Cities: Skylines

Cities: Skylines

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Adaptive Networks (AN) V3.18 (STABLE)
   
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9.578 MB
2021 年 12 月 1 日 上午 4:00
2023 年 3 月 29 日 上午 7:17
81 項更新註記 (檢視)

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Adaptive Networks (AN) V3.18 (STABLE)

描述


Adaptive Networks STABLE
formerly known as Adaptive Roads (AR). As a lot of new functions will be released in future that also include other networks we decided to rename Adaptive Roads (AR) to Adaptive Networks (AN) and also change the logo of it. Thanks to REV0 for the basic idea of it :)

UNSUSCRIBE FROM DEPRECATED Version before!

Optional: Network Skins Beta. This will add AN UI to NS to make it possible to create skin out of AN flags/super-elevation.

Source-Code at Github[github.com]

Documentation:
The documentation (for both players and asset creators) is in the form of tooltips.
READ THE TOOLTIPS!

For players it is simple: Functions that asset creators add to their networks using AN will be selectable for the player, if this mod is subscribed. But as the possibilities are gigantic, i can't explain everything.

But just check as example the first BIG Urban Roads 2 Lane, that is linked above. There the creator explains:

"To fully enjoy this road you need Adaptive Roads Mod! Roads will react to TM:PE settings!"

Or at IntRoads:

"Many core features of the networks, such as appearance of road signs, continuous median etc., are based on Adaptive Networks and TM:PE rules."

AN tool:
the tool is accessible via the UUI button. It is only useful on networks that need the tool. Please go the WS page of relevant network to see how to use the tool for that network. PLEASE READ THE TOOLTIP!
Optional NS integration:
Network skins beta will enable AN options in NS. Please unsub from original NS if you are using the beta. This will soon be released into original NS page.

Support:
Discord[discord.com] | GITHub[github.com]

Please drop log files in the support links above.

Compatible mods: I have tested this mod and it is compatible in-game with prop switcher/NS2/BOB (we have fixed earlier issues).

Tutorials for asset creators: https://github.com/kianzarrin/AdaptiveRoads/wiki/Tutorials

Older versions[github.com] | Source code[github.com] | wiki (for asset creators)[github.com] |

Performance impact:
- 5~10% FPS drop only when you zoom in on AN networks.
- 1MB increase in memory usage.
- No increase in loading times.
- No impact on stuttering.


Some AN networks:
BIG Urban Roads 2 Lane
BIG Urban Roads 3 Lane Right Turn
BIG Quay Roads 4 Lane (Beta)
Railways 2 by REV0
IntRoads
Industrial Tram Road #01 - ANV
Reversible Tram Stop - Road #02
Tram - Promenade Road #01
Asymmetrical LRT Tram Road(s)
Pedestrian Pathways 6 + 7
LRT - Elevated Station(s) Tracks #01
Asymmetric LRT - Road #01 [AN-V]
AN - Fences / Walls - Pack #01
Australian/NZ - Road #01
Australian/NZ - Road #02
Australian/NZ - Road #03
JP Guardrail 2022 LHT only
JP Large City Road Pack 2022 LHT only
UTTBR - Tram, Trolley and Bike roads - basic pack

All Road Builder Roads most likely will need Adaptive Networks mod too.
199 則留言
Cloud 2024 年 12 月 28 日 下午 9:49 
Breaks assets lol
VNDK8R 2024 年 11 月 16 日 上午 6:33 
@TrickyMario7654: I have this issue with IMT node markings failing to load from saves. Refreshing the nodes by selective Node Controller Renewal and clicking the effective nodes, allows the IMT markings to reappear. The in game settings in AN for 'Refresh Networks' does not resolve the issue. Likewise, clicking the 'Recalcuate all markings' in IMT does not refresh the IMT markings either. The only reliable fix is to click each node with NCR or disable AN entirely. :(
AstroPolarBear 2024 年 9 月 3 日 上午 8:17 
WHY IS ALPHA
TrickyMario7654 2024 年 8 月 4 日 上午 7:30 
Does anyone have any issues where road markings on AN networks will disappear after loading a city and the only way to get them to appear again is to the Node Renewal Mod or Move It? I’m wondering how you prevent that from happening?
bakepotatou 2024 年 7 月 19 日 下午 2:38 
@JR896 the RAM usage is actually laughable and scale no matter how much RAM you add
All7" 2024 年 7 月 19 日 下午 12:04 
I don’t remember why I subscribed to this mod, if I disable it will it break the game? or it will only break the tmpe settings of steam roads
JR896 2024 年 6 月 17 日 下午 12:30 
@thugnuts98 Yea CS1 is such an unoptimized mess that struggles to run even on high-end PCs. One day the game is working fine and then the second, the game crashes while loading. It's like Colossal is purposely making this game more unplayable so more people will play the sequel. Now personally, I've never had any problems using mods on Cities Skylines 2 unlike the first one. But the game still does feel very barebones compared to the first but at least CS2 is optimized and doesn't randomly crash while loading.
smidiríní98 2024 年 5 月 17 日 下午 7:09 
It's like every mod for this game is broken wtf
Damien Wolf (XIII) 2024 年 5 月 1 日 上午 12:26 
I am getting this error.....


Implementation ID must be a unique string. got Adaptive Roads [System.Exception]

Details:
No details
Chamëleon TBN  [作者] 2024 年 4 月 24 日 上午 8:29 
More or less correct @Mr_Nin10do. The issue is with Networks that are Not correctly done in Road Builder / that use Props/Decals for IMT markings while you not have These dependencies subbed. Other than normal, all Props, Decals and even trees used in an IMT marking are hard dependencies.