Cities: Skylines

Cities: Skylines

Metro Overhaul Mod (MOM)
thetechangel 27 Mar, 2020 @ 11:34am
MOM after Sunset Harbor
I'll get right to it.

I think MOM should be broken up!

The original purpose of MOM was to bring more realism, with regards to the 'metro' net, to C:S. This crew has done it so well that patch 1.13.0-f7 (the sunset harbor patch) has been released to all (don't you hate those unannounced 'feature' upgrades that you have no choice about!).

That being said, this patch mainstreams one of the principle objectives of MOM - above ground metros. Since that has been done, here is what I suggest to be done to continue the evolution/revolution of C:S - (see next post)
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Showing 1-15 of 28 comments
thetechangel 27 Mar, 2020 @ 11:34am 
1) Un-bundle the tracks & pillars - create 'more metro tracks' (Bloody Penguin can we please, please, please get a set of triple tracks so I can finally recreate the NYC subway system that I so love to hate! pretty please w/ sugar on top {I know some IRT, IND & BMT former riders that can make it worth your while, if you know what I mean ;~} }) & 'extra metro station tracks'; network skins (1 or 2) can handle the pillar, etc. selection and/or you could do a different mod to deliver the functionality with the MOM v9 UI
thetechangel 27 Mar, 2020 @ 11:35am 
2) Release the station track selection functionality in a separate mod and (eventually) add support for underground stations. This would encourage the development of assets like the MetroPed platforms (by cacamaca8) for metro or rail. Your work in MOM highlighted that the 'underground' was being neglected and/or glossed over. My hope is that continued work in this area will make the recreation of NYC's Grand Central Station (the main rail tracks feeding the terminal are underground for the last five or so miles {'covered' by Park Ave} with all of the platforms being fully underground) and its connected cluster of underground subway/metro platforms possible. [oh while you're at it - could you help out the groups doing monorails (under-carriage/standard v over-carriage/suspended) with eventual rectification ;~}]
thetechangel 27 Mar, 2020 @ 11:36am 
3) Revamp MOM into Rail Nets Overhaul (or, if you prefer, Rational Net Operations/Optimizations), where RNO focuses on the realism of a 'rail' network's operation! With MOM you have revised the functionality of C:S so that the metro rail network required a vehicle source/sink/store (like buses & trams do on the road network), which I shall hereafter call a 'yard' as oppose to 'depot'. This logic can now be applied to the standard rail network (et. al.). With the introduction of intercity bus stations, C:S devs have endorsed the RL concept of local sources for the local net and remote (undefined) sources for the intercity net; therefore the standard rail network can support a train yard for local train sourcing while retaining the option of the rail station to accept intercity (remotely sourced) train traffic. Also, now with the sunset harbor patch, C:S devs have separated trolleybuses from trams - you guys can continue this evolution by incorporating light rail (trains running on tram tracks) support into RNO (clus has already made a LRT 'tram' depot). Using the functionality found in BadPeanut's 'End of Line Tram Depot' you can extended RNO to a funicular (et. al.) railway (used REV0's Funicular assets for a time but the cars kept on 'seeping' into the general rail net polluting it, the various vehicle selection mods did not work because they were remotely sourced and only Klyte45's Transport Lines Manager had anything close to modifying remote sources {and for various reasons I have favored BloodyPenguin's Improved Public Transport}, so I eventually gave up on that type of network). Cable Car transportation can be handled using end of line depot (perhaps being integrated with one or both terminals). Also, monorails can be included in the treatment with either end of line or off line depots/yards. This functionality can be extended to an airplane 'intra-city' network as it is already present in blimps & helicopters.
thetechangel 27 Mar, 2020 @ 11:37am 
All of the above is only my suggestions/requests, what the MOM team ultimately does is up to them and I will continue to support them.
Chooy 27 Mar, 2020 @ 12:57pm 
Tbh, I am the one who is using the overground metro only too keep realism and avoid slopes and stuff real metro doesn't have. Rendered tunnels are awesome addition and I love to simply travel with first person camera trough the network. Overground stuff is nice for "old town" builds and to do bridges across the rivers. I don't feel like there is any need to separate anything. Just keep it as it is. More tracks is always a good thing, Default underground station costumization is awesome.

