Cities: Skylines

Cities: Skylines

Pedestrian Pathways 6 + 7
62 Comments
Hector0n 12 Jul @ 9:17am 
6, 7?
plaaya.marmar 16 Nov, 2024 @ 8:55am 
How do I connect to the elevated tram network
xlsxs 19 Oct, 2024 @ 3:41am 
Such a well-made documentation! Good job! :)
SilverFyre 13 Aug, 2023 @ 9:45am 
were you trying to recreate Chicago in the background?
booweczka 9 Aug, 2023 @ 5:15am 
you are welcome, thank you for your work :)
clus  [author] 5 Aug, 2023 @ 12:25am 
@Helpmi Thanks for helping out ! :)
@浪子天涯 hi. I´ve updated the description with the link to the newest version of AN.
booweczka 27 Jul, 2023 @ 7:23am 
this is probably the replacement you are looking for
浪子天涯 14 Jul, 2023 @ 12:42am 
Hello, the support file for this asset [DEPRECATED] Adaptive Networks (AN) V3.16 [DEPRECATED] is not compatible and cannot be used in Cities: Skylines. Is there any other similar file available as a replacement for this support file? Can this asset still be used in the game without this supporting file?
clus  [author] 10 Jul, 2023 @ 4:01am 
You probably activated the Segment Flag no. 7.
庆仔 9 Jul, 2023 @ 4:48am 
Why did he become transparent?
clus  [author] 27 Mar, 2023 @ 6:58am 
Hi. Just some "technical" changes in order to find a potential solution to a potential AN - issue ...
Citadino 12 Mar, 2023 @ 12:06pm 
What's the update about? Thanks!
clus  [author] 10 Dec, 2022 @ 10:28pm 
Description: dependencies.
Wind of Changes 10 Dec, 2022 @ 3:15pm 
Lights not working
clus  [author] 29 Oct, 2022 @ 9:03am 
@all The missing connection should be back ... I´ve fixed that with the help of AN. The result isnt perfect in certain case, but it works for now.
You might have to use NC in order to close gaps at certain angles ...
AeroKitsune 16 Oct, 2022 @ 5:31am 
@clus no problem! Nice pathways nevertheless. The whole AN thing helps with lessening asset count as well as quirks especially if props for parts of it are used. Keep it up! :D
ne0n 15 Oct, 2022 @ 12:52pm 
@Clus: no stress :D I'm liking the asset. If you get a chance to deal with widening the elevated parts, great. If not, existing ones won't be any less great than they already are. Thanks for your effort.
clus  [author] 14 Oct, 2022 @ 10:08pm 
Hi ! Thanks for reporting this ! :) I've noticed that too, but I wasn't sure if this issue was there since I released the pathways .... now I know that it wasn't. I'll look in to this ... but Idk if I can fix it because the "DLC" update brought/introduced a lot of network related issues in to the game ... :/ that's also the reason, why no PP road was released in to the WS so far :/ Thanks! :)
AeroKitsune 14 Oct, 2022 @ 7:03pm 
Hi Clus. I have been using these excellent pathways in my city for a couple of months now but have noticed that ever since the Plaza & Promenades update, the roofing when connecting paths 6 + 7 is no longer seamless [imgur.com]. I have resubbed both AN and this mod and the issue persists. Could you please look at it? Thanks.
Jack Handey 27 Sep, 2022 @ 9:57pm 
@clus: regarding ne0n's observation about width, and your limitations on modifying current workshop items. Maybe a second, wider set could be created? I don't know what kind of time dedication it would take from you, but if you're game then we'd all have two different sets to play with!

Cheers! :)
clus  [author] 26 Sep, 2022 @ 7:35am 
@joegeske hi. Just FYI ... the crashing issue has been fixed with the latest AN update... you can use them again, if you want. ;)
clus  [author] 26 Sep, 2022 @ 7:32am 
@patrickpotsdam Many thanks ! :)
@neOn hi. I'll consider it ... but it then would have to be a new asset.
I ofc could add different widths to this one, but that wouldn't change the width of the area, which the cims are actually using (this can't be done "on the fly" in game)... in other words, these changes/additions would only be visual ones ...
ne0n 23 Sep, 2022 @ 1:15am 
In relation to my previous comment, elevated parts need to be at least 3 times wider while terrain level paths are the same as the ones from the game. Ground segments are ok, but they too can be widened at least by 50% more.
ne0n 23 Sep, 2022 @ 1:12am 
I always welcome any addition to the pedestrian network and this one is great, especially with its ability to be modified. I have only one question/wish: can it be wider, please? I played with it a bit and it's too narrow for any realistic pedestrian use. I see it's a perfect match for stations of any kind, but for a lot of pedestrian usage, it looks like an ant corridor. Can you please make it wider or add multiple widths when modifying it?
patrickpotsdam 5 Sep, 2022 @ 5:25am 
one of the best workshops I've seen here, thanks clus.
Plazmafield 10 Aug, 2022 @ 12:13am 
@clus Sure thing clus, and thank you for getting back with me and letting me know that you've read my lengthy comments :) I'll be on the lookout for that discord link. In what way were you meaning direct communication? via discord DMs I assume?
clus  [author] 9 Aug, 2022 @ 11:24pm 
Hi. Just wanted to quickly answer that I've read all this... :D ... but I have to go through all of this again ... in detail.
There is an "easier" way to communicate ... I've set up a little discord server for all these matters (issues, suggestions etc.).
If you're using discord and are interested, then you could join and "repost" this or directly communicate with me ... I'll add the link later today.
Plazmafield 5 Aug, 2022 @ 2:57pm 
Also, if the idea sounds like something you might be interested in, but would like to see some visual examples of specific use cases of the lane specific aspect, just let me know and I can put that together for you. Interested in hearing your thoughts on my suggestion
Plazmafield 5 Aug, 2022 @ 2:42pm 
Might be also worth noting I've been subbed to basically every type of road design on the workshop at somepoint (recently removed some ones that were just too generic to ever need or had some conflicts with TM:PE like the reversed tram AI. So what I'm suggesting doesn't exist on the workshop).
Plazmafield 5 Aug, 2022 @ 2:38pm 
@clus [START READING HERE; I PLACED THINGS VERTICALLY FOR YOU FOR EASE OF READING. DEALT WITH CHARACTER LIMIT :/ ]

