Water Canals [Water Visible Version]

Transport, Airport, and Road plugins

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The main focus of the plugin is a road or appears in the in-game transportation or airport tabs

Moving Cars, ships, and planes may be included also. :)
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yusuf8a684
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Water Canals [Water Visible Version]

#1

Post 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
thum_canals.png
canals.plugin
(20.73 KiB) Downloaded 841 times
-
Show
Old Description and Plugin
Hello,
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
Vienna_18-08-29_13.43.33.png (126.49 KiB) Viewed 17013 times
Download Main Plug-in
canals_ysf2.zip
(33.68 KiB) Downloaded 3064 times
-------------------------------------------------------------------------------------------
Now it has in-game water. :space
*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
Grandapol_19-01-31_11.46.01.png (214.63 KiB) Viewed 12881 times
Download Water Visible Version Plug-in
canal_water_visible_version.zip
(17.69 KiB) Downloaded 987 times
-------------------------------------------------------------------------------------------
Add-on 1 by yusuf8a684
It has;
*Water connection canal (looks a bit weird but ok)
*Canal with grids
aa.png
aa.png (52.92 KiB) Viewed 16827 times
add-on1.zip
(7.89 KiB) Downloaded 739 times
Last edited by yusuf8a684 on 23 Jul 2021, 18:20, edited 14 times in total.

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Oshawotta737
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Re: Water Canals

#2

Post by Oshawotta737 »

I want more

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EmilK.
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Re: Water Canals

#3

Post by EmilK. »

:-o :-o amazing plugin !!!

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cesareborgia94
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Re: Water Canals

#4

Post by cesareborgia94 »

Good plugin by yusuf as always :thumbsup:

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WITHERSCHAEDEL
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Re: Water Canals

#5

Post by WITHERSCHAEDEL »

Another nice Plugin from the great yusuf. :D and a category B).

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yusuf8a684
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Re: Water Canals

#6

Post by yusuf8a684 »

Thank you guys!
WITHERSCHAEDEL wrote:
29 Aug 2018, 17:28
Another nice Plugin from the great yusuf. :D and a category B).
Thanks and yes, i like making categories... and linetools :lol:

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EmilK.
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Re: Water Canals

#7

Post by EmilK. »

Just a idea: Make water animated and make it to be able to connect to real water. :)

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yusuf8a684
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Re: Water Canals

#8

Post 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 :lol: but other idea is possible

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Oshawotta737
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Re: Water Canals

#9

Post by Oshawotta737 »

Please make a update that connects it to game water and adds a t intersection

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yusuf8a684
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Re: Water Canals

#10

Post 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... :mine

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Newtz
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Re: Water Canals

#11

Post by Newtz »

I love this thing!

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yusuf8a684
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Re: Water Canals [Update and Add-on]

#12

Post by yusuf8a684 »

Added T intersection and an add-on for who wants it
:mine

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Oshawotta737
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Re: Water Canals [Update and Add-on]

#13

Post by Oshawotta737 »

yay! :bc

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wetguy
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Re: Water Canals [Update and Add-on]

#14

Post by wetguy »

@yusuf8a684 Rename the addon zip name to something like "canals_ysf3_addon" so it will load after the "canals_ysf2.zip" file.

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Re: Water Canals [Update and Add-on]

#15

Post by wetguy »

I would also suggest a 1x1 tile that can be used to fill gaps.

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CommanderABab
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Re: Water Canals [Update and Add-on]

#16

Post by CommanderABab »

Code: Select all

"destroyable":false
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

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Re: Water Canals [Update and Add-on]

#17

Post by Oshawotta737 »

I want more addons!

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Re: Water Canals [Update and Add-on]

#18

Post by CommanderABab »

Show
some ideas

Code: Select all

"destroyable":false
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

Code: Select all

"on built fun"
with part1 (temporary) id of each section using

Code: Select all

"rect","action","remove"
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

Code: Select all

"hidden":true
, as it would be part1s that would be chosen. :)

#absolutelyhard

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yusuf8a684
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Re: Water Canals [Update and Add-on]

#19

Post by yusuf8a684 »

CommanderABab wrote:
31 Aug 2018, 02:57

Code: Select all

"destroyable":false
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 :bc

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yusuf8a684
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Re: Water Canals [Update and Add-on]

#20

Post 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

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