If it finds one, the original one that was scheduled to pick it up is marked as "not in use" When new dead person needs to be picked up, checks to see if any other hearse is already going past that building, and if so, queues it to pick up.Saves state of paused simulation in saved game.Right on red (Left if traffic in Left hand mode).New in this version (Defaults to disabled - don't forget to enable in options after game loaded/started): If you get any unexpected behaviour, please send me TMPE.LOG and output.log from your Cities_Data directory SAVED GAMES FROM THIS BUILD MAY NOT BE READ CORRECTLY BY THE RELEASE VERSION OF THIS MOD For starting a brand new city, I usually make a road to/from my initial industrial areas as close as possible to the starting entrance/exit to the city so that the trucks never even have to go through the city center in the first place, and if you can purchase the land containing the highway, building custom connections for dedicated truck traffic works best.ALPHA/DEBUG VERSION - BE SURE TO UNSUBSCRIBE FROM REGULAR VERSION FIRST Remember that you can create roads as overpasses and tunnels if you need it to run straight through an area that has already been developed and you don't want to destroy (much) of what is there. If you make it direct enough, the trucks will naturally start to favor it since it will be the shortest route. Make the road sufficiently wide so it can carry a lot of traffic, and don't give it any connections to the normal city roads. However, for a mod-free solution, I've gotten into the habit of creating dedicated roads between the highways and my industrial centers. I want to try out the mod XN16 suggested, I think that will work out best.
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