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Best project highrise mods
Best project highrise mods










Fixed incorrect logging of "I can't get to where I need to go" feedback Fixed UI scaling selection not getting saved Fixed a bug with courier and copy center services not reporting correctly (it shows up in the infrastructure build menu after bulldozing) Initial construction office can now be removed, and placed elsewhere Retuned higher-level tenants to make fewer service calls

best project highrise mods

Added UI scaling below 100% (for displays smaller than 720p) missing elevators is a knock on effect to all the systems in the game. Tl dr in project highrise it can be optimal to place stairs and services and elevators in the worst possible locations, just to generate extra foot traffic to have more places to put restaurants and stores.

best project highrise mods

Nothing like cockroaches or bombs that I can see. You can just build more copies of that service though for the next day and be fine. If services get overloaded you get a happiness debuff in an apartment or office. There are so many services but I haven't experienced the tension of watching simtower maids or security guards once in the game.Īpartments are a lot less dynamic than a hotel would be, and project highrise doesn't feature a hotel.

BEST PROJECT HIGHRISE MODS MODS

Project highrise definitely has tons of cool things to build, and mods can add more, but after a while I start to wonder why it matters? Somehow having dozens of service staff instead of just 2or3 like in simtower has yielded a shallower experience for each of those services. I'm not sure mods will be able to fix the underlying shallowness of the things being simulated. It's a decent game, but the fact I still can get simtower or it's sequel "yoot's tower" to run on my machine hampers it some. So a store that maintence/support/service staff walk past constantly might stay happy while selling nothing to visitors. Even service workers count as traffic though.

best project highrise mods

Stores and restaurants in high foot traffic areas will stay happy even as they make no money at all. They don't get impatient slowly like in simtower, they just experience negative mood ticks from things like grime and stairs. People hate using three stairs, however they don't mind being forced to walk back and forth across floors to get to destinations. An office might want to be near an elevator, but it will still get the happiness boost if the elevator doesn't go anywhere. The things you can build only care about where they are placed in the most superficial of ways. Project highrise has a lot of things to build, but it doesn't end up feeling quite as dynamic as simtower. Fixed a bug with save files that included preorder content, if player disabled it UI fix for some scrollbars displaying incorrectly Some additional sound effects (different bulldoze sounds, etc) Fixed unnecessary build ribbon highlights in two tutorials and four scenarios Fixed some services reporting work hours "0:00 - 0:00" Fixed feedback about overcrowded restaurants Different main menu background for players who bought the preorder edition Steam: added background image switcher for the preorder bonus background in the main menu Steam: fix for game not getting past main menu, gibberish text showing in lower right corner Fixed requirements for finance HQ office requiring too many financial offices Fixed gourmet restaurant goal not accepting seafood restaurant Fixed out of bounds pathing anchors in several restaurants and retail stores Fixed a pricing discrepancy between 2BR and 2BR Lux apartments

best project highrise mods

Fixed several tuning problems with media campaigns Fixed a bug where some restaurant workers were not getting dinner and complaining Fixed a bug where time like "4:30" would be displayed incorrectly sometimes Fixed a bug where trash boxes sometimes did not get collected Fixed a bug where broken elevators sometimes did not get fixed Fixed a bug with deleted floor tiles showing "destination unreachable" warnings Fixed a bug with construction workers floating mid-air if you deleted the floorĪround and underneath them, now they get snapped to the ground Fixed a bug with 2-story plaza decorations leaving behind boxes that float in the air Fixed a bug with some decorations leaving behind boxes when they're removed Than clicking "evict or remove" button in the unit's dialog Fixed a bug where bulldozer tool had slightly different removal behavior










Best project highrise mods