Network Addon Mod

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This file is a general outline to the contents that the Network Addon Mod has, and is intended for anyone and everyone to read, especially if you have trouble getting some aspects working. To install the mod file, please see the Installation instructions.

If after reading these Contents you find you are having trouble using the various aspects of this mod, then please visit the Networks: Custom Content: "How To's" & Sample Pics thread for some visual illustrations displaying how some of the custom content found in this mod might need to be used in order to work.

Index

The contents of this Network Addon Mod includes, but is not limited to, the following [with extended explanations further on];

1- OneWayRoad Bridges.

2- Additional Overpasses

3- Additional Interchanges.

4- Additional [Highway] Ramps.

5- Puzzle Pieces.

6- Pedestrian Mall Tiles

7- Dual/Double-Decker Networking

8- U-Drive-It

9- ANT [Additional Network Tool].

10- Additional Overrides.

11- Transit Bugfixes/Additions.

12- Known (Game) Issue(s) &/or Bugs.

1-OneWayRoad Bridges

Fully functional OneWayRoad Bridges. Includes the following OneWayRoad Bridge Types;

- Level bridge

- Raised bridge

- Undertruss bridge

- Wooden covered bridge

- Medium suspension bridge

- Stone arch bridge

- Small steel arch bridge

- Cantilever truss bridge

- Overdeck truss bridge

OneWayRoad Bridges that have already been built should not have their direction changed. Changing the Flow of Direction for an existing OneWayRoad Bridge, without demolishing it, may result with it not functioning properly. For this reason if you want to change the Flow of Direction for a OneWayRoad bridge, it is best if you demolish the OneWayRoad bridge first & then Re-Build the OneWayRoad Bridge in the direction you want.

NOTE: As at time of writing; some OneWayRoad Bridges contain Road or Avenue Textures (technically, the textures they rely on are now independent to that of Road/Avenue Bridges). For this reason some of the OneWayRoad Bridges will look the same as Normal Road Bridges or Avenue Bridges. Some of the OneWayRoad Bridges though have the proper texturing for them. These visual differences though do not affect the functionality of the OneWayRoad Bridges.

2-Additional Overpasses

Fully functional Overpasses. The following additional Overpasses are now included with this Mod;

NOTE: Unless specifically mentioned otherwise, all of these Overpasses only exist for the game when following the game’s square grid, & not against it.

Road Overpasses Menu button contains the following overpasses:

- Road over Road

- Road over Rail

- Road over Street

- Road over OneWayRoad

- Road over Avenue

OneWayRoad Overpasses Menu button contains the following overpasses:

NOTE: OneWayRoad Overpasses now contain Directional Arrows & should be placed accordingly

- OneWayRoad over OneWayRoad

- OneWayRoad over Rail

- OneWayRoad over Street

- OneWayRoad over Road

- OneWayRoad over Avenue

- OneWayRoad over Ground Highway [this is without ramps]

Avenue Overpasses Menu button contains the following overpasses:

- Avenue over Avenue

- Avenue over Rail

- Avenue over Street

- Avenue over Road

- Avenue over OneWayRoad

Other additional overpasses [Currently, there is no Menu Button for these. If the conditions are right, the game will build these ones automatically when using the applicable network tools to draw them]

- Elevated Rail over Elevated Highway

- Elevated Rail over Monorail

- Monorail over Elevated Highway

- Ground Rail over Ground Highway

- Orthogonal Elevated Highway (Raised) over Diagonal Elevated Highway (Flat)

- Orthogonal Ground Highway (Raised) over Diagonal Ground Highway (Flat)

-more overpasses may [or may not] be added with future updates.

To build these Overpasses etc, either select them from the Menu or just simply drag one network type over the other. If you don’t see a particular Overpass in the Menu, then use the Network tools to create them. For Example: build a stretch of Monorail track; then using the Elevated Rail Network tool, drag a long-enough stretch of Elevated Rail over the Monorail Network [like: ‘+’] and the Elevated Rail over Monorail overpass will build automatically if the conditions are right.

