Cities: Skylines

Cities: Skylines

Advanced Building 0.2
54 comentários
LemonsterOG 29 out. 2020 às 8:30 
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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Outdated Mods/Assets (read description)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 às 8:51 
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 mai. 2018 às 4:16 
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 abr. 2018 às 16:53 
Isnt More beautufication better?
Apop85 1 nov. 2017 às 15:42 
i like to place quays in tha map editor. is there any issue known with this?
kwan✰ 5 set. 2016 às 11:26 
Does this mod allow me to place any asset anywhere i want?
Drinking Gasoline 17 jun. 2016 às 23:46 
works great!
cshmech 11 mar. 2016 às 19:08 
@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 às 11:46 
@Lim Jahey:
OK, I'll try this one. Hopefully it will work well.
Crazyglueit 13 jan. 2016 às 16:53 
@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 dez. 2015 às 18:21 
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 dez. 2015 às 5:16 
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 às 7:46 
what's the large train station from the screenshot?
Arey-kms 23 out. 2015 às 1:48 
After upgrading the game to After Dark, the mod doesnt work. Will it be upgraded?
EminaTenone 3 out. 2015 às 7:39 
Из списка жилых зданий пропали здания моды, остались только оригинальные дома Т_____Т. Что делать?
[Z3R0] Ponchoman 5 set. 2015 às 9:15 
Is there a way to see an image preview for the buildings, it's really hard just relying on the names.
YpsilonEule 26 ago. 2015 às 1:52 
Is there any possibility to turn off grid snap in the asset editor?
BloodyPenguin 22 ago. 2015 às 20:19 
@rollo That's cool! I think this subreddit is now the place.
kui 22 ago. 2015 às 16:00 
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  [autor] 22 ago. 2015 às 15:42 
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 ago. 2015 às 1:52 
@rollo Hi! Have you figured out which part of the mod breaks save games? Is plopping props safe?
kui 15 ago. 2015 às 13:47 
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  [autor] 29 jul. 2015 às 4:43 
h.warmelink Yeah I noticed this, unfortunately I don't have any idea how to change this.
h.warmelink 27 mai. 2015 às 12:50 
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 mai. 2015 às 11:41 
@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 mai. 2015 às 10:20 
Hi, is there a way to adjust the height of the pink pedestrian connections? And how do you delete them?
YpsilonEule 22 mai. 2015 às 16:12 
how do I place something non-grid? e.g. railtracks?
LottoTheKing 22 mai. 2015 às 0:26 
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 abr. 2015 às 21:19 
Great idea ! I wanna to build a plop item in the csl.
BadPeanut 27 abr. 2015 às 2:04 
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 abr. 2015 às 9:46 
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  [autor] 22 abr. 2015 às 6:46 
vip, If you change it in asset editor with the method linked before It will be saved so no need for mod.
Vip 22 abr. 2015 às 5:46 
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  [autor] 22 abr. 2015 às 5:07 
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 abr. 2015 às 3:44 
Are currently developing a mod that clearly gained immense popularity among people. And it will require your mod. So hold on. )))
Vip 21 abr. 2015 às 12:12 
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 abr. 2015 às 12:05 
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 abr. 2015 às 22:09 
Hey rollo looks like latest update many things went missing, I cant find props anywhere for example :(
Katalepsis 20 abr. 2015 às 14:39 
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 abr. 2015 às 14:28 
One more comment before I forget, it broke bus stops too. Another thing to look into.
knighty 11 abr. 2015 às 14:05 
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  [autor] 11 abr. 2015 às 13:53 
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 abr. 2015 às 13:48 
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 abr. 2015 às 13:31 
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 abr. 2015 às 13:24 
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 abr. 2015 às 6:10 
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 abr. 2015 às 4:21 
Press button (in the lower right) + place buildings + make sure the plots of the buildings are zoned appropriately = works well for me.
Vip 11 abr. 2015 às 3:44 
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 abr. 2015 às 3:40 
I was waiting for this mod from the start of the game. to manually set as desired home. And build certain areas. )))))
rollo  [autor] 11 abr. 2015 às 3:18 
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.