Hey clus, you were looking for some road type suggestions. As I've been working on a city that uses roads all the way up to a 12 Lane arterial with dedicated tram, bus, and bike lanes, I've realized a few things in the process. We do not have enough "special transport" type of roads with varied lane positioning for the dedicated special transport lane.
Plazmafield 5 Aug, 2022 @ 2:36pm 
For example, roundabouts are used all the time yet, the only design for a one direction 6 lane road with an additional two tram lanes places both tram lanes in the center path. This basically negates the other three vehicle 3 car lanes as the cars will want to constantly cross over the tram lanes in a round about if you force them to use those lanes. So, it would be nice to see some one way roads that feature 3 to 12 lanes using a mixture and aggregate combination of tram/monorail/trolley/bike/bus/car/train features, such that roundabout efficiency and 12 lane (64m) arterial road connection is considered, not just junctions/and road splitting. Designing the range of roads so that they are specifically intended to work well together with a few specific other roads in your collection would be ideal so one can just pick your collection to meet the needs of odd transport roads where public transit lane positioning and/or traffic flow direction matters.
Plazmafield 5 Aug, 2022 @ 2:35pm 
I would recommend doing the trick of monorail over other lanes/tram/trolley poles to keep things consolidated and tight. I know people say it's not possible to connect these to a station, but sometimes it is, and of course, the monorail poles can just be pathed off at the point it need to be separated using vanilla monorails. As a final support piece to the puzzle, I want to point out that there's only one station on the entire workshop that features a consolidated monorail/train bi-directional station, and that one isn't even textured. The comprehensive interchange hubs are always one direction, above ground, and to be honest, not great looking. I suggest considering designing a/some custom hubs that are cross-directional and encourage centric pedestrian traffic similar to the Metro Plaza Station from the DLC, except supporting multiple central transport interchanges.
Plazmafield 5 Aug, 2022 @ 2:34pm 
Due to the nature of the assets, this may require both above and below ground design, which, I mean, would just look awesome. Potentially, this might also require some smaller designs where the interchange features, e.g. 3 cross-directional stops in a station. If this is what you find is required, might I recommend giving some consideration to creating the smaller stations such that they work well together in relatively close proximity to deliver similar functionality as a single central cross-directional interchange station. The central theme behind the road/hub collection suggestion I'm giving you is that it'd be a central point to bring public rail/wire/road transit together at an arterial point in a city. Additionally, things like cars and trucks lack direct access to said design so as to keep traffic flowing.
Plazmafield 5 Aug, 2022 @ 2:33pm 
Rather, the player takes extra steps if he/she would like to then enable cars/trucks to effectively have a destination waypoint of the interchange (e.g. introducing parking garages nearby or whatever would serve the purpose for the player if this is a functionality he/she wanted. A player would likely pass a small road through restricting traffic to emergency vehicles for trash collection/fires/etc., but beyond this and of course the lanes of public transit coming in, road linkage really wouldn't have a place in this design. I believe it may help in the design process to make noise pollution reduction a very low priority as trees/grass lanes tend to get in the way of enabling lane efficiency in multi-type public transit roads. E.g. monorail roads with a tree median is just not worth it. Yes, monorails are loud, but in this case, the whole design will be concentrated noise anyway, so just surrounding it with offices or landscaping will be enough to do the trick for city integration.
joegeske 31 Jul, 2022 @ 12:00am 
Oh thats really interesting, I had maybe assumed it was a path finding issue or something since the issue seems persistent even after being done with move it. But yes, restarting seems to fix it. I honestly just need to use a different network at first then move things till im happy and switch it to these beauties when I am done. I wonder if maybe move it could be more optimized for AN networks maybe have it just hide the network and only show nodes while moving sort of how fast mode works a bit.