With some of the Overpasses, especially where OneWayRoads are involved, it may be a little difficult sometimes to actually be able to build the overpass. So some patience, trial & error may be needed.

Each of the different Menu Buttons for these overpasses works by using the HOME/END and TAB key(s) on your keyboard. HOME/END rotates the overpasses on the cursor [where possible], and TAB (&/or SHIFT+TAB) cycles through the different overpasses that belongs to that menu button. When you TAB from one overpass to another, the type of overpass is displayed in the TEXT on the cursor itself [where possible].

Overpasses come under the same scope as being Interchange-base Related Item(s).

3-Additional Interchanges.

The following Custom Interchanges are now included with this Mod;

Custom Interchange(s)

Includes the following Custom Interchanges;

- Avenue Y-Stack

- Orthogonal Elevated Highway by Diagonal Elevated Highway Interchange

- Elevated Highway over Ground Highway Stack

- Elevated Highway-3 Leaf Clover

- Elevated Highway-2 Leaf Clover-Adjacent

- Elevated Highway-2 Leaf Clover-Opposite

- Elevated Highway-1 Leaf Clover

- Elevated Highway <~> Ground Highway Extended Transition

There currently exist some Path issues with some of these interchanges. Unfortunately, for technical reasons some of these path issues are not possible to fix at all.

Each of the different Custom Interchanges is currently contained in the one Menu Button in the Highway Menu. Use the HOME/END and TAB key(s) on your keyboard. HOME/END rotates the item on the cursor [where possible], and TAB (&/or SHIFT+TAB) cycles through the different items that belongs to that menu button. When you TAB from one item to another, the type is displayed in the TEXT on the cursor itself [where possible].

Interchanges come under the same scope as being Interchange-base Related Item(s).

4-Additional Ramps.

The following Ramps are now included with this Mod;

NOTE: Unless mentioned otherwise; these ramps only exist for the game when following the game’s square grid, & not against it.

Single-Sided Perpendicular Ramps Menu button contains the following Ramps:

- Elevated Highway OnRamp-Road;

- Elevated Highway OffRamp-Road;

- Elevated Highway Straight OnRamp-Road;

- Elevated Highway Straight OffRamp-Road;

- Elevated Highway Straight OnRamp-OneWayRoad;

- Elevated Highway Straight OffRamp-OneWayRoad;

- Elevated Highway OnRamp-OneWayRoad Forward;

- Elevated Highway OffRamp-OneWayRoad Forward;

- Elevated Highway OnRamp-OneWayRoad Reverse;

- Elevated Highway OffRamp-OneWayRoad Reverse;

Single-Sided Parallel Ramps Menu button contains the following Ramps:

*All of these particular Parallel Ramps contain Diagonal Ramps*

- Elevated Highway OnRamp-Road;

- Ground Highway OnRamp-Road;

- Elevated Highway OffRamp-Road;

- Ground Highway OffRamp-Road;

- Elevated Highway Ramp-OneWayRoad Forward 01;

- Elevated Highway Ramp-OneWayRoad Reverse 01;

- Elevated Highway Ramp-OneWayRoad Forward 02;

- Elevated Highway Ramp-OneWayRoad Reverse 02;

- Ground Highway Ramp-OneWayRoad Forward 01;

- Ground Highway Ramp-OneWayRoad Reverse 01;

- Ground Highway Ramp-OneWayRoad Forward 02;

- Ground Highway Ramp-OneWayRoad Reverse 02;

Other Ramps; [Currently, there is no Menu Button for this. If the conditions are right, the game will prompt you for these one(s)]

-Elevated Highway Avenue Orthogonal One Sided Dual Ramp.

[If you have a UK version of the game, or left-hand side driving; then some of these Ramps above will be the opposite. i.e. OnRamp becomes OffRamp. OffRamp becomes OnRamp. Some of the names above have been done intentionally for a reason. They are all different types of Ramps, for now it was just figured the best way to deal with some of them was to name them in this particular manner for easier identifying in-game. This may change though].

