Transport Fever

Transport Fever

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BMW-POWER Oct 18, 2017 @ 3:33pm
No generation roads in the cities
Hi all,

I'm search for a mod or option in the Base config files to disable the automaticly generation roads for cities.
Everytime when I remove some roads because I want to have a empty space it generate another road.
I know there is a option to disable that, but I don't know where.
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Showing 1-14 of 14 comments
Asgarth1977 Oct 18, 2017 @ 3:36pm 
makeInitialStreets = true, -- default true, false experimental

towards the bottom of the base config, that should do the job.
Last edited by Asgarth1977; Oct 18, 2017 @ 3:39pm
BMW-POWER Oct 18, 2017 @ 3:41pm 
I try that, but it's not working.
I set it to false, but the roads are coming back.
Dan Oct 18, 2017 @ 3:43pm 
That won't stop the towns generating new roads near to them I think. I don't think you can disable that... it'd pretty much break how the game works.

You need to block their expansion - try the curbs mod, and whack down curbs around areas you want to reserve:
http://steamcommunity.com/sharedfiles/filedetails/?id=866909432

Then delete the curbs again just before you're ready to build something.
Last edited by Dan; Oct 18, 2017 @ 3:44pm
BMW-POWER Oct 18, 2017 @ 3:49pm 
Ahhhh really??! :( that's so bad to add a option to disable it and see that is not working....
So the experimental is a thing that's not working here.
Thank you Grim, i must use that mod for my cities.
I'm a little disappointed now.
Dan Oct 18, 2017 @ 4:16pm 
Originally posted by BMW-POWER:
Ahhhh really??! :( that's so bad to add a option to disable it and see that is not working....
So the experimental is a thing that's not working here.
Thank you Grim, i must use that mod for my cities.
I'm a little disappointed now.

It works perfectly, it's just nothing to do with city expansion roadbuilding.
All it does is stop the map generator creating the initial road network that links cities/industries together.
BMW-POWER Oct 19, 2017 @ 2:53am 
Originally posted by grimdanfango:
Originally posted by BMW-POWER:
Ahhhh really??! :( that's so bad to add a option to disable it and see that is not working....
So the experimental is a thing that's not working here.
Thank you Grim, i must use that mod for my cities.
I'm a little disappointed now.

It works perfectly, it's just nothing to do with city expansion roadbuilding.
All it does is stop the map generator creating the initial road network that links cities/industries together.

Yes, but my question was for the roads IN the city that spawns.
Dgidge Oct 19, 2017 @ 3:06am 
If you really want a personalised town, you can delete every buildings and put your owns with a plop mod.
BMW-POWER Oct 19, 2017 @ 3:09am 
But then the function of transport is gone, because plop buildings has no people to walk trough stations.
I think the best solution is from Grim with the assets :)
canophone Oct 19, 2017 @ 4:37am 
Hmm.. what happens if you put the angle of roads to 0...
Dirkels Oct 19, 2017 @ 10:33am 
You get a grid like city. The value gives how much the main roads (medium or higher) may vary from 90 degrees.
Dan Oct 19, 2017 @ 11:05am 
Originally posted by BMW-POWER:
Originally posted by grimdanfango:

It works perfectly, it's just nothing to do with city expansion roadbuilding.
All it does is stop the map generator creating the initial road network that links cities/industries together.

Yes, but my question was for the roads IN the city that spawns.
I was just responding to your disappointment thinking that the config option was broken, when it just didn't do what you expected.

You're in a bit of a tough spot to find a solution - you want the game mechanics to stay functioning correctly, but the game mechanics rely significantly on towns being able to build roads in order to expand. If there was some way to just disable their ability to build, you'd end up in a position where goods/passenger demands never increase, so you'd be stuck with tiny starter towns throughout the entire game.

There's really no way a town could guess not to build specifically where you might want to, but otherwise function as normal, so the only practical solution really is to reserve space using mods like with the curbs.
Or mod bulldoze costs to zero perhaps... so you don't bankrupt yourself clearing space.
canophone Oct 19, 2017 @ 11:26am 
Originally posted by Dirkels:
You get a grid like city. The value gives how much the main roads (medium or higher) may vary from 90 degrees.

With -90, it seems the automatic road building may be somewhat slower.
NightOwlBC Oct 19, 2017 @ 11:41pm 
Originally posted by BMW-POWER:
You're in a bit of a tough spot to find a solution - you want the game mechanics to stay functioning correctly, but the game mechanics rely significantly on towns being able to build roads in order to expand. If there was some way to just disable their ability to build, you'd end up in a position where goods/passenger demands never increase, so you'd be stuck with tiny starter towns throughout the entire game.

There's really no way a town could guess not to build specifically where you might want to, but otherwise function as normal, so the only practical solution really is to reserve space using mods like with the curbs.
Or mod bulldoze costs to zero perhaps... so you don't bankrupt yourself clearing space.

If an option existed to disable the autogeneration of roads within a city then I think the expected behaviour would be that the game would add new buildings along any manually laid roads that are within some set distance from an existing building. Thus all game mechanics could be preserved.
Dan Oct 20, 2017 @ 12:16am 
Originally posted by ipottinger:
If an option existed to disable the autogeneration of roads within a city then I think the expected behaviour would be that the game would add new buildings along any manually laid roads that are within some set distance from an existing building. Thus all game mechanics could be preserved.
Only if you planned to manually construct road networks for all towns on a map (often 20+), consistently throughout an entire game... it could work, sure, but it's a pretty niche case.
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Date Posted: Oct 18, 2017 @ 3:33pm
Posts: 14