Cities: Skylines

Cities: Skylines

Advanced Building 0.2
54 Comments
LemonsterOG 29 Oct, 2020 @ 8:30am 
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:vright: :vright: THIS MOD MAY CAUSE PROBLEMS IN-GAME :vleft: :vleft:

Broken Mods/Assets (read description)

Outdated Mods/Assets (read description)

Problem Mods/Assets (read description)

How to Find Broken and Bloated Assets

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AuGuR 22 Jun, 2019 @ 8:51am 
Moe Beautification basically sorts plopables into categories under the teraforming button. Quays are under water structures, but sometimes glitches into a second disasters tab.
Angelhearth 4 May, 2018 @ 4:16am 
I don't think More Beautification can place quays. Correct me if I'm wrong, but I can't find anywhere on the taskbar that will show quays.
Aturchomicz 1 Apr, 2018 @ 4:53pm 
Isnt More beautufication better?
Apop85 1 Nov, 2017 @ 3:42pm 
i like to place quays in tha map editor. is there any issue known with this?
kwan✰ 5 Sep, 2016 @ 11:26am 
Does this mod allow me to place any asset anywhere i want?
Drinking Gasoline 17 Jun, 2016 @ 11:46pm 
works great!
cshmech 11 Mar, 2016 @ 7:08pm 
@rollo, have you found a way to make multiple metro tracks work with a single station? Right now, the track closest to the station building is the only one operating.
Gabrielium 16 Jan, 2016 @ 11:46am 
@Lim Jahey:
OK, I'll try this one. Hopefully it will work well.
Crazyglueit 13 Jan, 2016 @ 4:53pm 
@CityKid1140
My observation would be that if you edit assets that are in your saved city it could break that city. But if you edit a newly created asset or an unused one with this mod you should not run into problems.
Gabrielium 25 Dec, 2015 @ 6:21pm 
I'm just as concerned as @Quad Rioters was.... I'm nervous about "!!! IT WILL BREAK THE GAME AND DESTROY YOUR SAVES !!!".

So a couple of quick questions:

This works in the Asset Editor only?
If I don't use the mod in my actual game, will it still break it?
Quad Rioters 17 Dec, 2015 @ 5:16am 
I was turned down by "!!! IT WILL BREAK THE GAME AND DESTROY YOUR SAVES !!!"
But it works and I utterly love this. Thank you very very very...

...very.
AstroAtlantica 28 Nov, 2015 @ 7:46am 
what's the large train station from the screenshot?
Arey-kms 23 Oct, 2015 @ 1:48am 
After upgrading the game to After Dark, the mod doesnt work. Will it be upgraded?
EminaTenone 3 Oct, 2015 @ 7:39am 
Из списка жилых зданий пропали здания моды, остались только оригинальные дома Т_____Т. Что делать?
[Z3R0] Ponchoman 5 Sep, 2015 @ 9:15am 
Is there a way to see an image preview for the buildings, it's really hard just relying on the names.
YpsilonEule 26 Aug, 2015 @ 1:52am 
Is there any possibility to turn off grid snap in the asset editor?
BloodyPenguin 22 Aug, 2015 @ 8:19pm 
@rollo That's cool! I think this subreddit is now the place.
kui 22 Aug, 2015 @ 4:00pm 
There may be an incompatability issue with Traffic Manager + Improved AI or Ingame natural resources tool. I'll look and see which is having problems.
rollo  [author] 22 Aug, 2015 @ 3:42pm 
BloodyPenguin description is definitely exaggerated. From my experience plopping anything is safe. If it's not zoned in wrong place it will stay. But there's some weird stuff you can place using it, and I didn't want people complain that it broke their city ;)
BTW great work with your mods. I want to get back to modding but I miss IRC ;) Any place modders hang out now ?
BloodyPenguin 17 Aug, 2015 @ 1:52am 
@rollo Hi! Have you figured out which part of the mod breaks save games? Is plopping props safe?
kui 15 Aug, 2015 @ 1:47pm 
I actually love using this mod. It has opened up several possibilities of design and choice that never existed before. I love how I can just plop any building from any level easily.
rollo  [author] 29 Jul, 2015 @ 4:43am 
h.warmelink Yeah I noticed this, unfortunately I don't have any idea how to change this.
h.warmelink 27 May, 2015 @ 12:50pm 
I'd like to second BadPeanut's remark: at the moment a strip of Train Station Track splits itself in two with a switch if it's longer than roughly 12 tiles. It should only do that at 16 tiles, so that it can at least accommodate the 16-tile long trains. Many many many many thanks for your work, this is the kind of mod that makes modding communities so amazing!
Orchid 27 May, 2015 @ 11:41am 
@Lotto and @cab1995, To enable the pedestrian paths to be removable with the bulldozer, some of their properties must be changed, at least temporarily, such as Service: from Transport to Road, iirc, and some other property I can't remember. Such mod or tool should be made to speed up the asset creating process, but the mod-developing ModTool is unfortunately down at the moment, which impedes me from creating such mod. That's my excuse; At this moment, you can delete the connection paths by converting them to other types by way of Hex-editing your asset, as described in my guide . You can convert all of them, delete the ones you don't want, and convert them back.
Lastly, I believe you can elevate the path using PgUp, but it is unable to go underground. It's also possible to change this. But for now, you can mimic the underpass connection by using PC Inside paths, which hide Cims walking on them.
cab1995 25 May, 2015 @ 10:20am 
Hi, is there a way to adjust the height of the pink pedestrian connections? And how do you delete them?
YpsilonEule 22 May, 2015 @ 4:12pm 
how do I place something non-grid? e.g. railtracks?
LottoTheKing 22 May, 2015 @ 12:26am 
Hey really nice tool! 1+ But would it be possible to be able to bulldoze the paths and other stuff in the asset editor in a future update?
Breeze 30 Apr, 2015 @ 9:19pm 
Great idea ! I wanna to build a plop item in the csl.
BadPeanut 27 Apr, 2015 @ 2:04am 
Rollo this is great! could you try and figure out how to place one long segment of station track? (i think it's segment length is 128 as the normal one is 64) I've tried playing around in mod tools and you can get it to ignore the middle node, but they still act like 2 segments, thus the trains stop not in the middle of the 2 segments, but in the middle of one of the single segments, so that the train stops in the upper half or lower half of the overall track.
Junna 25 Apr, 2015 @ 9:46am 
Does it conflict with Traffic Manager or something? If you load both, it works but everything below it fails to initialise (also it menu button overlaps with terraform mod, but this is not really a problem as they are both clickable if you aim right.)
rollo  [author] 22 Apr, 2015 @ 6:46am 
vip, If you change it in asset editor with the method linked before It will be saved so no need for mod.
Vip 22 Apr, 2015 @ 5:46am 
I understand you can change the configuration of the building, and other users will also be displayed as I want? Or should they download mod for that would see the change?
rollo  [author] 22 Apr, 2015 @ 5:07am 
Hey vip as to the editor. You can change item properties forever using modtools in asset editor. This should help you do this: http://www.skylinesmodding.com/t/how-to-make-your-assets-round/189