Each of the different Menu Buttons for these ramps works by using the HOME/END and TAB key(s) on your keyboard. HOME/END rotates the item on the cursor [where possible], and TAB (&/or SHIFT+TAB) cycles through the different items that belongs to that menu button. When you TAB from one item to another, the type is displayed in the TEXT on the cursor itself [where possible].

Ramps come under the same scope as being Interchange-base Related Item(s).

5-Puzzle Pieces

The following Puzzle Pieces are now included with this Mod;

Please note; many Puzzle Piece items now contain a Diagonal component (where applicable) & cover many possible configurations, with either the lower &/or upper portion of the Puzzle Piece.

Road Puzzle Pieces Menu button contains the following Puzzle Pieces:

- Road Starting/Ending Section Orthogonal/Diagonal

- Road Blank Terrain Orthogonal/Diagonal

- Road Blank Terrain - Corner

- Road over Orthogonal Road

- Road over Double Diagonal Road

- Road over Diagonal Road

- Road over Orthogonal Rail

- Road over Double Diagonal Rail

- Road over Diagonal Rail

- Road over Orthogonal Street

- Road over OneWayRoad

- Road over Double Diagonal OneWayRoad

- Road over Diagonal OneWayRoad

- Road over Orthogonal Avenue

- Road over Diagonal Avenue

- Road over Orthogonal GroundHighway

- Road over Diagonal GroundHighway

- Road x Road/OneWayRoad + Intersection

- Road x Road/OneWayRoad T Intersection

- Road x Rail + Intersection

- Road over Orthogonal Ground Light Rail

- Road over Diagonal Ground Light Rail

- ‘T’ Road OnSlope

- Straight Road OnSlope

OneWayRoad Puzzle Pieces Menu button contains the following Puzzle Pieces:

NOTE: OneWayRoad Puzzle Pieces now contain Directional Arrows (where applicable) & should be placed & linked accordingly in order to work. To view these Directional Arrows after an item has been built, use either query tools &/or the bulldoze tool & hover the tool over applicable OneWayRoad Puzzle Pieces (one tile at a time only). Note that not all OneWayRoad Puzzle Piece items contain these Directional Arrows.

- OneWayRoad ON/OFF Orthogonal/Diagonal

- OneWayRoad Blank Terrain – Orthogonal/Diagonal

- OneWayRoad Blank Terrain - Corner

- OneWayRoad over Orthogonal OneWayRoad

- OneWayRoad over Double Diagonal OneWayRoad

- OneWayRoad over Diagonal OneWayRoad

- OneWayRoad over Orthogonal Rail

- OneWayRoad over Double Diagonal Rail

- OneWayRoad over Diagonal Rail

- OneWayRoad over Street

- OneWayRoad over Orthogonal Road

- OneWayRoad over Double Diagonal Road

- OneWayRoad over Diagonal Road

- OneWayRoad over Orthogonal Avenue

- OneWayRoad over Diagonal Avenue

- OneWayRoad over Orthogonal GroundHighway

- OneWayRoad over Diagonal GroundHighway

- OneWayRoad x OneWayRoad/Road + Intersection

- OneWayRoad x OneWayRoad/Road T Intersection

- OneWayRoad x Rail + Intersection

- OneWayRoad over Orthogonal Ground Light Rail

- OneWayRoad over Diagonal Light Rail

Avenue Puzzle Pieces Menu button contains the following Puzzle Pieces:

- Avenue Starting/Ending Section Orthogonal/Diagonal

- Avenue Blank Terrain – Orthogonal/Diagonal

- Avenue 1x1 Filler Pieces – Avenue Filler Puzzle Pieces have specifically been provided for use in situations where the use of normal Avenue Puzzle Pieces may not be suitable or possible to use in a given situation. Note that some Avenue Filler Pieces contain Directional Arrows & should be placed accordingly in order to work.

