Cities: Skylines

Cities: Skylines

Canal Block 4x4C
30 Kommentare
kyate 17. Apr. 2020 um 18:34 
That mirrored version would still be hella tight rn <3
Love your assets, thank you for the quality content.
livinginthejetage 3. Apr. 2018 um 17:07 
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 um 14:04 
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  [Autor] 15. Okt. 2015 um 0:15 
I agree, there will be a mirrored version at some point. Still have other assets to go thru first.
CoastalHaze 11. Okt. 2015 um 11:23 
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. Okt. 2015 um 17:02 
Ok, thank you a ton!
GCVos  [Autor] 5. Okt. 2015 um 12:14 
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. Okt. 2015 um 10:39 
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  [Autor] 5. Okt. 2015 um 6:27 
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. Okt. 2015 um 6:25 
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  [Autor] 1. Okt. 2015 um 23:15 
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. Okt. 2015 um 18:40 
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. Okt. 2015 um 9:51 
Good man. I love these canals, and didn't want people to get discouraged from using this particular one.:HappyMask:
GCVos  [Autor] 1. Okt. 2015 um 9:43 
Hold on let me update :)
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 1. Okt. 2015 um 9:30 
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  [Autor] 1. Okt. 2015 um 9:24 
I suspect it will, as long as the road collision is removed you can build on top of it.
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 1. Okt. 2015 um 9:23 
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  [Autor] 1. Okt. 2015 um 6:25 
Ay, I suspect the mod creator has to update it. But regular Road Anarchy seems to work (for me at least)
Kronoz 1. Okt. 2015 um 5:08 
Yes, there is a problem with road anarchy
TelMan 1. Okt. 2015 um 2:18 
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 um 23:37 
um K, I thought wow I could add the canal's of Venice to my game, opps wrong! fudge.
GCVos  [Autor] 29. Sep. 2015 um 11:56 
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 um 11:16 
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 um 10:29 
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 um 10:25 
Sweet!
GCVos  [Autor] 29. Sep. 2015 um 10:24 
Thank you! 12x4 and 8x4 coming soon :D
core79 29. Sep. 2015 um 10:24 
OMG soo wonderful, I love your work, thank you very much! thumbs up as always.
Jey 29. Sep. 2015 um 9:49 
Very good job! Thaks!
PumpkinXXL 29. Sep. 2015 um 9:05 
Nice :balloonicorn: