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There is a screenshot above showing the mod icon.
I am really not that much of an active modder, all in all atm I have made 9 mods in 2 years on this workshop and 3 of them are probably too old to be of much use by now.
It is a bad idea in general to batch subscribe to mods though, mods slow down your game in many ways even if you don't use them. Just subscribe to mods you need/want :)
Many thanks for your kind words, I am glad you like my work.
Suggestion: Could you please create a collection in the Workshop that includes all your creations for the game in one place? It would be really nice to have a "subscribe to all" option and not have to go through pages and pages of individual stuff one at a time. Thanks for all your work that went in to enhancing the game for us all.
Stay safe out there!
Thank you all for still using this mod and for all your comments and feedback. Enjoy!
[h1]HELIPAD UPDATE 11.02.2022:[/h1]
> Added a Helipad on the rooftop for 1 helicopter
> Added scripting to support game vanilla heliports
> Increased ambulances parking spots to 15
> Increased patients capacity to 1200
> Tuned ambulances pathing within the building
> Added possibility to edit the caption on the building
IMPORTANT: FOR THE CHANGES TO TAKE EFFECT, YOU NEED TO REBUILD THE HOSPITAL!
@saurunus change parameters so it reflect it's huge size according to real stats (serve approx 1300 patients), successfully turning it into Central Hospital for large city (or even entire republic)
$WORKERS_NEEDED 360
$PROFESORS_NEEDED 300
time to max up the ambulances then : P
> MAJOR IMPROVEMENT to the flow of ambulances going in and out of the hospital.
It is not perfect because of game limitations to parkings pathing but you will see a much smaller queue at the entrances and if no ambulances are going out, all ambulances queuing will go in at the same time.
This flow improvement also applies to construction vehicles when building manually.
IMPORTANT: THIS CHANGE IS SEAMLESS, YOU DO NOT NEED TO REBUILD THE HOSPITAL FOR IT TO WORK!
The update should be out within a couple of days.
When you say "I've had 7 ambulances drive in at the same time", are you saying that you have tested the code you provided below on the Khovrino mod itself or on some other hospital? Was it a hospital with 1 road connection or more?
And I had also tried using 1 way road idea as you said but found out you cannot have 1 way roads inside buildings. Now you tell me the fuel station does that. Can you please specify which one and I'll double check it's coding to make sure maybe there is something I missed.
...
I really tried very hard to find a workaround to this ambulance issue and in the end when I saw that there was no solution, I went ahead and decided to have the most "entertaining" road layout inside the hospital (which was also quite complicated to code because of the shape of the building). Maybe it was a much better idea to leave only one entrance, that would have been more flexible for future modifications/fixes.
If your ideas/tests actually lead to better ambulance handling then I am more than willing to do a complete overhaul to Khovrino (the construction phase too can be improved).
I know how to code the advanced waypoints, done it on my next mod.
The problem is that these waypoints are for vehicles using the vehicle stations and at this time, the Devs have made the ambulances SKIP the vehicle station all together and go straight to the parking for faster flow. So the extra coding does nothing for hospital.
It works for the construction stage but you can only have 1 road connection and Khovrino has 2. So all in all, I'd rather wait for all together better handling of ambulances code by Devs and release a new version.
$STATION_NOT_BLOCK
$STATION_NOT_BLOCK_DETOUR_POINT_PID 0 34.15 0 32.2
$STATION_NOT_BLOCK_DETOUR_POINT_PID 1 30.65 0 34.2
$STATION_NOT_BLOCK_DETOUR_POINT_PID 2 27.15 0 36.2
$STATION_NOT_BLOCK_DETOUR_POINT_PID 3 23.65 0 38.2
$STATION_NOT_BLOCK_DETOUR_POINT_PID 4 20.15 0 40.2
$STATION_NOT_BLOCK_DETOUR_POINT_PID 5 16.65 0 42.2
$STATION_NOT_BLOCK_DETOUR_POINT_PID 6 13.05 0 44.3
$STATION_NOT_BLOCK_DETOUR_POINT_PID 7 9.55 0 46.3
$STATION_NOT_BLOCK_DETOUR_POINT_PID 8 6.05 0 48.3
$STATION_NOT_BLOCK_DETOUR_POINT_PID 9 3.65 0 37.6
$STATION_NOT_BLOCK_DETOUR_POINT_PID 10 0.75 0 33.9
$STATION_NOT_BLOCK_DETOUR_POINT_PID 11 29.2 0 23.75
$STATION_NOT_BLOCK_DETOUR_POINT 16 0 25
$STATION_NOT_BLOCK_DETOUR_POINT 8.5 0 10.5
$STATION_NOT_BLOCK_DETOUR_POINT 40 0 -46.83
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2055018079
Happy Easter everyone :)
Anyways, thank you for your work!
But as you have said, until the Devs add better pathing to hospitals, the bigger the hospital the more inefficient it gets.
And big buildings in general in the game are not very practical for players so I don't think I'll be making any more such buildings anytime soon.
There is at least one more great soviet hospital building in our city. The very same building at 2 places in Saint-Petersburg (Leningrad):
Address:
Санкт-Петербург, Проспект Ветеранов, 56
Санкт-Петербург, Серверный проспект, 1
It's a quite unique 3-block building that would fit Soviet Republic (especially with old-style look, with no sandwich panels).
No plans beyond that.
Besides, there is no need for translation really because the info is just informative, not really necessary to make the mod work.
Thanks for your offer though, really appreciated :)
You'e welcome! i'm just i could help! :)
Thanks for the suggestions my friend. Appreciated.
I think I will go on with the "House on legs" ( https://www.pinterest.ca/pin/475059460667436124/ ) as I have already gathered research photos for it. Let's see how long it takes to make :)