- Avenue Corner

- Avenue over Orthogonal Avenue

- Avenue over Diagonal Avenue

- Avenue over Orthogonal Rail

- Avenue over Double Diagonal Rail

- Avenue over Diagonal Rail

- Avenue over Orthogonal Street

- Avenue over Orthogonal Road

- Avenue over Double Diagonal Road

- Avenue over Diagonal Road

- Avenue over Orthogonal OneWayRoad

- Avenue over Double Diagonal OneWayRoad

- Avenue over Diagonal OneWayRoad

- Avenue over Orthogonal GroundHighway

- Avenue over Diagonal GroundHighway

- Avenue by Highway Connector (this is an elevated connection)

- Avenue x Avenue + Intersection

- Avenue x Avenue T Intersection

- Avenue x Road/OneWayRoad + Intersection

- Avenue x Road/OneWayRoad T1 Intersection (Avenue continues)

- Avenue x Road/OneWayRoad T2 Intersection (Avenue ends)

- Avenue x Rail + Intersection

- Avenue over Orthogonal Ground Light Rail

- Avenue over Diagonal Ground Light Rail

Ground Rail Puzzle Pieces Menu button contains the following Puzzle Pieces:

- Rail Starting/Ending Section

- Rail over Blank Terrain - Straight

- Rail over Straight Rail

- ** Rail over Double Diagonal Rail

- ** Rail over Diagonal Rail

- Rail over Street

- Rail over Straight Road

- Rail over Double Diagonal Road

- Rail over Diagonal Road

- Rail over Straight OneWayRoad

- Rail over Double Diagonal OneWayRoad

- Rail over Diagonal OneWayRoad

- Rail over Straight Avenue

- Rail over Diagonal Avenue

- Rail over Straight GroundHighway

- Rail over Diagonal GroundHighway

- Rail x Rail + Intersection

- Rail over Ground Light Rail

- Rail over Diagonal Ground Light Rail

- ‘T’ Rail OnSlope

- Straight Rail OnSlope

Ground Light Rail Puzzle Pieces Menu button contains the following Puzzle Pieces:

This particular item has Transit Enabled Lots for them that are currently not included in this mod; please visit the Modding - Transit Networks forum & look for the appropriate thread for more details.

- Ground Light Rail Straight

- Ground Light Rail + Crossing

- Ground Light Rail Multi-switch Crossing

- Ground Light Rail T Junction

- Ground Light Rail Turn 90

- Ground Light Rail x Road

- Ground Light Rail x Street

- Ground Light Rail x OneWayRoad

- Ground Light Rail x Avenue

- Ground Light Rail Turn

- Ground Light Rail Diagonal

- Ground Light Rail Junction

- Ground Light Rail Diagonal Junction

- Ground Light Rail Straight ~ Rural

- Ground Light Rail Diagonal Juction ~ Rural

- Ground Light Rail Diagonal ~ Rural

- Ground Light Rail x Rail

- Ground Light Rail x Elevated Light Rail

- Ground Light Rail x Elevated Highway

- Ground Light Rail x MonoRail

- Ground Light Rail on Ped Mall Tile ~ Paved

- Ground Light Rail on Ped Mall Tile ~ Cobblestone

- Ground Light Rail on Ped Mall Tile ~ Open Paved

- Ground Light Rail on Ped Mall Tile ~ Sandstone

- Elevated to Ground Light Rail

-more puzzle pieces may [or may not] be added with future updates.

Each of the different Menu Buttons for these Puzzle Pieces works by using the HOME/END and TAB key(s) on your keyboard. HOME/END rotates the Puzzle Piece on the cursor [where possible], and TAB (&/or SHIFT+TAB) cycles through the different Puzzle Pieces that belongs to that menu button item. When you TAB from one Puzzle Piece to another, the type of Puzzle Piece is displayed in the TEXT on the cursor itself [where possible]. Puzzle Pieces must be built manually from the Menu.

So what are Puzzle Pieces?

