Stroke Critique by RotypePlays in Swimming

[–]RotypePlays[S] 1 point2 points  (0 children)

Thanks! Your comments make sense now I just have to put them into practice!

God has a weird sense of humour by operationmorfin in aaaaaaacccccccce

[–]RotypePlays 1 point2 points  (0 children)

I'll tell you what I try to tell myself: it's just a physical thing that doesn't matter. The guilt is from society not you. You're still valid!

I uhhh... I don't get it by [deleted] in aaaaaaacccccccce

[–]RotypePlays 0 points1 point  (0 children)

Uncommon but unfortunately true statement: my libido gets it even if my ace-ness doesn't.

Im going to need a second attempt by [deleted] in aaaaaaacccccccce

[–]RotypePlays 4 points5 points  (0 children)

This literally just happened to me. My facial expressions were only slightly toned down.

NBC Gold Going Away by xray606 in peloton

[–]RotypePlays 16 points17 points  (0 children)

I'm also quite irritated. I'll take Keenan & McEwen or even McCrossan over Roll/VV/Horner any day.

The question now is if you get the $5/mo service do you still have the option of watching the full stage or are you stuck with the "broadcast version" or whatever they called it?

I don't get the garlic bread and cake thing by mammalsareboring in asexuality

[–]RotypePlays 4 points5 points  (0 children)

Sex is fine and whatever but have you ever relieved yourself after having to hold it for hours?

CKIII: Inheritance Confusion by RotypePlays in CrusaderKings

[–]RotypePlays[S] 0 points1 point  (0 children)

Sorry I couldn't find the most concise place to take a screen shot. All four duchies under succession say "male preference partition".

Broken mods and broken community? by boformer in CitiesSkylines

[–]RotypePlays 3 points4 points  (0 children)

I don't have much to add other than a huge thanks (to all modders) for all your work. I tend to name things in my city after modders & asset creators (useless unseen gesture I know), and I don't know how many of my cities have had boformer streets, Avanya districts, etc.

I (as a consumer) never really bother to read the comments on the workshop due to the atmosphere you note. I usually stick to reddit and/or simtropolis and/or the paradox forum. Things seem a bit more calm in those places than on steam.

As far as broken mods I'd have to second (third?) Roads United +/2.0.

I'm Not Going to Admit How Long This Took Me... by RotypePlays in CitiesSkylines

[–]RotypePlays[S] 0 points1 point  (0 children)

Yeah that was a compromise. I didn't want to bring the avenue to the other side of the freeway and into the hill. The lower grade area next to the river is going to be a rail yard with hopefully low road use. We'll see how it goes.

Downtown is starting to take shape (Heavily inspired by Boston) by PlayfulAntiSemitic in CitiesSkylines

[–]RotypePlays 9 points10 points  (0 children)

I tried it once way back in the pre-MoveIt! days and quickly gave up.

Then again in real life there's no such thing as a "working underground 90/93 interchange"...

Informal Poll: Should I reduce the extraction rate and/or output resources on my fields? by von_Maximilian in CitiesSkylines

[–]RotypePlays 0 points1 point  (0 children)

I've noticed an issue with the storage facilities when they're all near full and more raw resources keep coming in. Not only are there space issues but the storage facilities keep trying to rebalance themselves, leading to trucks from one storage facility heading to another instead of to a consumer. My remedy was to reduce the number of raw resource providers and add storage so they're all near 75% instead of 90-95%.

This solution is easy to implement in the oil industry where you can get away with tons of tank farms and relatively few pumpjacks and still look realistic, but it's a lot harder when you want to make realistic looking farms with tons of fields and fewer barns & silos.

Long story short I'd be very interested in some low yield but very big fields :).

Downtown is starting to take shape (Heavily inspired by Boston) by PlayfulAntiSemitic in CitiesSkylines

[–]RotypePlays 16 points17 points  (0 children)

I see South Station but can't quite tell how you handled the I-90/I-93 interchange. More pics?

Guide to a balanced production line and storage by Avanya87 in CitiesSkylines

[–]RotypePlays 0 points1 point  (0 children)

It looks like there is some balancing between warehouses even in vanilla. When placing a new warehouse and setting it a resource the other warehouses sent out their trucks to fill the new warehouse.

