation that goes over supply. Watch the furthest reaches of your city lose power and start whining while the new area is happy go lucky.
Nope, believe me I checked the water supply. I had plenty of supply.
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
The 440 rule makes pipes trivial anyway
I have a massive (space-wise) city of 80k+ that is powered by a handful of water pumps all in the same place on one edge of the city.
I've never seen an issue with distance from the pumps.
Right. You had a handful of pumps. I had one, with plenty of supply, but these pipes to this area ran too far for that one pump. I had to build another.
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
I thought you were saying you had to build one closer to the neighborhood.
Ok. Sure.
Waste of money, and it looks ugly.
I have no idea why your power would be messed up though. Power in this game is pretty simple.
I don't need them to hang around forever, but longer than half an hour would be nice.
I think the oil/ore industrial zones and to a lesser extent the forestry ones are kind of afterthoughts to add more options to the industrial zoning. You wouldn't want to have those kind of extraction industries in anything of a size you could call a city, you'd want more of the refining activity where you import the raw materials and process them. I'm sure there are a few cities out there with very close mines but I'd bet very few of them have the actual property within city limits. Just a guess since it would seem pretty barren if the only option you had was farming.
I'm having the same problem too, which is strange because the wiki doesn't really state how to move the water flow! My sewage is just kind of floating upstream. I'll try to pop open the editor and see if I can figure out how to fix that and make it go south.
Thanks for the link... But I dunno, Hong Kong seems a little plain to me too.
I found a Bora Bora map that looks amazing... And it inspired me.
I decided to start working on a brand new map... It should be pretty rad once it's done.