(PLEASE NOTE: That there are some exceptions to the following section. Typical Puzzle Piece placement rules as described & depicted further below do not apply to every single Puzzle Piece item. Some Puzzle Piece based items may differ slightly in their placement &/or use due to their design. The following section is only meant as a guide).

Puzzle Pieces are essentially like jigsaw puzzles; many smaller pieces making up a bigger picture. Puzzle Pieces came about as a result of Overpasses, from the previous section. With Overpasses you are restricted to having an Overpass at a set length, with the overpass only passing over one network. With using Puzzle Pieces though this set length can be overcome; and you can now build extended Overpasses [extended overpasses must be built manually using the Puzzle Pieces]. You can also have two or more networks, whether they’re the same or not, going underneath extended overpass(es); these too must be built manually using the Puzzle Pieces. Puzzle Pieces now also have raised intersections, which should increase their flexibility even more.

Puzzle Pieces can typically be placed on uneven &/or unlevel terrain; including placing Puzzle Pieces next to each other on uneven/unlevel terrain. The more level the terrain is though, the less the Puzzle Piece Model has to conform to the terrain, thus giving a much better visual look. This also includes being able to place Puzzle Pieces on water (any Puzzle Pieces placed on water will still function properly & carry commuters, as long as everything is linked up properly). NOTE: That this is by design that this is possible.

Intersection-Based Puzzle Pieces; Where there exists Intersection Puzzle Pieces like “Road x Road/OneWayRoad”, this is an Intersection Puzzle Piece aimed at and primarily for Road + Intersection, but is compatible & will work with OneWayRoad Puzzle Piece connections. Where there exists Intersection Puzzle Pieces like “Avenue x Road/OneWayRoad”, this is an Intersection Puzzle Piece primarily for Avenue intersection, and is aimed for use with Road &/or OneWayRoad Puzzle Piece connections. In other words, these intersection-based puzzle pieces are flexible. Because of this flexibility though, some minor oddities may occur (please see Technical Notes for more details regarding path oddities).

How To Use Puzzle Pieces?

Most Puzzle Pieces had to be made in a very particular way. For this reason some people may have a little trouble using them sometimes. There is a particular method in which Puzzle Pieces must generally be used, otherwise they may not function properly as intended. Puzzle Pieces that have a dual network, for example Road over Road Puzzle Piece &/or Road over Avenue Puzzle Piece, must typically be placed on top of an existing section of the network in order to implement and use them in the game properly. This is something that may take some practice, a little patience, and some trial and error to do.

Auto-Resolving & how it can help

Because some Puzzle Piece network buttons, especially OneWayRoad Puzzle Piece menu button, contain numerous items on the Home/End keys, trying to find the item you want for a given situation can be impractical. Auto-Resolving helps overcome this impracticality (thanks to Maxis!). Auto-resolving occurs when hovering the cursor of an interchange-based related item, such as Puzzle Pieces or interchange items, over existing sections of (non-reserved) network & Tabbing &/or Cycling through the different items attached to an Interchange-Based Related Menu Button. The game will automatically resolve only appropriate possible items for a given network in a given situation, when pressing the Tab &/or Home/End keyboard keys. Puzzle Pieces involving a two-tiled network, such as avenue & ground highway, may require the cursor be moved across the two-tiled area of the network when using the Home/End keys to access any/all of the possible configurations an item contains. There are some exceptions to this Auto-Resolving ability for some items, which typically depends on an items internal design. If in doubt, experiment.

Diagonal-Based Puzzle Pieces

Many of the Network Puzzle Piece Menu Buttons &/or items now contain their Diagonal equivalent. In order to access Diagonal Puzzle Pieces, select a Puzzle Piece menu item & use the Home/End keyboard keys to rotate an item (where applicable). Note that not all items contain a Diagonal equivalent.

