That footpath network is very close to what I experimented with, so here's an advice: for the footpaths surrounding an intersection, make them circular, as if there were a roundabout. While it takes ever so slightly more place than the current arrengement, they will allow you to branch out from it in 2 directions from the auto-generated node between the streets like you tried to do. It also looks good, at least to me, and worked very well.
I tried to add a completely circular one later, and the node was off-centre, and it looked a bit crooked. I even tried to make the curve as small as possible with holding down CTRL, and and it was still off. But, I will fill in the space in between with textures, so the paths will blend in nicely with the roads.
to keep pace with such paths layout you may wipe as much little pieces as possible, keeping only long straight/curved pieces, then add cutters. Also, removing of 2 central residental houses will give place for better garbage collection and place for a monument. Just move that pair to other side of the road, no need for Shanhai-style.
Hey i don't know if you like it but trying using other passanger transports like metro, trolley or trams would be insteresting. I think with the current roads layout trolleys can fit nice
Trolleys are a possibility, not so sure about metro yet. Once I heard that we cannot place signals and switches, I kind of never really got around to trying them.
Not sure how I will handle place names yet in the series. I've been using russian-sounding names quite a lot, might try to go for something else this time around.
Great video, I just have started to watch your series after some other W&R TH-camr said you manage to make your republics really pretty :) I hope to learn how to make things look much better from your materials, and I'm looking forward to watch the videos in the playlist up till the current ones! I have a question, how do you make these buildings abide by the grid? I have tried to google it and I've checked the steam workshop since the buildings settings seem to change when you turn them on. I mean a specific moment when you seem to turn on that option around the 13:00. EDIT: I've found it, I just checked every button until I've found that double pressing F1 turns on that feature lmao.
Not sure I will bother. The last series was a bit of a dud for personal cars sadly, their AI and the non-existent carpooling makes them pretty much pointless. :(
@@Hmuda I'm sure that with enough personal cars, the lack of carpooling will solve itself. Fill the streets. Flood the republic. Workers & Resources: American Republic.
reducing the night by 50% in settings makes it very visible even on youtube without breaking the day night circle. p.s can you upload more regularlly ?
Could someone explain how he is getting the crossroads to create that perfect node pattern. Ive watched and rewatched and still can only get 3 of the roads to line up on a node, that 4th one always wants to jump to an angle node which totally defeats the purpose.
I use the grid snapping. If you press F1 twice, you enable that mode (1 press brings up the grid, 2 presses enables snapping, 3 presses disables the grid). But I suspect your problem comes from the proximity snapping, and the road tries to create a parallel. You can disable it with F4, just don't forget to re-enable it, since having it off is a bit of a situational benefit, it's better to have it on. :)
Thumbs up :-) Maybe you even consider turning on water and snow later (water before you build the first industries that need water, like chemical/fabrics/food/alcohol)
Not sure how I will handle place names yet in the series. I've been using russian-sounding names quite a lot, might try to go for something else this time around.
I try to copy the intersections, but it wont work. Three sides are snapping right but I just can't gat the forth one. Is there a secret to it, I just can't figure it out and it's driving me crazy. :/
Do you plan to collect all mixed waste and then sort later? The small garbage collection is only for mixed waste(can’t designate and allow people to sort at source) wanted to make sure you were aware of that limit before building out too much. Edification needs researching but then the trucks only need to touch it once and recycling scrap especially metal and plastic can be profitable
I will only really worry about recycling once I have the researches done, then I will likely build the big container stuff. But I don't think they look that nice in an urban setting, those are more for industrial places.
As a guy who live in post soviet country. It shouldn't be about effectiveness. Quite opposite. If people can skip turn and go straight - make 90 degree angle and put some fence to make sure their way to work as long, boring, and unefficient as possible.
I live in such a country too and in my experience, soviet neighborhoods are open to walking and sometimes even driving through, while the modern ones aren't at all. I know several places in my city, where fences around modern buildings force all traffic to travel around them for hundreds of meters. Also, nobody cares today to place kindergartens, schools, or parks nearby, and nobody leaves any space for future development such as tram lines or subway stations, while soviet districts were planned as a whole, with all infrastructure included or at least predicted.
Ah another great video from my favourite W&RSR lets player
"Zebra" is what the pedestrian crossing was called in the Soviet Union since it usually looks like white stripes on black asphalt
All of those tiny pieces are going to take forever to construct! Loving the new series
After chaotic workday, it's relaxing to watch these series.
That footpath network is very close to what I experimented with, so here's an advice: for the footpaths surrounding an intersection, make them circular, as if there were a roundabout. While it takes ever so slightly more place than the current arrengement, they will allow you to branch out from it in 2 directions from the auto-generated node between the streets like you tried to do. It also looks good, at least to me, and worked very well.
I tried to add a completely circular one later, and the node was off-centre, and it looked a bit crooked. I even tried to make the curve as small as possible with holding down CTRL, and and it was still off. But, I will fill in the space in between with textures, so the paths will blend in nicely with the roads.
Always start with asphalt into the bus station
Coming in E4 hopefully.
I like the gridline trick to build walkways close to the road intersections 👍
to keep pace with such paths layout you may wipe as much little pieces as possible, keeping only long straight/curved pieces, then add cutters.
Also, removing of 2 central residental houses will give place for better garbage collection and place for a monument. Just move that pair to other side of the road, no need for Shanhai-style.
