Thứ Sáu, 7 tháng 8, 2015

Mod Building Themes (Beta)

Mod Building Themes make possible applicable building or topic for an entire city district in game Cities: Skylines. Only the building is contained in one of the selected topics will grow up in a district.
Mod Building Themes are not compatible with:
– 81 Tiles
– Runways and taxiways
– Develop simulation Overhaul
This Mod Themes Building what can be done:
– Add tab ‘Themes’ district policy panel
– Filter the buildings in the district are operating under the theme districts.
– Provides two built-in themes, “Europe” and “internationalization”
– Store building topic in an XML file ({Steam folder} \ steamapps \ common \ Cities_Skylines \ BuildingThemes.xml)
– Allows to add custom themes and extensions built into the theme through the XML configuration file (The latter will be able to user interface – see section ‘upcoming feature “)
– Saving data in XML files districts for every game saved (buildingThemesSave_ {ID} .xml). They can be found in the Steam folder {} \ steamapps \ common \ Cities_Skylines \ Cities_Data. Cloud saves support too. To delete the assignment topic just delete the files are stored. Cities Skylines Mod
– Use the tab ‘Themes’ Themes Building in mod to enable or disable the theme districts. Players can assign any number of active threads. Without the active theme for the district it would mean that any growable allowed.
– Biome’s native theme will be enabled by default (theme ‘Europe’ for the biomes ‘Europe’, topic ‘international’ to ‘Boreal’, ‘moderate’ or communities organisms ‘tropical’).
– Topic is specified across the city in the game Cities: Skylines will be applied to each new district players added automatically.
– If the player redraw district boundaries of the buildings of the district, not issue will not disappear. When it is time for them to upgrade them to level up to a building permit in the district. Themes Building mod should be compatible with most other mods to achieve the best performance.
It will not be broken by the player if the player saved games to disable it
It does not unlock European growables biomes outside Europe or vice versa. Use Unlocker European Buildings for that.
How to Add Custom Themes Themes Building mod:
We created some “Theme Mods” which automatically adds new themes. The mods do not include building model requirements! Track construction Collection is mentioned in the description mod Building Themes! Players will find new topics in policy tab ‘Themes’. Construction Theme: English terraced house. Add a theme restaurant build Britain. Do not forget to upvote rik4000 creative! Without his great work, this topic will not be able to afford it!
– Build Theme: The Neo-eclectic
Add a low-density houses built American theme. Do not forget to upvote Gutattos creative! Without his great work, this topic will not be able to afford it!
– Build Theme: The American Trailer
Add a low-density houses built American theme. Do not forget to upvote DethKwok creative! Without his great work, this topic will not be able to afford it!
– How to Add Custom Themes And Fixing The Built In Topic: Configure XML
Players can also add custom themes by editing an XML configuration. It can also disable the buildings were built in the theme.
– To find the internal name of a warehouse property, use this mod Themes Building.
– Upcoming Features:
Develop UI Manager: Allows the player to create his theme without editing XML files (supported vanilla and custom properties)

