#Help with Cul-de-sacs.

10 messages · Page 1 of 1 (latest)

hexed egret
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Howdy peeps, I'm trying to make some cul-de-sacs with some houses at the end, but I can't seem to position a building in a way that the game recognises as a connection to the road. Is there a special trick to get it to work, or do I have to live with having no houses on the end?

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I can do this but it looks wack with a house right on the edge of the road like that

polar ibex
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The Move It mod is probably your best bet.

hexed egret
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I'm using Move It already, the issue is getting the house to be "connected" to the road.

scarlet wagon
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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

polar ibex
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What about that spawn point controller, could that help?

scarlet wagon
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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

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i also never looked to see if residential houses even have spawn points

hexed egret