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Posted: 12 Jun 2017, 05:32
by malsa
waders wrote:I like this project

You still miss the tram depot :idea:
Project? this is not project this is plug in

Posted: 12 Jun 2017, 13:08
by KINGTUT10101
waders wrote:I like this project

You still miss the tram depot :idea:
I might add that when I have time.

Posted: 13 Jun 2017, 05:30
by Mg3094066
former member wrote:
FaizalGo112 wrote:
waders wrote:I like this project

You still miss the tram depot :idea:
Project? this is not project this is plug in
Lol :lol:
You don't know what "project" means, do you?
Cambridge Dictionary wrote: a piece of planned work or an activity that is finished over a period of time and intended to achieve a particular purpose
It refers to my station and my avenue, right? :3

Re: Trams

Posted: 16 Jun 2017, 01:24
by Mattcheung
Why my tram road don't hv any tram

Re: Trams

Posted: 16 Jun 2017, 03:09
by KINGTUT10101
Make sure it has buildings connected to the rail

Re: Trams

Posted: 24 Jun 2017, 06:13
by Mattcheung
I have connected the building but I still cant see any tram

Re: Trams

Posted: 24 Jun 2017, 18:12
by KINGTUT10101
I've noticed that it works better with smaller areas. Maybe that's your problem?

Re: Trams

Posted: 24 Jun 2017, 18:14
by Barky
If it works by reskinning normal cars from houses to trams and on a tram track, than your problem is that its not a good option to get from A to B

Cars (trams included) use the fastest way to their location, if you have a tram track and a road and the road is shorter they will mainly use the road.

You need to make sure it is close to locations, this is simply because its a plug-in

Re: Trams

Posted: 24 Jun 2017, 19:49
by Mg3094066
It would be better if instead of influence of park had influence of transport or the two

Re: Trams

Posted: 24 Jun 2017, 20:32
by KINGTUT10101
I've tried to add it but the game doesn't support that at the moment.

Re: Trams

Posted: 24 Jun 2017, 21:09
by KINGTUT10101
Coming soon:
Country road rails.

Re: Trams

Posted: 24 Jun 2017, 22:20
by Mg3094066
Then another idea would be to restrict the road connection to residential, commercial and industrial buildings to avoid generation in areas where it is not required. Lobby once used with freeways and freeways

Re: Trams

Posted: 24 Jun 2017, 22:53
by Josh
I think he means freeways and highways :D

Re: Trams

Posted: 24 Jun 2017, 23:39
by KINGTUT10101
Are you saying I should set transfer to false? And even if I did that would they still spawn?

Re: Trams

Posted: 24 Jun 2017, 23:48
by Josh
If you put it to transfer false, no commercial and other buildings can be placed at that road, but it doesn't avoid cars spawning at that road

Re: Trams

Posted: 25 Jun 2017, 00:03
by KINGTUT10101
Okay. I just wanted to make sure. I'll do that then.

Re: Trams

Posted: 25 Jun 2017, 00:14
by Mg3094066
former member wrote:
24 Jun 2017, 22:34
Mg3094066 wrote:
24 Jun 2017, 22:20
Then another idea would be to restrict the road connection to residential, commercial and industrial buildings to avoid generation in areas where it is not required. Lobby once used with freeways and freeways
Freeways and freeways :lol:
HIGHWAYS O_o

Re: Trams

Posted: 25 Jun 2017, 00:17
by Mg3094066
Huuuh forgot me. You could not do the stations for free because these are going to go up while I put them and I would not want to happen because they are really useful

Re: Trams

Posted: 25 Jun 2017, 00:52
by Mg3094066
I just made a small neighborhood in my city with many tram rails in easy mode :)

Re: Trams

Posted: 25 Jun 2017, 16:46
by KINGTUT10101
Weird. Maybe it's an issue with TheoTown. I will admit though, they don't seem to like bridges too much. It doesn't work for me in my bigger cities, but in smaller ones like yours it's fine.