"vanilla" overground metro is inferior to this mod. Even if it was there from the begining this mod would be AND IS far better than original.
Last edited by Chooy; 27 Mar, 2020 @ 12:57pm
RudytheDominator 27 Mar, 2020 @ 2:24pm 
The Mod was fine as it was until Sunset Harbor Came out. Hope the Dev team can fix it and eventually add more stations but honestly I think the mod is good as is.
Gurning Chimp 27 Mar, 2020 @ 5:13pm 
Nah this mod is fine as is. It just needs to be updated with whatever Sunset Harbour messed up.

Sunset Harbour's overground metro is a nice intro. MOM is the real thing.
thetechangel 27 Mar, 2020 @ 7:31pm 
I see I need to explain the 'why' behind my suggested changes.

but before I get to that some background on MOM from my pov

not only was MOM developed to add above-ground metro functionality, the developers also wanted to address the lack of realistic functional 'depth' in the 'vanilla' game (w/re to metro).

MOM was actually released half a year before Mass Transit and although MT added new nets (assets & segments) the operation of the rail nets was not markedly improved - in my estimation monorails was introduced as an above ground compliment to the underground metros & and the on ground standard rail (thus continuing the unrealistic implementation of rail networks)

SH just deals with the first goal - making metro rail functionally equivalent to standard rail w monorail 'stuck' above ground (in RL all three are equivalent to each other). The second goal for functional/operational realism has not yet been achieved!
thetechangel 27 Mar, 2020 @ 7:57pm 
why suggestion 1 -

simply because that's the way authoritative segment enhancements has been handled in other nets - see Network Extensions for roads & the railway project for standard rail

Packaging net segments this way encourages player use

my suggested Extra Metro Station Tracks is a direct derivative of BloodyPenguin's Extra Train Station Tracks & Tram Station Track packages, which are for station asset creators

In the end, packaging this way creates a positive feedback loop between players and asset creators and increases the overall use/usefulness of the net in question (in this case the newly updated metro).
thetechangel 27 Mar, 2020 @ 8:25pm 
why suggestion 2 -

because a station track replacement mod extends asset customization from the creators out to the player (the station creator no longer needs to worry about multiple versions of the station that ONLY differ by the type/sub-type of track)

in example - the railway project has the Railway Replacer (by Ronyx69) as the central functional mod for the project

another factor is product simplification - this functionality does not do anything w/re to the two main goals of MOM, but it was included in MOM because as a secondary outcome it does enable advances in realism. as such i believe the functionality should continue to be integrated with the goals but be deployed in its own mod for overall support & sustainability
thetechangel 27 Mar, 2020 @ 8:43pm 
why suggestion 3 -

because the second goal has yet to be mainstreamed for the metro rail net, nor has it been done for either standard rail or monorail.

separating and isolating the functionality to achieve the remaining goal also allows for abstraction and abstraction enables low 'cost' application to the other (rail) nets.

my mention of Funicular assets highlights what could be done with a dedicated abstracted mod, it also could be applied to preexisting high-speed and/or mag-lev rail assets in order to implement realistic nets using these assets.
thetechangel 27 Mar, 2020 @ 8:51pm 
finally -

if my suggestion of reinstatement of the OSM track (by the C:S devs) comes about then MOM v9 should probably be frozen and a MOM II (based on NSM track) be issued for future development (if monolithic development is the choice going forward)
vpitt5 28 Mar, 2020 @ 6:09am 
I mean you’re more than welcome to unsubscribe.
Lame 28 Mar, 2020 @ 7:23am 
I was very happy with the entirety of the package and would be extremely upset if the package was broken into parts. I like the variety of tools available in this mod set (functionality-wise) and the entire thing functions as a system, if anything gets removed then it kind of defeats the purpose of the mod.
Last edited by Lame; 28 Mar, 2020 @ 7:23am
thetechangel 28 Mar, 2020 @ 7:29am 
Originally posted by vpitt5:
I mean you’re more than welcome to unsubscribe.
if this is regards to my last post - freezing MOM v9 would allow playing a pre-SH saved game with out any fear of (unplanned) SH metro contamination and with a MOM II (or whatever) you could fork those pre-SH saved games into a post-SH-drop world

the aim is for (the illusion of) choice
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