The same “How To Use” principles described above & depicted below apply to Diagonal-Based Puzzle Pieces, as they do with normal (straight-based) Puzzle Pieces. Diagonal-Based Puzzle Pieces though may take a little bit more practice, patience, and trial and error to fully utilise. Please note that all of the Diagonal-Based Puzzle Pieces have specifically been made the way they are for a reason – Their (unorthodox) design makes them much more interchangeable with each other & all the rest of the puzzle pieces, thus making them much more versatile.

** Unfortunately, some last minute testing of Diagonal-Based Puzzle Pieces prior to their release has revealed that not all of them function properly as intended. The Rail Puzzle Pieces’ Diagonal-Based Puzzle Pieces (**Rail over Double Diagonal/Diagonal Rail), at least, is known to allow Commuter Traffic to occur in a fashion not intended. Unfortunately, this particular behaviour is most likely controlled in the games exe (in other words, most likely not fixable).

The following tries to illustrate how Puzzle Pieces must be used in order for them to work properly as intended:

---------------------------------

X=Road over Blank Terrain Straight Puzzle Piece

S=Street

Z=Road over Street Puzzle Piece

--------------------------------

……S……

XXXZXXX

……S……

--------------------------------

You must already have 3 Tiles of Street laid down already before you build the Road over Street Puzzle Piece, and it must be placed where Z is shown. In other words, Z=Street just before you place the Road over Street Puzzle Piece on top of it. It must be done like this. With Puzzle Pieces that are 1x2, 2x1, or 2x2 etc tiles, the arrangement & set-up may be a little different but the same principles as this apply.

OneWayRoad Puzzle Pieces: How to use?

Because OneWayRoad Puzzle Pieces flow of traffic only travels in any one direction, using them is a little different from other Puzzle Pieces. The same principles above apply to OneWayRoad Puzzle Pieces. The only difference is the Starting & Ending Pieces. If you use “-OneWayRoad Starting Piece – ON” on one end of an extended overpass, you must use “-OneWayRoad Ending Piece – OFF” on the other end of the extended overpass.

Nearly all OneWayRoad Puzzle Pieces now contain Directional Arrows to assist with their placement & general use. OneWayRoad Puzzle Pieces should be placed & linked together according to these Directional Arrows, where applicable, in order for them to work & function properly. Fail to do so may result with whole sections of raised OneWayRoad Puzzle Pieces not working properly at all.

The following gives an example illustration on how this should be done with OneWayRoad Puzzle Pieces in order for them to work properly as intended:

---------------------------------

A=OneWayRoad Starting Piece - ON

Z=OneWayRoad Ending Piece - OFF

K=OneWayRoad over Blank Terrain – Straight

---------------------------------

A KKKZ

---------------------------------

or

---------------------------------

A

K

K

K

Z

---------------------------------

Limitations

Puzzle Pieces currently have some limitations &/or known issues with them, and are as follows;

-The Data View Map Congestions & Data View Map Volume Traffic Overlays do not always appear fully on all the different Puzzle Pieces (there is a reason for this). They will still show up in the Data View Map itself though.

Puzzle Pieces come under the same scope as being Interchange-base Related Item(s).

6-Ped Mall Tiles

The following Ped Mall Tiles are now included with this Mod;

Pedestrian Mall Tiles menu button contains the following items;

- 1x1 Tile Piece with a centre pole

- 1x1 Open Paved Area

- 1x1 Cobble Stone

- 1x1 Pavement/Brick

- - 1x1 Sandstone

- 1x1 Grass

- Ped Footbridge - Start/End Piece (This is a 1x1 tile piece; which is supposed to be an Elevator).

- Ped Footbridge - Blank Terrain - Straight Piece

- Ped Footbridge over Street

- Ped Footbridge over Road

- Ped Footbridge over Rail

- Ped Footbridge over OneWayRoad

- Ped Footbridge over Avenue

- Ped Footbridge over GroundHighway

- Ped OnSlope

What are Ped Mall Tiles?

