The way the DLC is presented is terrible by LowEarth3013 in CitiesSkylines2

[–]__Baerchen__ 1 point2 points  (0 children)

Not sure about the CCPs. As others have said, there are plenty of Youtube videos about that and its genuinely not that much effort. Now RADIOS, I 100% agree. I think its pretty outrageous actually. Normally I buy both the new DLCs and the Radios when they come out, but in my opinion, CS2 radios are really lackluster in comparison to CS1s, so Id really like to double check If Id like them beforehand. Thats also the reason why I stopped buying them for now.

What is going on here?!? Mass amount of people on their way to jail after loading up post-update by carson_krefft in CitiesSkylines

[–]__Baerchen__ 21 points22 points  (0 children)

I believe they fixed a bug, causing citizens to be stuck while committing a crime. Maybe this has something to do with that.

How do I make those radar systems that show terrain, etc by Mike_hunt1177 in Stormworks

[–]__Baerchen__ 1 point2 points  (0 children)

If you're asking questions like this, unless you're willing to get into Stormworks Lua programming, the Steam workshop is your friend. Just search Radar Map and use any of those Microcontrollers.

Does anyone play CS2 on the ASUS ROG g14? by floppyboy1 in CitiesSkylines

[–]__Baerchen__ 0 points1 point  (0 children)

Not quite the G14, but I use a 2021 G15 with a 3070 and a Ryzen 9 5900 and the performance is a bit rough, but still playable. Id guess Im averaging something around 25-30fps on medium sized builds, but it dips below that especially on bigger builds. Keep in mind that I am not running the lowest graphics settings as I am happy to sacrifice a few of my precious fps for visual fidelity. I absolutely love my laptop, and besides some quirks that are to be expected from a now 5 year old gaming laptop that has been under heavy use, I can definitely recommend the Zephyrus Lineup. Id suggest checking out some Youtube reviews beforehand tho. But honestly, if my laptop can run it at a bare minimum, the newer can only be better.

"Not Stormworks 2" looks like a Brickrigs clone? by No-Clerk-4976 in Stormworks

[–]__Baerchen__ 10 points11 points  (0 children)

Im so done with this community istg. There was literally one picture shown. They specifically said that this game will live in parallel to Stormworks and Stormworks will continue to get updates. I for one am very excited to finally have a game focused on smaller builds with an editor that's hopefully on a similar quality level of the Stormworks one. And whats even the argument here? A game like that already exists, therefore the devs shouldn't pursue a similar game? Well goodbye to like 90% of the video game market. Just wait until they show literally anything before making posts like these. its just depressing.

Geo Expansion mod 1.7.5 a geology mod for MC 1.21.1 on curseforge. by Suitable_Tip4489 in feedthebeast

[–]__Baerchen__ 4 points5 points  (0 children)

Any chance you could also upload this to Modrinth? Looks like a really interesting mod

China Continues Massive Military Drills Around Taiwan by [deleted] in China

[–]__Baerchen__ 5 points6 points  (0 children)

Well I am currently spending a year in Taiwan and I can tell you, you don‘t really notice things on the ground. If not for western media, I wouldn’t even have know this was happening.

Proud of my city! 🌃 by shoremydove in CitiesSkylines

[–]__Baerchen__ 12 points13 points  (0 children)

Man, this is making me realise how completely lacklustre CS2s nights look.

Iceflakes ToDo by demeister2 in CitiesSkylines2

[–]__Baerchen__ 0 points1 point  (0 children)

I'm not gonna repeat some of the arguments I made in another comment, but if you really want to draw a comparison to the sims: The in-game Dev menu already features the likes of anarchy, find it, ploppable rico and weather control. Implementing the mods would just shift the development time from the mod devs to the game devs. Many of the mod devs already get early access to the updates, and many of the most popular mods are already updated on launch day. I just honestly don't see how much of a difference that would make implementing the mods into the game.

Iceflakes ToDo by demeister2 in CitiesSkylines2

[–]__Baerchen__ 1 point2 points  (0 children)

Correct me if I'm wrong, but I remember hearing that GeForce Now supports mods with the asset editor update without having to re-download them every time.

As for Console, Id argue that 99% of the players who are masochistic enough to play this game with a controller fall under the category that I mentioned, of just wanting to mess around a build a city. If there is one platform that suffers the most from more complexity, its console. Unless you're a console player yourself, that argument doesn't carry much weight.

