Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Never mind - whilst googling, I found the Tiny Segments mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1586027591 ) and that's helped resolve it :-) Happy days, I love these elevators.
To be clear: This currently works with: Klytes Fine Road Anarchy 2.0.2 & Klytes Fine Road Tool 2.0.4 but may have trouble if some other mod is turned on. If I figure out that it has an additional conflict, I'll let you know.
Aside these, there's no other solution I can provide as error can't be replicated. These are simple meshes with pedestrian path inside so there's nothing revolutionary happening here that requires X Y amounts of mods. just 2 mods mentioned.
All DLCs game released so far. But it's not DLC related, with or without DLC result wont change.
Distance too short error is not asset breaking error, it doesnt refrain assets being plopped, just like slope too steep error, in case Anarchy mod enabled. Electrix Road Tools mod even have an additionnal option which disables such errors as they are annoying but not asset breaking.
Following screenshots are taken during the game session mentioned above, by Strategy Nerd:
https://i.imgur.com/1uqC76p.png
https://i.imgur.com/Ktq3gZw.png
https://i.imgur.com/hgRNpaN.png
Bicycles can use pedestrian paths. You connect it on the ground level to your path system.
Plopping the asset allows you to connect it to other assets like it via pedestrian paths that you build under ground. You can create an entire network of interconnected underground paths.
This being a 1x1 asset (with no weird visual artifacts) allows you to connect the ground and underground levels using minimal amount of space (very handy in dense city zones) and most useful when you want to disallow pedestrian crossings on big junctions and instead force pedestrians to use the underground paths.
* If it doesn't solve anything, use ploppable asphalt, concrete or grass depending your terrain.
* You can also use grass or elevation to cover it,
* or simply use 2x2 version instead, since it has bigger footprint that doesn't cause terrain hole.
Hole is the issue because of elevator is 1x1 and pedestrian path in the game has 2unit width on slope/underground mode. Nothing I can nor you can solve it. Solutions above are the only workarounds.
Of course i followed the procedure like using the anarchy mod and laying the tunnel 12m below and it's working except the visual issue i don't understand how to fix. I tried to move them with move it before and after placing the tunnel, to destroy and rebuild, terraform tools.
https://steamuserimages-a.akamaihd.net/ugc/938310631325820122/A129860E33803DA4C118AD6C757B7A4611B9B219/
yes, that are the mods I'm referring to. However, thanks to your explanation I'm considering to give them a try :)
Keep up the good work, you made very cool add-ons to CS.
Grüße
If you are talking about anarchy mods general they are necessary to plop the asset. The ledestrian path inside elevators are too steep on vanilla game. On a vanilla game you cant plop them or make elevator assrt per-se that will be functional, asset editor will throw errors of slope too steep.
That said, two mods are being constantly updated as they are two of the most popular mods if not the 1st and 2nd, thus having them subbed doesnt or wont break save games.
those elevators are great. I'd like to use them, but I want to ask if it would be possible to create them without having the need for additional mods. What do you think?
Regards
Btw it would be so great if we could also have shops underground, to create underground commercial alleys!
Keep up the wonderful work :)
As far as I can test, there's no other solution to create underground passages, aside using pedestrian path.
I'll try to fix the issue, if not, 2x2 elevators are visually proper, there's no clipping whatsoever.
Here's a link to a google drive folder that contains everything relevant:
https://drive.google.com/drive/folders/0BzpmD6yL_xQfN2w0bzltdHhOckU?usp=sharing
You're talking about the big holes when you rotate the elevators (which I haven't experienced yet). I'm talking about a small hole (triangle shape, about 2x2x2m, that's meters not tiles) through which I can see the skybox below the surface.
I have the elevators placed right at the street (without offseting them with MoveIt), at 90% angle just like I would if I were running Vanilla. The hole appears regardless of what angle I place the path below at, relative to the elevator itself.
https://www.youtube.com/watch?v=_r_AF4BM67g&t