Cities: Skylines

Cities: Skylines

Pedestrian Promenade (Quay)
67 kommentarer
b.leyden3 1. juni 2022 kl. 16:33 
@simoG no worries! I appreciate you willing to come back and look and am glad that I wasn't doing something wrong in my novice approach. Thanks for the help!! :)
SimoG  [ophavsmand] 1. juni 2022 kl. 14:22 
@b.leyden3 I copied the default quays which are slightly higher than the surrounding terrain, this is because if they are positioned at the same height as the terrain, glitches and flickering appear. I tried to lower it as much as possible, in fact sometimes these bad effects come out. However, as soon as I finish updating my highways, I will return to this one as well. Unfortunately the time to devote is always very little so it will take a while.
b.leyden3 31. maj 2022 kl. 18:44 
I tried to look but is there a way that I am missing to make the land side of this quay level with the surface of the actual quay? I'm finding that it doesn't snap the terrain height to match like other quays and having to try and manually do it is tedious (and not as perfect as I'd like it to be lol). Thanks!!
SimoG  [ophavsmand] 14. nov. 2021 kl. 10:30 
@piotrowska.anna that too is solvable :-)

Put one end of the small path segments above the sidewalk and position the other end approximately in the center of the quay, so that the path is perpendicular to it. Now copy and paste it several times along the quay in all the spaces between the flower beds where you want to let the cims in and out. This way they will pass by and not cross obstacles or the balustrade at the end of the quay (in most of the time, it is not infallible as a system :-D). So you should get something like this:

https://youtu.be/jF4QIJ8GlqI?t=143 (this video is obsolete, made when CSL still did not allow to make the quays walkable. There are steps no longer need).
LuzLinea 14. nov. 2021 kl. 10:07 
Thank you, SimoG, it worked! They walk on it and it looks amazing! It's still weird that the barriers are at the ends of the promenade, where the path connects and they walk "through" them but it works and I'm very happy, what a great asset :) Good luck with your highways, we're grateful for you sharing your talent and creativity.
SimoG  [ophavsmand] 14. nov. 2021 kl. 6:48 
@ piotrowska.anna Are you usnig mod like Move It and fine road anarchy? If yes, you can trace a short segment of a pedestrian path and hide it under my quay, and perpendicular to it, so as to connect the sidewalk of the road to the path above the quay. This way you will also (or at least should) prevent people from walking through the flower beds :-D

Anyway, as soon as I can finish updating my highways collections I will come back to this as well, that there are a couple of things to fix. :-)
LuzLinea 14. nov. 2021 kl. 6:07 
I love this asset, what a beautiful promenade! Thank you for creating it. Unfortunately I can't find the way to connect it to the pedestrian path and cims don't ever walk on it, they ignore it, as if it doesn't exist. I've tried with and without anarchy, placing it next to the pavement (merging it with it), connecting the end of it to the pedestrian path but nothing works. The end of the quay always has the balustrade and there is no way to get on it. Any advice how to connect it properly so they can enjoy it? :)
SimoG  [ophavsmand] 20. aug. 2021 kl. 5:29 
@BevansDesign Try with Network Skin 2 I don't know if it can also interact with the quays. I agree that they are very bright, but among the default ones they are the only ones I liked and that matched as aesthetics
BevansDesign 19. aug. 2021 kl. 21:08 
This is great. My only issue is that I wish it was possible to replace the lights, like you can replace the trees with whatever mod does that. (I can't remember.) The default lights are REALLY bright!
lrg162 19. apr. 2021 kl. 5:39 
@marino1310 and others. AFAIK pedestrian paths don't actually "snap" or connect to this quay.