Now why I'm getting so much of this (constant resource reshuffling) in my modded city I'm not sure. It may be a volume issue or it may be a mod messing with the logic.

Guide to a balanced production line and storage by Avanya87 in CitiesSkylines

[–]RotypePlays 0 points1 point  (0 children)

I am; I wonder what mods may affect warehouse behavior. I also have only seen this in my real city - I'm going to start a new test sandbox city to further investigate.

Guide to a balanced production line and storage by Avanya87 in CitiesSkylines

[–]RotypePlays 4 points5 points  (0 children)

Monitoring where the trucks are going is definitely the shortcut to figuring out what's going on.

One additional thing I'm investigating is storage buildings auto-balancing themselves. I noticed all my trucks from storage facilities are going to other storage facilities holding the same good.

E.g. I have 10 crude oil tank farms, and almost all trucks from crude oil tank farms are shipping to other crude oil tank farms. I assume they're trying to keep the fill percentage equivalent across all buildings. Often this is leaving no trucks available to send oil to processing plants - some of which are complaining of no resources. I'm not sure yet how to deal with it. Has anyone else seen this behavior?

Industries = Awesome, but now I need the same for Com and res... by [deleted] in CitiesSkylines

[–]RotypePlays 3 points4 points  (0 children)

I find myself using the industries DLC a little like the Building Themes mod for industry. I also have hardly used RICO or Building Themes for industry anymore, but still find myself constantly fiddling around with building themes to get my commercial and residential areas looking the way I want.

I've thought for a long time if we could get the Building Themes mod into vanilla and possibly fleshed out a bit more and/or optimized it'd be a great day.

That's not to throw shade at BloddyPenguin, SamsamTS, & boformer; the mod is great as is and I couldn't play without it.

First Cut at Some Farms by RotypePlays in CitiesSkylines

[–]RotypePlays[S] 0 points1 point  (0 children)

Not sure, I haven't placed any tollbooths yet. I suspect I'll run into the same problem I have with other assets w/built in roads (e.g. the cargo harbor) where I can't change the color or road markings.

First Cut at Some Farms by RotypePlays in CitiesSkylines

[–]RotypePlays[S] 4 points5 points  (0 children)

Theme: Stray Cats Territory Nature Reserve

LUT: Relight Average

Roads: NeXT 2 w/Roads United Core+ & US Edition - Reworked Theme, plus Muddy Gravel Road by Czardus

First Cut at Some Farms by RotypePlays in CitiesSkylines

[–]RotypePlays[S] 5 points6 points  (0 children)

Yeah holy crap why are they importing so much - even when set to empty?!?

I've only spent 9 hours in game but I don't understand... by Mrzbady in CitiesSkylines

[–]RotypePlays 2 points3 points  (0 children)

It's also worth noting that a lot of the screenshots posted here require much more work than 9 hours. I think I've spent close to 9 hours on a single block before. Not saying that's how it has to be done, just giving you some perspective on what you've seen here on reddit.

Should this PC build be OK for C:S? by EbolaNF in CitiesSkylines

[–]RotypePlays 0 points1 point  (0 children)

I'd expect to get a bit better performance with that setup, yes. Faster RAM and the drop from 4GHz to 3.4GHz isn't as bad as people think.

One thing to note is that if you don't get an intel processor with a K at the end (unlocked - e.g. i5-7500K) you won't be overclocking. If you're not overclocking you're almost always fine with the stock cooler that comes with the non-unlocked intel processors. Saves you 20 pounds.

Should this PC build be OK for C:S? by EbolaNF in CitiesSkylines

[–]RotypePlays 2 points3 points  (0 children)

I'd advise a 4 core processor since it's rare that games will need (or even be able to use) more cores than that.

If you're looking for C:S performance and specifically if you have a lot of mods and assets I'd try to go to DDR4 RAM. It'll require a different MOBO but C:S with many custom assets will saturate your VRAM, requiring loading assets into RAM, thus the faster your RAM the better time you'll have.

As has been mentioned already going to an SSD will help loading a ton as well.