Cities: Skylines

Cities: Skylines

Canal Block 4x4C
30 Comments
kyate 17 Apr, 2020 @ 6:34pm 
That mirrored version would still be hella tight rn <3
Love your assets, thank you for the quality content.
livinginthejetage 3 Apr, 2018 @ 5:07pm 
This set of canals look amzing in my city. Thanks so much for creating them. For some reason, I am not able to rotate this corner/turn block like I can other assets. Is there some trick I'm missing? Thanks in advance for the advice.
Estroyer 22 Sep, 2016 @ 2:04pm 
Hi fellow Dutchy! Thanks for the canal series, they look awesome. There's one thing I am unable to figure out. I can't seem to make it go all four turns, I can only make it turn in two different angles, so now I am unable to make a nice closed-off rectangle. Am I missing something?
GCVos  [author] 15 Oct, 2015 @ 12:15am 
I agree, there will be a mirrored version at some point. Still have other assets to go thru first.
CoastalHaze 11 Oct, 2015 @ 11:23am 
Some of the most aesthetically pleasing placements of canals in my vision require a mirrored version of this. I wish I wasn't too stupid to make it myself. :( Any chance still?
creepyeyes 5 Oct, 2015 @ 5:02pm 
Ok, thank you a ton!
GCVos  [author] 5 Oct, 2015 @ 12:14pm 
I can make one that's mirrored, I had that in mind for a while. But I will be updating the existing blocks first.
creepyeyes 5 Oct, 2015 @ 10:39am 
Would you be able to add this rotated by 90 degrees, or 180 degrees, or both? 've found a few situations where I really wanted to add this but didn't want to make a square set of roads around it, and that prevented it from facing the right angle.
GCVos  [author] 5 Oct, 2015 @ 6:27am 
It's possible to make the canal more narrow and add paths on the side yes, but for now I'm gonna stick with the current design.
EEYE 5 Oct, 2015 @ 6:25am 
i will ask u for a big favor can u make the canal to sidewalk insted of road its will look nice to have a bordwalk on each side of the canal an remove the parking next to it
GCVos  [author] 1 Oct, 2015 @ 11:15pm 
Thank you :) I meant it more as the ground doesn't have to be perfectly flat, not that you would build it on top of a mountain :P
Blackdragonbird 1 Oct, 2015 @ 6:40pm 
Hey man, great asset. But you say in the description that the terrain don't need to be flat, but, if you place these channels in no flat terraisn the asset get messed. Static water at 45º is very strange.
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 1 Oct, 2015 @ 9:51am 
Good man. I love these canals, and didn't want people to get discouraged from using this particular one.:HappyMask:
GCVos  [author] 1 Oct, 2015 @ 9:43am 
Hold on let me update :)
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 1 Oct, 2015 @ 9:30am 
OK, you might want to warn people when directing them to the Road Anarchy Mod, as I'm sure my post will eventually get burried.

Apparently many people are having issues with this, so I know it's just not me, and the creator seems to be unresponsive.:UnhappyMask:
GCVos  [author] 1 Oct, 2015 @ 9:24am 
I suspect it will, as long as the road collision is removed you can build on top of it.
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 1 Oct, 2015 @ 9:23am 
Will this work with "Advanced Road Anarchy?" The other Road Anarchy crashes the game every time. Road Anarchy hasn't been updated since May 19th, and I suspect that's the issue, and not compatible with AD update/DLC.
GCVos  [author] 1 Oct, 2015 @ 6:25am 
Ay, I suspect the mod creator has to update it. But regular Road Anarchy seems to work (for me at least)
Kronoz 1 Oct, 2015 @ 5:08am 
Yes, there is a problem with road anarchy
TelMan 1 Oct, 2015 @ 2:18am 
Getting conflict, i suspect it is advanced Road anachy.

LoadGame - Some mods caused errors: [ModException]

Details:
System.Exception:
---------------------------
[0]: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.Single[MethodInfo] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.Single[MethodInfo] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
at ToolsAnarchy.Anarchy.EnableHook () [0x00000] in <filename unknown>:0
at ToolsAnarchy.AnarchyLoad.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0
at IsolatedFailures.IsolatedFailures.<OnLevelLoaded>b__1 (ILoadingExtension e, UpdateMode m) [0x00000] in <filename unknown>:0
at IsolatedFailures.IsolatedFailures.ProcessLoadingExtensions (UpdateMode mode, System.String methodName, System.Func`3 callback) [0x00000] in <filename unknown>:0
Rei'No Otoko 30 Sep, 2015 @ 11:37pm 
um K, I thought wow I could add the canal's of Venice to my game, opps wrong! fudge.
GCVos  [author] 29 Sep, 2015 @ 11:56am 
At this time no, not really, because the underground mesh will intersect with the other mesh. I may update the meshes to be a little more forgiving, but for now I would keep at least one cell spacing between each block.
londomilar 29 Sep, 2015 @ 11:16am 
is it possible to make them connectable? So you get one big canal..tried that but didn't get the corner one connected to the 16x4 piece or the cross section.
Liamcarr10 29 Sep, 2015 @ 10:29am 
this is awsome stuff your doing .
you will see a lot of this in most peoples citys
awsome water and briges keep it up the best iv seen
Kaiser Chopp 29 Sep, 2015 @ 10:25am 
Sweet!
GCVos  [author] 29 Sep, 2015 @ 10:24am 
Thank you! 12x4 and 8x4 coming soon :D
core79 29 Sep, 2015 @ 10:24am 
OMG soo wonderful, I love your work, thank you very much! thumbs up as always.
Jey 29 Sep, 2015 @ 9:49am 
Very good job! Thaks!
PumpkinXXL 29 Sep, 2015 @ 9:05am 
Nice :balloonicorn: