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Search the Community: Showing results for tags 'roads'.



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Found 6 results

  1. do you like to lay out your town before you "un-pause" or do you just start plopping buildings willy-nilly, and let your town grow "organically"? i'm pretty fussy about distances and proportions and balance, and getting good happiness radii, but i hate how long it takes folks to lay down a dirt road before they do anything else, so i've grown into a habit: i lay out most my roads on pause, for strategic placement of service buildings, etc. then before i hit play, i delete most planned roads except intersections. that way i know what i want to grow, but waste a LOT less time getting started. i use the delete road tool to visualize an overview of my future roads, to see if they line up the way i wanted.
  2. Version 2

    104 downloads

    14 new roads of varying types. Some of them are a little hard to see on the regular grass. All of these roads have the same speed as the Dirt Road. The new roads are: Grass Road Grass Road 2 Grass Road 3 Verdant Road Marsh Road Swamp Road Crop Road Pasture Road Plantation Road Desert Road Sand Road Sandy Road Gravel Road Transparent Road (If you look in the screenshot, on the far right, just to the right of the Gravel Road, is the Transparent Road. It's there. Be careful with that one.) Note: This mod has been included in MegaMod.
  3. What always gets me is how roads end with a square tip. It would be nice is we could have a placer piece that is rounded at the end. They would cost whatever the normal road square costs, but take 2xs more work (cause you know prefection is an art).
  4. Good day everyone, This is something that I have been thinking about and I want to get the general census of you all and what you think (and devs like @ShockPuppet or @Kralyerg in terms of function reasons). What do you think about the strip of road tiles attached to the front of buildings? Are they necessary? Are they a pain? Do you not care either way? The reason I ask is because I have been making some smaller buildings that don't really need them, and also have some ideas for F-variants of churches and schools where the use of a road tile along the one edge makes it awkward, for example one F-variant the entrance to the school is on the side, for another it might be on the end. I like having road tiles in the buildings in areas where you can see dirt, or where a road would pass through the building, but on a building that fills its lot, i.e. edge to edge 3x5 or something, is it really necessary to place that road strip there and restrict placement of other buildings? Or is it necessary to do so? As long as there is pathing going through the buildings from door to door, I wonder if it is really necessary. Thoughts?
  5. You know how you can build a Stone Road directly on top of a Dirt Road, but not the other way around? That's because roads have a hierarchy system where some roads can be built on top of others. It's a numbered system, where the lower numbered roads can be built directly on top of higher numbered roads. Here's some numbers. CC AND VANILLA ROADS Red Brick Road 4 Brick Road 5 Quay Road 6 Moss Road 9 Stone Road 10 Sandstone 11 Gravel Road 12 Soil Road 14 Country Road 19 Dirt Road 20 COLOR ROAD MOD White Road 22 Black Road 23 Brown Road 24 Purple Road 25 Blue Road 26 Green Road 27 Yellow Road 28 Orange Road 29 Red Road 30 GRASSY ROAD MOD Gravel Road 38 Sandy Road 39 Sand Road 40 Desert Road 41 Plantation Road 42 Pasture Road 43 Crop Road 44 Swamp Road 45 Marsh Road 46 Verdant Road 47 Grass Road 3 48 Grass Road 2 49 Grass Road 50 Transparent 51 DS ROADS MOD by Discrepancy Wood Roads 110-115 Stone Roads 120-139 Gravel Roads 150-154 Wood Chip Roads 160-161 Dirt Roads 170-177 Grass Roads 190-192 Garden Patch Road 195 End of Roads Mod by WinTin Dirt Road 900-914 Stone Roads 930-944 Earth Roads 960-974 So remember. The lower the numbers can be built right on top of higher numbers. Side note: If two different roads accidentally have the exact same numbers (which has happened), then when you build a single square of the second road, every square of the first road will instantly turn in to the second road. It's a weird thing the game does when it gets confused about which road you're laying because of the hierarchy numbers.
  6. Version 3

    96 downloads

    By request. A set of colorful roads. They're all set as dirt roads. Note: This mod has been included in MegaMod