They actually just "blend" or "merge" the same as pedestrian paths do to road sidewalks. Just end your pedestrian path close to the edge of the quay (without Anarchy on) and cims will walk onto it the same as they do with sidewalks. It's also VERY sensitive to curves and terrain (just like the vanilla quay) so you might need to do some messing around with "Move It" in order to make it fit perfectly, with no terrain showing through.
marino1310 21. sep. 2020 kl. 16:10 
I can't seem to attach pedestrian pathways to the quay. You mentioned invisible pedestrian paths before, dont you need a mod for those? Right now the pedestrian paths will try to "skip" around nodes for me, they only get so close to the quay itself before refusing to move any closer and instead just skipping to the other side. If I use Anarchy and turn off snapping it just connects to the ground beneath the quay (you can see land rising up beside the quay). Any fixes you can think of for this?
Ladriverni 27. maj 2020 kl. 9:19 
btw i wanted to say that it works great for me, just have to replace some times until i get it right lol
SimoG  [ophavsmand] 25. maj 2020 kl. 15:55 
Thanks. I will try to fix it as soon as possible, but I'm currently busy for finish my highways which are making me fight with the editor.
Patrochilles 25. maj 2020 kl. 15:31 
Great looking asset, but unfortunately not working right for me. I'm getting holes in the path throughout when placing. Deleting and replacing doesn't change it, and I am not using any other mods such as anarchy. Here's a picture of the problem: https://ibb.co/7tP4kLk

I'm also not sure how to connect it to paths. I see the nodes on the quay, but I can't connect them to anything other than the quay itself.
SimoG  [ophavsmand] 11. maj 2020 kl. 11:34 
@Ladriverni I guess you're using Quay Anarchy Mod. Let's say CSL doesn't always understand how to turn it when placing it where it wouldn't normally be possible. So it can happen that by making a curve, it is calculated that the facade is on the opposite side respect the adjacent segments. In these cases you trace it without thinking about it, then demolish only the offending segments and trace them again.

If instead, where that "defect" happens you see a hole, as if the ground is missing, then it is a bug of my quay, but so far I have not found anything like that.

I hope it's clear, I'm using an online translator :-)
Ladriverni 11. maj 2020 kl. 11:10 
Yeah, they point inland. So it's just mod incompatibility? k
it sucks tho lol, it's pretty much all the time
SimoG  [ophavsmand] 11. maj 2020 kl. 1:16 
@ Ladriverni do you mean that some pieces point inland or that the quay is turned and you can see a hole in the map? In the first case, it can happen, especially using some mods. Simply demolish the piece and retrace it
Ladriverni 10. maj 2020 kl. 18:18 
Hello! My quays are only facing a certain direction? How do i fix it? sometimes not even changing their direction with move it helps
Nickayz 5. maj 2020 kl. 5:28 
My favorite quay now. Thank you!
MisterHamstring 27. apr. 2020 kl. 16:16 
andysec18, the promenade has nodes. Start a path on the promenade and build it to somewhere. For example over a road.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2076525698
andysec18 20. apr. 2020 kl. 7:04 
I might be the only sumbitch dumb enough to not figure this out, but how do I connect the promenade so that pedestrians will walk over it? You said that it doesn't require any mods, yet it doesn't connect to anything (not even to itself in a loop) and no one is accessing it. It's close to my roads, residences and water.
SimoG  [ophavsmand] 8. apr. 2020 kl. 6:16 
@Zurg Good, Thanks. :-)

@::DFC::CostraNostra[NL] Probably you use a Color Correction that that burns the highlights a bit. I can try to darken the texture a bit more and see how it is.
Zurg 8. apr. 2020 kl. 5:49 
@SimoG No more "missing assets" error (LungomarePROP). Thanks a lot!
::DFC::CostraNostra[NL] 8. apr. 2020 kl. 5:32 
Dear Simo,

The top pavement is very white in my game.
anyway to adjust this?

greetings
Vincent
SimoG  [ophavsmand] 7. apr. 2020 kl. 0:40 
@rlong9000 Thanks to the latest CSL patch, quays now accept the pedestrian paths. So no more overlaps of invisible path.

@lenchantin thanks. I will try to raise it a little. Is the indication of the missing prop gone? Do you see the column that divides the railing?
rlong9000 6. apr. 2020 kl. 19:08 
@SimoG - So now one no longer must use parallel roads mod to install a park path and then upgrade to invisible path as before? And what about connecting the perpendicular paths to road sidewalks?
Lenchantin 6. apr. 2020 kl. 15:40 
@SimoG -- I tried raising it and lowering it using move it mod, and it was the same issue. Even tried deleting and placing the quay again, to no avail.
SimoG  [ophavsmand] 6. apr. 2020 kl. 13:57 
@Lenchantin maybe you lowered it slightly? in this case, that's the reason. I slightly lowered the walkable area to bring it closer to the level of the pavement.
Lenchantin 6. apr. 2020 kl. 13:31 
I used this asset in one of my games. When asset updated, it's suddenly "shimmering" and bits of the ground are poking through, whereas before, it wasn't showing this behavior.
SimoG  [ophavsmand] 6. apr. 2020 kl. 9:50 
New version released
SimoG  [ophavsmand] 31. mar. 2020 kl. 11:50 
@Twelvelands It's on to do list. And also I have to add the walk way over it because with the new patch it can finally doable :-)
Twelvelands 31. mar. 2020 kl. 11:11 
Any info about the LungomarePROP? Still the same issue reported. Great work though! That's why we are eager to correct this, since your work is beautiful!
SimoG  [ophavsmand] 6. jan. 2020 kl. 1:30 
@snowflitzer @danizmax Ok, thanks. I will try another way to fix.
danizmax 6. jan. 2020 kl. 0:52 
Loading screen mod reports a problem:

Asset bug: Workshop asset uses private asset (LungomarePROP.LungoMare PROP_Data).
snowflitzer 4. jan. 2020 kl. 17:17 
I have to say the asset still causes the same loading issue. It is missing because it is private
snowflitzer 17. dec. 2019 kl. 11:21 
thank you @SimonG
SimoG  [ophavsmand] 17. dec. 2019 kl. 9:26 
Missing Prop added.
snowflitzer 7. sep. 2019 kl. 7:37 
@SimoG Thank you
SimoG  [ophavsmand] 7. sep. 2019 kl. 5:01 
@snowflitzer @Eliminatesu know issue. As soon as I have finished reshaping my highways, I update everything in block :-)
Eliminatesu 6. sep. 2019 kl. 14:25 
LungoMare PROP

Used by:
Promenade (Quay)

Asset bug: Workshop asset uses private asset (LungomarePROP.LungoMare PROP_Data).
snowflitzer 1. sep. 2019 kl. 21:03 
I get asset Missing: LungoMare PROP
Used by:
Promenade (Quay)
Asset bug: Workshop asset uses private asset (LungomarePROP.LungoMare PROP_Data).
SimoG  [ophavsmand] 17. aug. 2019 kl. 3:52 
@Overlord they probably use lower textures resolution. I preferred to keep it a little higher to preserve some details that would have been blurry otherwise. Such as the tiles of the walking path.
Overlord 17. aug. 2019 kl. 1:49 
Why other quays are within 5mb filesize and this is 17.1mb? Thanks
Donna Veera 14. juli 2019 kl. 7:36 
Used by:
Promenade (Quay)

Asset bug: Workshop asset uses private asset (LungomarePROP.LungoMare PROP_Data).
JackDanuls Prime 1. juli 2019 kl. 17:29 
Still getting private asset on LungoMare PROP. Thanks
SimoG  [ophavsmand] 21. juni 2019 kl. 15:36 
@GordonDry thanks. I have corrected. Now that is also indicated.
GordonDry 21. juni 2019 kl. 13:00 
Also "Garden Cluster_Red" is referenced but not listed in dependencies.
Agathorn (SH) 19. maj 2019 kl. 12:09 
Ahh should have read through the comments. I see@ Jojo12a has made a treeless variant.
Agathorn (SH) 19. maj 2019 kl. 11:05 
Any chance of getting a version without trees that can be mixed with this one? For example I am trying to do a build in this screenshot with a train coming through a park made with the promenade around the edges, but I have some segments you can see here that leave trees right up against the tracks which is unrealistic. Be nice to be able to replace those segments with undecorated ones.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1746408077
SimoG  [ophavsmand] 12. maj 2019 kl. 12:37 
@OwiHH [NC] Yes, I am aware of it. I forgot to include the prop in the pack. It will be corrected as soon as possible but I don't have an ETA for now.