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Water Canals [Water Visible Version]
Posted: 29 Aug 2018, 12:56
by yusuf8a684
Water canals to provide transportation and park influence for your citizens. It has its own category in the transportation category.
Type: Decoration
Price: 2000
Monthly Price: 15
Pieces: 9 (9 2x2)
INFLUENCES
Park: 20
Passenger Bus: 5,8 and 50
Credits; Pounkiller (ground texture), IAN (Animation Dev Tool)
Update;
-Added manifest file
-
Show
Old Description and PluginHello,
I saw
Montemarino's resort decorations and decided to make canals with that idea. There are decorations and has a special category in transport category. Influences are 10 park and 8 passanger bus for each decoration.
There are;
*X intersection
*Corners
*Straight empty canal
*Tunnel
*Bridge for citizens
*Straight dock canal
*Straight canal with boat
*End canals
Screenshot

- Vienna_18-08-29_13.43.33.png (126.49 KiB) Viewed 21722 times
Download Main Plug-in
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Now it has in-game water.
*X intersection
*Corners
*Straight empty canal
*Tunnel
*Bridge for citizens
*Straight dock canal
*Straight canal with boat
*End canals
Credits to pounkiller for decal texture
Screenshot

- Grandapol_19-01-31_11.46.01.png (214.63 KiB) Viewed 17590 times
Download Water Visible Version Plug-in
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Add-on 1 by yusuf8a684
It has;
*Water connection canal (looks a bit weird but ok)
*Canal with grids

- aa.png (52.92 KiB) Viewed 21536 times
Re: Water Canals
Posted: 29 Aug 2018, 13:09
by Oshawotta737
I want more
Re: Water Canals
Posted: 29 Aug 2018, 15:19
by EmilK.

amazing plugin !!!
Re: Water Canals
Posted: 29 Aug 2018, 16:48
by cesareborgia94
Good plugin by yusuf as always

Re: Water Canals
Posted: 29 Aug 2018, 17:28
by WITHERSCHAEDEL
Another nice Plugin from the great yusuf.

and a category

.
Re: Water Canals
Posted: 29 Aug 2018, 19:20
by yusuf8a684
Thank you guys!
WITHERSCHAEDEL wrote: ↑29 Aug 2018, 17:28
Another nice Plugin from the great yusuf.

and a category

.
Thanks and yes, i like making categories
... and linetools 
Re: Water Canals
Posted: 29 Aug 2018, 21:55
by EmilK.
Just a idea: Make water animated and make it to be able to connect to real water.

Re: Water Canals
Posted: 29 Aug 2018, 21:57
by yusuf8a684
EmilK. wrote: ↑29 Aug 2018, 21:55
Just a idea: Make water animated and make it to be able to connect to real water.
Animations can be hard

but other idea is possible
Re: Water Canals
Posted: 29 Aug 2018, 22:58
by Oshawotta737
Please make a update that connects it to game water and adds a t intersection
Re: Water Canals
Posted: 29 Aug 2018, 23:31
by yusuf8a684
Oshawotta737 wrote: ↑29 Aug 2018, 22:58
Please make a update that connects it to game water and adds a t intersection
I will try to make...

Re: Water Canals
Posted: 30 Aug 2018, 01:13
by Newtz
I love this thing!
Re: Water Canals [Update and Add-on]
Posted: 30 Aug 2018, 07:30
by yusuf8a684
Added T intersection and an add-on for who wants it

Re: Water Canals [Update and Add-on]
Posted: 30 Aug 2018, 14:55
by Oshawotta737
yay!

Re: Water Canals [Update and Add-on]
Posted: 31 Aug 2018, 01:08
by wetguy
@yusuf8a684 Rename the addon zip name to something like "canals_ysf3_addon" so it will load after the "canals_ysf2.zip" file.
Re: Water Canals [Update and Add-on]
Posted: 31 Aug 2018, 02:51
by wetguy
I would also suggest a 1x1 tile that can be used to fill gaps.
Re: Water Canals [Update and Add-on]
Posted: 31 Aug 2018, 02:57
by CommanderABab
doesn't help in zoned areas to prevent zoned buildings from building atop the canals, but is still a good idea to prevent them being destroyed by disasters.
#rect
Re: Water Canals [Update and Add-on]
Posted: 31 Aug 2018, 02:59
by Oshawotta737
I want more addons!
Re: Water Canals [Update and Add-on]
Posted: 31 Aug 2018, 03:14
by CommanderABab
doesn't help in zoned areas to prevent zoned buildings from building atop the canals, but is still a good idea to prevent them being destroyed by disasters.
So, using
this technology
, you could use the
with part1 (temporary) id of each section using
as in the last example which would remove the zone (
not including the build as in the example), then build the part2 (permanent) id of each section. Part2s should include
, as it would be part1s that would be chosen.
#absolutelyhard
Re: Water Canals [Update and Add-on]
Posted: 31 Aug 2018, 10:19
by yusuf8a684
CommanderABab wrote: ↑31 Aug 2018, 02:57
doesn't help in zoned areas to prevent zoned buildings from building atop the canals, but is still a good idea to prevent them being destroyed by disasters.
#rect
I added that code in new update, thanks

Re: Water Canals [Update and Add-on]
Posted: 31 Aug 2018, 10:22
by yusuf8a684
wetguy wrote: ↑31 Aug 2018, 01:08
@yusuf8a684 Rename the addon zip name to something like "canals_ysf3_addon" so it will load after the "canals_ysf2.zip" file.
Use files inside, because i renamed them to work