Ped Mall Tiles are essentially just like real Pedestrian Malls [though with some differences of course] & even have a Y.I.M.B.Y impact on immediate surroundings, reducing pollution & boosting desirability. Ped Mall Tiles allows for Commercial and Industrial development to occur/sustain, while only allowing Sims to use the Ped Mall Tiles to Walk on. In other words; no other form of transport is possible on Ped Mall Tiles, other than walking.

How to use Ped Mall Tiles?

Ped Mall Tiles had to be made in a very particular way. For this reason some people may have a little trouble using them sometimes. There is currently a particular method in which Ped Mall Tiles must be used; otherwise they won’t function as intended. For Sims to access & make use of Ped Mall Tiles, typically they must enter via a MT [Mass Transit] based building/lot; from where they can continue to use Ped Mall Tiles. Any adjoining Ped Mall Tiles will work so long as it is connected. Think of this aspect like a link in a chain; without the link, there is no chain.

The following gives just one example illustration on how Ped Mall Tiles may be used, in order for them to work properly as intended:

---------------------------------

P= Ped Mall Tile

S= Subway Station

C=Commercial zones

---------------------------------

CPPPC

CPPPC

CPSPC

CPPPC

CPPPC

---------------------------------

NOTE: Ped Mall Tiles can NOT be used as a replacement for Street/Road/OneWayRoad/Avenue access for direct access to Residential Zones. Sims can however access Ped Mall Tiles directly from their homes (from their backyard for example), just not in front of their Residential Zoning Arrow. Residential zones must still have Street/Road/OneWayRoad/Avenue (with ‘Car’ access) at the front of their zoning arrow in order to develop - This particular characteristic is effectively controlled by the games’ EXE & can not be changed. Also; if Sims do not use the Ped Mall Tiles [i.e. no usage], &/or buildings lining Ped Mall Tiles do not have any commuters, then it will have to do with the set-up & how they’re being used &/or other factors. The Ped Mall Tiles work just fine, & carry Pedestrians just fine.

Limitations

The limitations for Ped Mall Tiles are the same as per Puzzle Pieces above.

Side affects;

Using Ped Mall Tiles ‘in place of’ Street/Road/OneWayRoad/Avenue where there exist highly busy commercial areas may have an impact on the Customer rating [low/medium/high].

Ped Mall Tiles come under the same scope as being Interchange-base Related Item(s).

7-Dual/Double Decker Networking

The following Dual/Double-Decker Networking pieces are now included with this Mod;

Elevated Rail Dual/Double-Decker Networking Menu button currently contains the following Pieces;

- ElevatedRail on Road - Straight

- ElevatedRail on Road – Road Corner1 Piece

- ElevatedRail on Road – Road Corner2 Piece

- ElevatedRail on Road – Road T Intersection – Straight Road

- ElevatedRail on Road – Road T Intersection – Dead End Road

- ElevatedRail on Road – Road + Intersection

- ElevatedRail on Road – RoadxStreet + Intersection

- ElevatedRail on Road – RoadxAvenue + Intersection

-more Dual/Double-Decker Network Pieces may or may not be added with future updates.

The above Dual/Double-Decker Network Pieces works by using the HOME/END and TAB key(s) on your keyboard. HOME/END rotates the Piece on the cursor [where possible], and TAB cycles through the different Pieces that belongs to that menu button. When you TAB from one Piece to another, the type of Piece is displayed in the TEXT on the cursor itself [where possible].

NOTE: All of these particular Pieces only exist for the game when following the game’s square grid, & not against it.

What is Dual/Double-Decker Networking?

Dual/Double-Decker Networking is similar to Puzzle Pieces, essentially allowing Two Networks to run parallel one on top of the other along the same stretch of tile(s), simultaneously, allowing more than one form of Transport to use the same stretch of tile(s) at the same time for commuting purposes.

How to use Dual/Double-Decker Networks?