Thứ Hai, 3 tháng 8, 2015

Mod [Aris] Enhanced Garbage Truck Ai

Monitoring services to ensure that trash dumpers are sent efficiently. See more:
– [ARIS] Enhanced AI Hearse
– [ARIS] Clear Car Stuck
Compared with vanilla AI, AI this:
1. Official much as garbage trucks as needed, as long as the landfill / incinerator is incomplete. Players will no longer see the landfill / incinerator not send out machines running the garbage truck, while your city is being overrun by spam.
2. garbage truck to scavenge efficiently. For a model for trash pickups, waste collection vehicles will be dispatched to solve the model as quickly as possible. This AI will even automatically send a “backup”, if it looks like garbage trucks could not celebrate finishing work. Cities: Skylines
Outside a district
If a landfill / incinerator does not belong to any district, then:
1. Its main welcome area includes all areas within the area of ​​its effective that does not belong to a district
2. Park welcomed its side is the rest of the region with its performance
Within a district
If a landfill / incinerator is within a district, then:
1. Its primary areas are welcomed districts
2. Park welcomed its side is the area with its efficiency, is indicated by the game as a radius with the center building. The area is about 50% of a tile.
Efficiency vs urgent
The pick-up on existing priorities to achieve a good balance between work and garbage trucks as efficiently as possible vs keep your CIMS as happy as possible. When you see a sign of spam, which means that a building has become a nusance and CIMS of you are not happy about it. But if we prioritize trash removal signs as quickly as possible, we will take a big hit on overall efficiency. On the other hand, if we do the opposite, then we will ensure the maximum efficiency of the risk of loss of the abandoned buildings. The benefit is set from both approach by prioritizing the buildings have problems for the overall direction, but also allow pickups of nonproblematic buildings along the way.
Why ask Overwatch sky?
Skyline Overwatch is a highly effective surveillance framework that mods can attach to. By using it, mods attachments without having to monitor your city. This not only makes coding easier mods, but also reduces the burden of each mod on the system.
Dumpers will always give priority to the building of their own welcome area. However, there are some provisions in this general rule:
1. Between the buildings have problems (these show signs of trash) and nonproblematic people (those with no visual clue), dumpers will give priority to those who have problems with pickup
2. However, if they go through a nonproblematic along their path, they’ll pick it up first; but only if it is not behind them
3. If you have a closer building priorities, they will move toward a closer; but only when it is brought along the original
Conflict Resolution
Each landfill / incinerator is its own dispatcher. Dispatcher will try to maximize the effectiveness of all of its garbage trucks, ie reducing the chance that two garbage trucks to be sent to the same location to take. HOWEVER, just like in real life, the dispatchers of different landfills / incinerators will not call each other constantly to ensure they are not all running for the same building.

Mod Toggle Traffic Lights

Tool helps remove or add traffic lights at the intersection. Traffic lights can be added and removed any crossroads include highway and off- and on ramps of them.
There are many ways to operate this tool:
Users can click the menu button in the tool path beneath roads
Button decommissioning of the road menuActivated button in the menu path
Or users can use the shortcut Ctrl + T. This also works like pressing the button. If the menu path is not open when you press the shortcut menu opens. Press Ctrl + T again will deselect tools Convert traffic lights and close the menu path.
The keyboard shortcut Ctrl + Shift + T will enable the tools too, but not open the menu path. That means that there is no visual indication as a strong push button, but this tool is fully active. Press Ctrl + Shift + T again (or Ctrl + T) to disable engines and reenables Traffic Light tool last used. This shortcut is therefore very useful for quick changes. Press the shortcut key while the unit is operating road will act as clicking or pressing Ctrl + T – with one exception: Press Ctrl + Shift + T while the engine is operating in the menu path will not close the menu (like Ctrl + T) but chose the road-building tool.
So this shortcut similar behavior mod Turn off traffic lights before a node is added. Cities Skylines
When this tool is active, the user can hover over an intersection. This intersection will be highlighted. The highlight for the current status of traffic lights: green light means the traffic light while dark blue shows that there are no traffic lights. Notify same information is shown in the tooltip. Add it will display the original state of the traffic lights on this intersection.
To turn off traffic lights left click on an intersection. Or the user can reset the traffic lights to its original state via a right click.
Refer Shortcut:
Ctrl + T: Enable / Disable TTL by selecting the menu button in the path TTL
Ctrl + Shift + T: Enable / Disable TTL without using the buttons
Left Mouse: Turn off traffic light
Right Click: Reset the traffic lights to the default state
PageDown: Activation mode to switch the light in the tunnel
PageUp: Activation mode to switch the light on the ground
PageUp + PageDown: Activation mode to convert light above and below ground
In version 0.4.0 batch commands (add / remove / reset all the traffic lights) were introduced. These commands can be accessed via a single click on the Toggle button in the menu Traffic Light road. Please note: The command is executed right click button is clicked – there is no return.
In version 0.7.0 toggling the light in the tunnel (city skyscraper :. v 1:10) is possible. Tunneling through PageDown, go up again through PageUp, or using PageUp + PageDown if you want to convert light above and below ground on simultaneously.