Yeah, especially as small trash cans fill up very quickly
Yeah, I just might delete the central 2 houses, but no promises. They will stay in E3, but might disappear in E4, since that's not recorded yet. :)
@Hmuda You can find modded substations that come with foot paths on the workshop.
Good catch, I always get frustrated with small things, and forget to look for solutions after I'm done recording. :D
Hey i don't know if you like it but trying using other passanger transports like metro, trolley or trams would be insteresting. I think with the current roads layout trolleys can fit nice
Trolleys are a possibility, not so sure about metro yet. Once I heard that we cannot place signals and switches, I kind of never really got around to trying them.
this is so calming. Amazing work ❤❤❤
7:40 and thus you started a gang war between the kids playing on each football field
that looks amazing already :D and that footpath network is great :D i guess roads including footpaths will be on the devs to do list soon :D
Not likely unfortunately. The devs only managed to add that single-lane road, the rest are too hard coded to really change much. :(
thanks for the vid! you're always my go to when a new update gets released
I really love your vids and cant wait for new episodes!
I haven't been able to catch up on the previous series yet, but I'm glad you started a new one with new features enabled. So excited :)
You know, you can now add a Waste Removal Plant, meaning you can add Garbage Trucks.
Enjoying the new series already. Just make sure you don't obscure Comrade Lenin with the vegetation you choose.
Can't wait for another great episode of the new series
The grid, Hmuda! THE GRID
Oh it's glorious. No city name suggestion from me, unless you wanna do "Nazvaniye Goroda" (City Name in Russian).
Not sure how I will handle place names yet in the series. I've been using russian-sounding names quite a lot, might try to go for something else this time around.
Wouldn't be a planned economy if you did not plan the whole city before laying a single brick. Thanks for the video.
Great video, I just have started to watch your series after some other W&R TH-camr said you manage to make your republics really pretty :) I hope to learn how to make things look much better from your materials, and I'm looking forward to watch the videos in the playlist up till the current ones!
I have a question, how do you make these buildings abide by the grid? I have tried to google it and I've checked the steam workshop since the buildings settings seem to change when you turn them on. I mean a specific moment when you seem to turn on that option around the 13:00.
EDIT: I've found it, I just checked every button until I've found that double pressing F1 turns on that feature lmao.
Sorry for the late reply. Glad it got sorted. :)
Yessir new episode 🎉
I'd love to see how far you can push the personal cars thing.
Not sure I will bother. The last series was a bit of a dud for personal cars sadly, their AI and the non-existent carpooling makes them pretty much pointless. :(
@@Hmuda I'm sure that with enough personal cars, the lack of carpooling will solve itself. Fill the streets. Flood the republic. Workers & Resources: American Republic.
reducing the night by 50% in settings makes it very visible even on youtube without breaking the day night circle.
p.s can you upload more regularlly ?
maybe place Poplars along the main thoroughfares? fairly sure you did that ast season too
I might try to go for something a bit more natural looking. :)
@@Hmuda fair enough ^w^
I love your videos 😁
Could someone explain how he is getting the crossroads to create that perfect node pattern. Ive watched and rewatched and still can only get 3 of the roads to line up on a node, that 4th one always wants to jump to an angle node which totally defeats the purpose.
I use the grid snapping. If you press F1 twice, you enable that mode (1 press brings up the grid, 2 presses enables snapping, 3 presses disables the grid).
But I suspect your problem comes from the proximity snapping, and the road tries to create a parallel. You can disable it with F4, just don't forget to re-enable it, since having it off is a bit of a situational benefit, it's better to have it on. :)
Thumbs up :-) Maybe you even consider turning on water and snow later (water before you build the first industries that need water, like chemical/fabrics/food/alcohol)
Water is very unlikely, but I won't rule out seasons 100%. :)
hey will you be planning a anno 1800 series?
Not sure. I loved the series since 1404, but no matter how much I try, I never managed to get too deep into 1800.
Fine
I suggest Chernorekagrad as a city name, which translates into Black river-city
Not sure how I will handle place names yet in the series. I've been using russian-sounding names quite a lot, might try to go for something else this time around.
you could maybe use baltic or turkic sounding and caucasian sounding names@@Hmuda
I try to copy the intersections, but it wont work. Three sides are snapping right but I just can't gat the forth one. Is there a secret to it, I just can't figure it out and it's driving me crazy. :/
Do you plan to collect all mixed waste and then sort later? The small garbage collection is only for mixed waste(can’t designate and allow people to sort at source) wanted to make sure you were aware of that limit before building out too much. Edification needs researching but then the trucks only need to touch it once and recycling scrap especially metal and plastic can be profitable
I will only really worry about recycling once I have the researches done, then I will likely build the big container stuff. But I don't think they look that nice in an urban setting, those are more for industrial places.
Wow coooooooooool 🎉🎉🎉🎉❤❤❤❤
❤
Map?
As a guy who live in post soviet country. It shouldn't be about effectiveness. Quite opposite. If people can skip turn and go straight - make 90 degree angle and put some fence to make sure their way to work as long, boring, and unefficient as possible.
I live in such a country too and in my experience, soviet neighborhoods are open to walking and sometimes even driving through, while the modern ones aren't at all. I know several places in my city, where fences around modern buildings force all traffic to travel around them for hundreds of meters. Also, nobody cares today to place kindergartens, schools, or parks nearby, and nobody leaves any space for future development such as tram lines or subway stations, while soviet districts were planned as a whole, with all infrastructure included or at least predicted.
The white height lines are called contours
Me:12:59 🤪🤪❤