Dual/Double-Decker Networks had to be made in a very particular way. For this reason some people may have a little trouble using them sometimes. There is a particular method in which Dual/Double-Decker Network Pieces must be used, otherwise they won’t function as intended. Most of the above Dual/Double-Decker Network Pieces occupy a 1x1 or 1x2 tile. Dual/Double-Decker Network Pieces will typically need to be placed on top of an existing section of network in order to implement and use them in the game properly. This is something that may take some practice, a little patience, and some trial and error to do. Currently there is no specific example on how to use this. It is highly suggested taking a look at the Puzzle Pieces as a guideline on how to use this, as the method required to use them is very similar.

Additional Note: When using this item in front of zones, it is best if an area is zoned first before laying this item down, otherwise the zones may not face the direction you want.

Limitations

The limitations for Dual/Double-Decker Network Pieces is the same as per Puzzle Pieces above.

Dual/Double-Decker Network Pieces come under the same scope as being Interchange-base Related Item(s).

8-U-Drive-It

U-Drive-It (UDI) for Elevated Rail (EI Rail) has now been included with this mod. Currently, only “Free Drive Mode” is available for Elevated Rail Train/Station.

Where to find?

UDI for EI Rail is located under the “U Drive It” Panel, in the “Earned Land Vehicles” menu, half-way down the menu just before the Menu Icon for Monorail UDI.

How to use?

In order to use UDI EI Rail, you need to build an Elevated Rail Train Station. This will be the case regardless for a new city or an existing city. In other words; even in existing cities where there are already *existing* Elevated Rail Train Stations, you will still need to build an Elevated Rail Train station in order to be able to access UDI for EI Rail.

Currently; UDI for EI Rail is not intended for use on “EI Rail-to-subway transitions”. Unfortunately, the game may still try to start UDI for EI Rail from an “EI Rail-to-subway transitions”. This side-affect is by design that this occurs.

UDI; cross platforms – With the advent of UDI for EI Rail, it should now be possible to take a UDI passenger train &/or UDI freight train, onto EI Rail via a custom made Transit Enabled Lot connecting ground rail to EI Rail. It should also now be possible to take a UDI EI Train onto ground rail via the same method. Just so long as the Custom Transit Enabled Lot has been made properly & with proper custom paths.

For more information regarding UDI EI Rail, please see the Technical Notes.

9-ANT [Additional Network Tool]

This item can be found in the Highways Menu (if the appropriate file is installed – See Installation Instructions). The reason it has been placed there is because this tool, while it is fully integrated with all the other [above ground] Network Types & can & does carry traffic, it still lacks the ability to allow for building development/access directly along its side unfortunately. This is the main reason why this tool has been placed in the Highways menu. Think of it as a limited access road/highway; or a service road, slip road, or alley-way.

Limitations

Currently there exists some issues &/or limitations with the ANT item, and are as follows;

-no monthly cost.

-can not build ANT Tunnels (Unfortunately, Tunnels are EXE controlled).

-does not allow for building development directly along its tiles [in other words, RCI zones will not sustain development].

Apart from the above limitations, the ANT item can do anything that the Road tool can do; with Neighbour connections being one of them.

NOTE: The ANT item is currently in Beta; therefore it may change in some way in a future update. So for now at least, the ANT item has the same look as the road network, even though they are completely two separate networks with different Capacities & Speeds; the look of the ANT item though may [hopefully] be changed at a later date.

For details on the Speed & Capacity of the ANT item. Click/Read here.

10-Additional Overrides

Basically this introduces additional rules to the game that allows users to be more creative with the different network tools. For some examples of this, see the following webpage(s);

Multi-Highway Guide

Additional Overrides Thread

11-Transit Bugfixes/Additions.

This mod contains any & all known Transit Bugfixes made to date (where possible, practical &/or applicable). For a full list of included Transit Bugfixes &/or other added items included with this Network Addon Mod, please consult the History in conjunction with the above.

12- Known (Game) Issue(s) &/or Bugs.

This explains currently known game issues with SimCity 4’s Traffic/Network system that may be relevant to this mod.

Please see the Technical Notes for specific information regarding this section.

File Last Updated: Wednesday, 8 June 2005