#Help with Cul-de-sacs.
10 messages · Page 1 of 1 (latest)
I can do this but it looks wack with a house right on the edge of the road like that
I'm using Move It already, the issue is getting the house to be "connected" to the road.
tbh different buildings have their road connection location defined differently so that might just be luck of the draw there. I swear there are some buildings I can place like 10m away from the road before they lose their "connection", and some that need to be right on top like this
Do you have a difficult time with placement of all houses or just some of them?
Cul-de-sacs are tricky in general because of the relative lack of "zoning" on the bulb end. I think this issue has more to do with how far away the house is from the zoning rather than how far away from the road, but I could be wrong
I rarely am able to place a house directly on the bulb end of one of these, so I usually just do two houses placed opposite of each other at ~45 degree angles
What about that spawn point controller, could that help?
afaik the spawn point controller only adjusts the spawn points and nothing else. I'm pretty sure the buildings' affinity for the road isn't affected by it
i also never looked to see if residential houses even have spawn points
Ahhh that'll be it. I did try a few random houses, but an entirely random assortment, so I might have to do some testing. Some assets have quite large front yards, so maybe I can make it work. If all else fails, I could do as you say and have two houses at a 45 degree angle, and put a little path down the middle or something. That's pretty common where I am thinking about it.