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The client <-> server connection may time out if the server takes too long to do something (without sending a keep-alive message). This may happen when generating big maps. The solution is to wait for the server to finish its work, then try loading the newly created map (use Load Game).
Turf 2 will have an integrated server (vtclient.exe and vtserver.exe will be in the same .exe) to prevent this
Vtserver also tends to be laggy when dealing with a freshly generated large map (like 8km or larger on my machines) for reasons unknown to me. Restarting the game will fix this.
Also see:
https://wiki.voxelturf.net/wiki/Troubleshooting#Connection_To_Server_has_Timed_Out_.28Singleplayer.29
And unless the cities actually overlap, they'll still be disconnected from each other.
Also, are cities still disconnected or nah? If not, I can just manually connect them. Not a big issue.
If you're trying to combine this with another city-gen mod (eg. "bigger cities"), that could prevent one or the other from taking efect. Otherwise, in what way is it not working for you?
Maybe if there was a way to change the time based on distance on the player who first intiated it?
In 1.0.28 you'll have infinite bases in build mode.
To unlock more bases you need to make a profit from owning/racketeering buildings. You get your first base at $1k profit, then your next at $4k, etc
But, in short: more income lets you build more bases. I don't know why you need them in build mode.
I cant add new bases idk why so I cant keep expanding.
Also why do you need to use bases in creative (build) mode????
"Is there a way to make the cities have a road linking them?"
You can manually link them. Its probably not exactly what you want, but there's nothing to stop you from doing that when you have enough money.
I'll update the description with this info in a minute.
However, the technically correct answer to your question is "no" - due merely to a naming collision between the mods (copy-paste is bad, mm'kay). I've fixed this in the source for a future release, but a little experimentation shows that the two mods are only kinda compatible when used together (due to the order they're applied).
Might also by nice when it comes to the 2 by 3 residential lots, since you seem to rarely get more than one of those per city, and this way it might be common to get at least a few different ones per map, as long you have additional ones installed.
Otherwise, I'm pretty happy with how it works now. The only bug I know of, other than the one noted (which I think is in Snapper's wheelhouse), is that very occasionally, there might be a building without road access (because another city put a building on its road).
Interesting idea. Sounds like it might be fun to try out once you perfect it. However, it sounds like this isn't really a map but a script. It should be listed under scripts and not maps. Other than that, this is a cool idea.