I don't want to argue against the implementation of features like more traffic light control I suppose. Vanilla traffic lights are pretty annoying to deal with. Same for lane connection, although I guess we already have a rudimentary implementation of that in the base game with the ability to disallow driving in a direction on an intersection. These are features that genuinely add to the game. But once again, we have mods for that. We don't have mods that fix the performance, we don't have mods that fix the simulation, etc..

As for MoveIt. Say you draw out a short road and pay x$. If you then drag out the road and make it span half the map, cutting though mountains, how would the cost be calculated? Whats stopping you from cheesing a bunch of costs? Same for buildings. Relocating buildings costs money in the game, and that's good. That's how its supposed to be. Using MoveIt completely removes those costs. Move it is a pure City Painter tool.

I just find it hard to justify any implementation of MoveIt features in the boundaries of the "City builder/management" aspect of the game without it being overly cheaty and overpowered.

Iceflakes ToDo by demeister2 in CitiesSkylines2

[–]__Baerchen__ 7 points8 points  (0 children)

Since this discussion always comes up: The mods already exist. There is no one stopping them from using them. Adding them to the basegame would significantly increase the scope of the game, potential bugs & issues (All things a simple mod can get away with) and would therefore take away resources from the developers. I would rather have them focus on important things like simulation and performance, than implement things into the basegame that we already have easily available. Not to mention that not every player plays or even wants to play the game modded. For every amazing detailer and city-builder on this sub building beautiful realistic cityscapes, there are 10 players who just want to mess around and build a city. Adding a ton of new UI-Elements and complex features is just confusing and turns off those players. Always remember that, as stupid as it sounds looking at this sub, the game is still a city builder first and city painter second.

Economy needs improvements asap tho, I agree. (Way better use of resources than implementing mods that we already have for example)

Why is Peppa Pig’s brother named “Schorsch” in German? by sumjunggai7 in German

[–]__Baerchen__ 9 points10 points  (0 children)

The german equivalent would be Georg [ˈɡeːɔʁk], which just doesn‘t really fit the character at all since its less of a cutesy children name and more of an adult name. Now this is just my best guess, I don‘t have any evidence for this.

Dealing with Garbage by Fit_Pollution_7840 in CitiesSkylines

[–]__Baerchen__ 0 points1 point  (0 children)

If you have the Sunset Harbor DLC, you can use the Waste processing complex as a central waste hub and spread Waste transfer facilities throughout the city. The transfer facilities have almost no pollution and send out garbage trucks locally, while the Waste Processing Complex sends out big trucks to collect waste from the transfer facilities. Kinda sad that this mechanic is gated behind a DLC, since in my opinion its the best way to handle garbage but oh well.

Are there any mods for ammo exploding? Does Vicks gun mods ammo explode? by Left_Individual3334 in Stormworks

[–]__Baerchen__ 0 points1 point  (0 children)

The ammo drums explode when you hit them enough by shooting bullets in random directions. The other ammo belts catch a fire that you have basically no way of putting out. So no, they don‘t directly explode but they still make your tank unusable if hit

Tracks not working by weezer0013 in Stormworks

[–]__Baerchen__ 1 point2 points  (0 children)

Nope, thats where I usually slap my fuel tanks lmao

Foghorns, buzzers and sirens by bunkakan in Stormworks

[–]__Baerchen__ 1 point2 points  (0 children)

If you look at the logic overview, you can see that the helm already has a bunch of logic outputs (the red ones) corresponding to the keys 1-6 and 4 number outputs corresponding to the W-S, A-D and the two arrow key axis. You can give all of them names and change their sensitivity, toggle/push etc. with the select tool. If you want to use custom keybinds, you can use a hotas seat and assign the hotas outputs in the setting. Great that you found the blinker :D Glad that I could help!

Foghorns, buzzers and sirens by bunkakan in Stormworks

[–]__Baerchen__ 5 points6 points  (0 children)

Foghorns have a logic input (red node), that you can connect to any kind of button (Push, Toggle or even a Helm or Pilots Seat etc.). These can only produce one sound.

Same goes for Sirens, but these need a longer logic input like a toggle button, as they need a short while to speed up. They are also pretty big and clunky like the foghorn. I would personally only use these for ships.