When AN first came out, I always felt like it was to glitchy to justify using for the few networks that benefited, but your networks and the mod becoming more stable really pushed that feeling away. That is all to say that I hope this doesn't deter you to much, because these are really awesome networks. I was actually just thinking how amazing a modern glass wall network would be since making custom stations and buildings is sooo much easier now. Anyways thank you so much!
clus  [author] 30 Jul, 2022 @ 11:40pm 
Hi. Thanks! ... and yeah....
I've experienced that move it - issue as well and I think it has to do with the fact, that this network contains a lot (!) of different 3d models, which are "hidden/ activated" via the AN Mod.... the game just isn t designed for that, sadly. :/ Therefore there isn't anything I can do about that. :/ The only "advice" I can give is, that you use move it "slowly/with caution". Saving and restarting the game also "fixes" this "freezing/slowing down" of the game.

Due to this issue, I am currently not sure, whether I should release more "heavy" AN networks in the future or not ...
joegeske 29 Jul, 2022 @ 9:09am 
First off let me say I love these, and appreciate how much work went into them! However, I am having some major performance issues with them in my cities. When placing them things seem fine, using adaptive networks tools on them seems fine, but then once I move them with move it the game slows to a hault and stays slow, menus barely open ect. The other weird thing that happens only with these networks is that sometimes after moving them with move it, buildings around them will just disappear, no demolish sound, no warning, just gone. Neither of these issues happen with other networks, and what makes it even stranger is that the performance issue immediately fixes itself if I replace these networks with a different type of path. Not sure what is happening, but despite how much I love them I can't use them anymore sadly.
clus  [author] 22 May, 2022 @ 8:39am 
@m4gic haha :P thanks ;)
@Citadino sry ... I totally forgot about that ... you can use https://imgur.com/ for example.
m4gic 20 May, 2022 @ 5:54pm 
clus you are wild!
Citadino 19 May, 2022 @ 3:47pm 
Hey Clus! Sure, I'll try. I don't have Steam setup to get the screenshots (I think is becuase I don't use the launcher). I am trying to upload it in a different way, not sure if I will have success. It looks like is in my activity feed on Steam, you can take a look there. If you are on any Cities related Discord server let me konw and maybe we can do it there. Let me know.
clus  [author] 19 May, 2022 @ 9:32am 
*add
clus  [author] 19 May, 2022 @ 9:32am 
This looks great!! :) and this exactly the use case I had in mind for these networks !
I also think that I could at the "building - explanation" to this description ... there should be same space left .. the description lengths of the elevated stations is maxed out ... didn t know, that there is a limit on how long these steam descriptions can be ... now I do. ;)
Thanks for the suggestion !
BierPizzaChips 19 May, 2022 @ 2:40am 
Hi clus, this Build-It-Yourself Set for Tram Stations works now wonderfully in my City. The cims love it, see:
https://steamuserimages-a.akamaihd.net/ugc/1816651453665955255/3235F03EF76DA0CDEC72B81854775508FD639DDE/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

It took me more than a day to get this sorted, since i approached the path connection incorrectly.
Eventually i noticed, that you described the trick for the path connection at the bottom of the description in the Station's steam page. May i ask to copy/paste that description into this page as well? Or at least reference it.

Anyway - really awesome stuff. Works great on the ground as well as elevated. Many thanks, mate.
clus  [author] 18 May, 2022 @ 11:10pm 
@All Many thanks again !!! :)
@「 LiTe Em uP 」  I am not aware of any incompatibilities ... This mod basically just unlocks the games own "light options" ... sry Idk how I could that explain better ...
@Citadino Could you pls upload a pic to steam ? I am currently a bit cautious regarding any non steam links ... nothing personal :)
@BierPizzaChips That sounds like a strange behavior :/ I haven't had experienced it any time in my game ... therefore idk what's the reason for that. Sry
Quandale Dingle 18 May, 2022 @ 10:44pm 
Another absolutely amazing asset, I end up always having some sort of light rail system in every city i build now with your assets cause they're just too good, keep it up!
aguaacrobata 18 May, 2022 @ 3:59pm 
I started using AN after your stuff and really love the possibilities it adds to the game, the extra work when building is totally worth it. Really looking forward for your next stuff.

This tram networks and your FTPS metro stations are game changers!!
Citadino 18 May, 2022 @ 1:27pm 
This is great! Really love how AN is used in this asset. Great job! I wanted to share an issue I am having in which cims are walking down in the air, I am not sure what did i do wrong.

Here's a picture. I marked where people are going down from the path.

https://1drv.ms/u/s!AvFBWjJPbqX7gewVSTGb-MlxpVUhrw?e=gS5lsh
「 LiTe Em uP 」 18 May, 2022 @ 1:27am 
any known mod incompatibilities for custom effects loader?? boformer has not replied to my question on his modpage.
Cyber Scythe X 17 May, 2022 @ 3:24am 
Super impressive asset pack. Your really taking your networks to the next level with the implementation of the AN mod. Keep it coming :steamhappy:
Chamëleon TBN 17 May, 2022 @ 1:58am 
Thank you very much clus for these unbelievable good networks!