Cities: Skylines

Cities: Skylines

Move It
M.S.Referee 11 Jan, 2019 @ 9:07am
MoveIt Need Add Some Functions
Bug:
MoveIt can't select and adjust segments and nodes of ship path and airplane path.

MoveIt may add some functions:
"Handle", the X,Y,Z handle like 3D applications, for example like 3dsmax, maya, and also add "Move, Scale, Rotation" features for Handle. With the handle, you can more easy to adjust assets in game.

And 'Copy' function should add "Array Copy" like 3dsmax, when you want to copy some object, you can press Shift and move, scale or rotation the X, Y or Z, and a windows jump out, you can set the number of copy. Then you will done.

MoveIt should make "Auto Connect" when you move a node whatever nets or water pipe. For now the node can't 'connect'. For example you move a water pipe node out of sewage station connect point, and when you move the node back, the node just overlapping to sewage station connect point, and not 'connect' to it.
You move out Road node, and dragg the node to other segment or node, it just overlapping to it and not 'connect' to it.
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Showing 1-6 of 6 comments
Gabrielium 12 Jan, 2019 @ 7:49am 
In my honest opinion, the first of these suggested functions are out of the scope of this mod and could be potentially detrimental to the experience of less advanced users, especially the scale and rotate tools, as they ultimately make no sense in this instance. The visual method of moving roads and its associated toolset in this mod provide the best of both worlds (simple and advanced methods of positioning), and are less finnicky overall. Judging where an object should be in 3D space based on those handles is not a simple process, as you can see in Procedural Objects' handles, which are very difficult to use correctly and tend to "jump" all over the place.

I like your second suggestion a lot because it fits well with the toolset already provided by this mod.

As for your third suggestion, why not use the road tool to add another segment to connect your points? That's far easier and has the advantage of adding another node for increased customization. Additionally, I've seen at least two interchange makers on Youtube (not even including my own gameplay) use the current node positioning behavior to lay out roads and position them on the same level before setting their heights so that the curves can be created correctly (in a more visual manner). It's still an interesting suggestion, though.
M.S.Referee 12 Jan, 2019 @ 8:22am 
Hi, Elektrix
About my third suggestion, because I tired that if you build like water tower so close, when you move out the pipe node or delete the pipe(and sometime hard to find the pipe), then it's hard to rebuild. So you need to move the tower, and rebuild the pipe, and move it back, and when move it back with pipe connected, you will got slow the movement and drop the game performance.

And about road, sometime the road you want to adjust has been got building with it, and if those building not from "Ploppable RICO", so you will got the building gone, but you don't want to get that and you just want to reconnect some node from the road and don't want to build a new.

(And Elektrix, please check look your "Segment Slope Smoother", I also reported some suggestions to you. And hope you can update. Thank you!)
Last edited by M.S.Referee; 12 Jan, 2019 @ 8:28am
Thanks
M.S.Referee 23 Jan, 2019 @ 6:30am 
A new suggestion, maybe can make MoveIt to select and move the object which created a 'Whole Building'. That's means I want to move the flag in the wall of fire house, but for now I can't do that even if I can't select the flag.

So, maybe MoveIt can add the function that can select and move them.
Sp3ctre18 24 Feb, 2019 @ 12:32am 
Originally posted by Elektrix:
As for your third suggestion, why not use the road tool to add another segment to connect your points? That's far easier and has the advantage of adding another node for increased customization.

That extra node is exactly what we don't want in some cases, especially in small spaces. And often we're using these advanced tools to intentionally work outside the main road nodes.

So far, You're the only I've seen do a road combining tool, and even then it only works for intersections crossing as a full X, which sadly is rarely the issue I have. Usually it's this: drawing a road and wanting it to connect somewhere and not realize Anarchy didn't let it snap. Unless you know a mod I've mssed, I'm surprisd I never saw one; must be a mechanic that isn't easy to make a mod for. Usually this is only a real need when we had precisely drawn the road or only noticed much later.
Gabrielium 24 Feb, 2019 @ 5:55am 
The math for that is much more difficult than it would seem. Roads are defined by accompanying cubic bezier curves and if they don't intersect through the center then computations increase in difficulty 100-fold. Extending an arbitrary bezier curve is outside the scope of my mathematical knowledge and would cause a lot more complication than is necessary. (Want to see why it's so hard? Check here for a cursory introduction to the math.[pomax.github.io]) I would have to put in a ton of work for a tool that would be rarely used and can be much more quickly replicated by hand.
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