If it's possible don't force this mod on players :)
Vip 22 Apr, 2015 @ 3:44am 
Are currently developing a mod that clearly gained immense popularity among people. And it will require your mod. So hold on. )))
Vip 21 Apr, 2015 @ 12:12pm 
With your mod in the editor, you can change the function of the building forever? Whatever could build a building on the water or on land and on the water? that would work without fashion?
Vip 21 Apr, 2015 @ 12:05pm 
He returned to AAA. I'm your first mod is not deleted. That would at least like to live. without it I can not live at all. ))))
Katalepsis 20 Apr, 2015 @ 10:09pm 
Hey rollo looks like latest update many things went missing, I cant find props anywhere for example :(
Katalepsis 20 Apr, 2015 @ 2:39pm 
This mod man.... this is what I'm talking about. .Thank you so much for thinking this up. Suddenly so many possibilities arise thanks to this great modder. Woot. Keep up the awesome work!
knighty 11 Apr, 2015 @ 2:28pm 
One more comment before I forget, it broke bus stops too. Another thing to look into.
knighty 11 Apr, 2015 @ 2:05pm 
No way I'm going back as far as I'd need to to fix it. Totally my fault, I know, but this mod didn't sound like it could possibly be destructive so I didn't think much of it. I'll just wait until you've updated it and maybe it'll be fixed then. If you need any more information for debugging I'd be happy to help.
rollo  [author] 11 Apr, 2015 @ 1:53pm 
knighty just reload earlier save and all should be ok. If not unsubscribe the mod, this will remove it from the game. Always keep a save when trying new mod.
knighty 11 Apr, 2015 @ 1:48pm 
It looks like any time you look at a residential building it basically breaks the asset. I don't know what on earth you're doing code-wise, but it must be something pretty dodgy if it's actually changing the asset itself. Are you modifying it to let you place it anywhere?
knighty 11 Apr, 2015 @ 1:31pm 
By the way, disabling the mod did not fix it. I do not think it's another mod because this is the only new mod I added today and it's never happened before. I hope this can be fixed because it's basically game breaking :/ (if it is indeed this mod)
knighty 11 Apr, 2015 @ 1:24pm 
WARNING: This mod seems to have some terrible side effects which have started happening in my town after using this mod. A lot of zoned buildings now say 0/0 households. I have to keep deleting them and hoping they respawn with more than 0 households available. Mod author, please take a look?
eat ass 11 Apr, 2015 @ 6:10am 
Thanks Miza-Rin that might have been the problem. Im going to try it right away. Too bad all the other placement options don't really work then.
Junna 11 Apr, 2015 @ 4:21am 
Press button (in the lower right) + place buildings + make sure the plots of the buildings are zoned appropriately = works well for me.
Vip 11 Apr, 2015 @ 3:44am 
If this mod to bring to mind.
Make the division who wish let zoned, and if you want to put a separate house, press the button next to the zoning and choose. That would be just perfect !!!!
Vip 11 Apr, 2015 @ 3:40am 
I was waiting for this mod from the start of the game. to manually set as desired home. And build certain areas. )))))
rollo  [author] 11 Apr, 2015 @ 3:18am 
whatif_85 this is just for testing. If you plop buildings in proper zone though they will stay. If not it's normal behaviour that they will vanish.