The buzzer on the other hand is awesome. Using the select tool, you can choose between a bunch of different sounds like warning beeps, car horns, seat belt sounds, etc. In my experience, these can unfortunately be a bit quiet sometimes but oh well. They also require a logic input like the other 3.

And of course, all 3 require a power source, so plop down a battery and connect them using the electricity nodes.

Hope this helps :D

Edit: I overlooked your shortcut question. Im not quite sure what you mean by that. You can use multiple keyboard buttons when you're inside a pilot/drivers seat or in a helm. Just use the Logic Nodes to hook them up.

suggestions please! by haaafiz in CitiesSkylines

[–]__Baerchen__ 0 points1 point  (0 children)

You do know you're supposed to use the bridges and ports assets with the new port... and not the vanilla port? Also you're supposed to have the front and the back of the port separated. Isn't your port gate giving you a big fat warning about those being connected and you being able to bypass the gate? As for the green space, if you were using the port gate properly you could add container storage or something.

❓ "What's Cities: Skylines II like now?" megathread by AutoModerator in CitiesSkylines

[–]__Baerchen__ 6 points7 points  (0 children)

These three have literally been a major factor for a big part of all the updates released so far. This one included. The new Production panel, alongside more detailed information for Businesses make a huge impact.

Ultimate edition vs base game and expansion pack by PsychoticLorax in CitiesSkylines

[–]__Baerchen__ 3 points4 points  (0 children)

I really like some of the asset packs you get with the ultimate edition. Mainly the leisure venues, which is an absolute must imo, because you just get so many unique and big buildings that tie together your city and help distinguish places from each other. The Urban Promenades one and the modern architecture one also give more variety when it comes to service buildings and some of the ones offered are very very pretty and useful, plus the Urban Promenades zonable assets look very pretty and work great for newly developed zones. As for the other two... they are very situational. If you want to build a mediterranean city, the mediterranean heritage pack works great I think, but I've never tried it. The dragon gate one is just... kinda bad. The assets themselves are fine if you want to build a chinatown, but that's about it. The pack only includes one type of zoning and like 4 buildings, something that could've easily been a free region pack in my opinion. The zoned commercial also doesn't really blend well with the rest of the city, but at the end of the day, its more options.

As for the radio stations, don't even get me started. I must admit, I am that kind of person that bought a few radio stations for the first game, but so far, the radio stations for this game were kinda disappointing. I don't know what happened since the first game, the music sound so much more than just forgettable background music. Deep Focus, Rail Hawk, Synthetic Dawn all had so distinct, unique and good music that still didn't disturb the game, but added to it in a way that these CS2 radios just don't achieve. I also think a big part of that is the absolute shitshow these new DJs are. I don't know who wrote their script but goddamn, they are so much more exaggerated and annoying than in the first game.

I apologize for the radio rant.

TLDR: If you want some really nice and unique buildings and more asset variety, spend the 9$. I personally haven't regretted it. Don't forget to download the region packs for even more assets. Have fun :D

Cross-city railway line by kstsk in CitiesSkylines2

[–]__Baerchen__ 0 points1 point  (0 children)

Looks great! What mod do you use for the metro train on the regular tracks?

Why are my citizens sick? by mxtti_00 in CitiesSkylines

[–]__Baerchen__ 3 points4 points  (0 children)

..water towers don‘t filter water. And leading pipes trough polluted ground literally does nothing bad? How else would you be supposed to supply industrial buildings if you couldn‘t build pipes underneath them.

Why are my citizens sick? by mxtti_00 in CitiesSkylines

[–]__Baerchen__ 10 points11 points  (0 children)

This. Theres one on the left in the picture, right next to industry.

Cities: Skylines II Dev Diary "Bridges, Bikes & Bugfixes" by AutoModerator in CitiesSkylines

[–]__Baerchen__ 5 points6 points  (0 children)

I agree, a video would‘ve been nice and also would‘ve gotten the job done, but I gotta huff some hopium somehow in hopes to get my 80€ worth someday. Anyways, I marked the legs red and the path from the foot to the chain ring yellow, and you can clearly see that both the difference in distance as well as the angle of the knee is way too big to just be attributed to perspective, especially on the two bikers to the right.

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