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Zoning Adjuster TESTING
   
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19 дек. 2022 г. в 15:57
23 мая. 2023 г. в 5:18
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Zoning Adjuster TESTING

Описание
Testing version. May break things.

Currently testing mod version 1.6.1
Overhaul segment memory recording for improved and consistent persistance (no more segment settings being reset when manipulating with Move It)

WARNING
As with all testing versions, may be unstable and contain bugs (that's why we're testing, after all).

UNSUBSCRIBE FROM THE ORIGINAL WHILE TESTING.

If you're not willing to test and provide feedback on this experimental version, use the stable version instead.

If you are willing to test and provide feedback, then thanks in advance!
Комментариев: 13
algernon  [создатель] 23 мая. 2023 г. в 5:22 
Updated to version 1.6.2:
- Compatibility updates for game version 1.17
- Update AlgernonCommons
algernon  [создатель] 18 янв. 2023 г. в 15:36 
Updated translations and CitiesHarmony (to version 2.2).
algernon  [создатель] 14 янв. 2023 г. в 16:02 
@SHiRKiT Unfortunately no - because what happens is that the old road is actually deleted and two (or more) new road segments created instead (just as if you'd manually bulldozed the old road at that point and then built a new road in its place).

That's a core game mechanism, and it's hard to see how it could work (from a programming sense) in any other way - so unfortunately, it's just a fundamental game limitation that we all have to live with (yes, it occasionally annoys me too).
SHiRKiT 14 янв. 2023 г. в 6:11 
Is there any way we don't lose previous zoning when placing a new road onto a road that had no zoning?
algernon  [создатель] 13 янв. 2023 г. в 18:17 
Now testing version 1.6.1 :
- Overhaul segment memory recording for improved and consistent persistance (no more segment settings being reset when manipulating with Move It)
QuantumBlue 31 дек. 2022 г. в 22:11 
@algernon; @MrPapaBear:

I have also experienced problems with perfect square zoning myself. It 's almost always been ground not 'perfectly' flat' or some kind of anarchy enabled and the roads not 'snapping' correctly. (Even if they look ok.) Sometimes, underground things can affect as well.

I just tested with a few roads and it seems to be working. I could mess zoning up with quay's and terraforming around the quays (quay anarchy of course - for retaining walls), or by new nearby roads causing elevation changes. Seems fine now. Sometimes nearby pedestrian pathways could change, but I forgot to test before this message.

As always, thank you so much for everything you do.
algernon  [создатель] 25 дек. 2022 г. в 21:22 
@MrPapaBear Thanks for the feedback! It's all looking good so far - *fingers crossed*
MrPapaBear 25 дек. 2022 г. в 17:45 
So far awesome no problems, after the little mistake on my site.
MrPapaBear 20 дек. 2022 г. в 20:56 
Opened a Support Ticket on Discord showing what i experience
algernon  [создатель] 20 дек. 2022 г. в 20:39 
@MrPapaBear (also showing the Zoning Adjuster settings you're using)