Cities: Skylines

Cities: Skylines

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Tree Control 1.0.1
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10 Apr, 2023 @ 11:51pm
11 May @ 9:23pm
22 Change Notes ( view )

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Tree Control 1.0.1

Description


A lightweight alternative to Tree Anarchy, with an emphasis on stability and reliability.
Provides:
  • Optional expanded tree limit (the default game limit is 262 144; this mod can expand that to over 2 million)
  • Tree Anarchy (Alt-A to toggle by default)
  • Tree snapping (change tree heights above/below terrain and automatically snap to buildings)
  • Tree scaling (change the scale of any tree on placement)
  • Random tree rotation (trees don't always face the same direction)
  • Tree movement control (controlling how much the trees sway in the wind)
  • Forestry resource locking (toggle in options panel)
  • Optional Tree LOD fix (increasing the detail and resolution of tree LODs, from game default (0.5K texture resolution), through 'Medium' (1K), 'High' (2K), 'Ultra' (4K), and 'Insane' (8K, for those with the hardware that can take it...)

Includes Move It! integration to change the scaling and elevation of existing trees.

To apply tree scaling, use the assigned keys - default comma (,) and period (.) - to increase or decrease the selected tree's size. This can be done when the tree is selected with the tree tool before placing it, or after the tree has been placed by using Move It (including support for selections of multiple trees at a time).

Move It limitations when copying:
  • The preview of the new trees will appear at their original size until placed, at which point they'll inherit the scales of the trees they've been copied from.
  • Changing the scaling of trees will not work while copying with Move It. Instead, you can rescale the trees once they've been placed.
These are limitations with they way Move It works.



User interface
Three buttons will be placed near the bottom-left of the screen, just to the left of where the road tool mode buttons appear; these show the current state of (and can be used to toggle):
  • Tree snapping (trees will snap to buildings when placed);
  • Tree anarchy (trees ignore collision and won't be hidden by networks and buildings); and
  • Lock forestry (changes in tree placement won't affect the map's forestry resource).
Right-click on any button and drag it to change where they appear. Their position can be reset in the options panel, where you can also change the button backgrounds to transparent, or to hide the buttons entirely.



How anarchy works
Anarchy with Tree Control works differently to those of previous mods, to avoid some of the issues that those mods had.

Tree Control tracks anarchy per individual tree; when the 'anarchy' setting is enabled and a tree is created (or has a road or building placed over it), that tree will be marked as "having anarchy" and from that point on will behave accordingly (it'll remain visible if built over).

Anarchy will be removed from these trees IF tree anarchy is set to off, AND either the network tool or the building tool is being used. So if you're placing buildings or networks then anarchy should work in practice like you're used to with previous mods.

If you want to place trees on roads, first disable the game's road tree replacement tool by using the BOB mod's option to do so.


More trees
See the mod's options panel for the ability to increase the game's tree limit. As with all limit-enhancing mods, this option should only be activated when you actually need it. The limit you set will be applied when you load the save (restart the game first if you've already loaded the save).



Incompatible mods




The functions of all those mods are included in this mod.

NOTE: This mod will attempt read any existing data from the above mods, including Unlimited Trees and Tree Anarchy - but see the note below regarding Tree Anarchy data.

However, most of these mods turned out to have some issues, so in some cases it may not be possible to accurately convert the data. When it encounters invalid data this mod will make it's "best guess" as to what was intended, but it won't always get it right - so be sure to check your trees to make sure that everything's how you want it to be (and use Move It to adjust where required).

READING OF TREE ANARCHY DATA IS NOW EXPERIMENTALLY SUPPORTED. However, due to the number of saves out there with corrupted Tree Anarchy data, this option is disabled by default. To load a save with Tree Anarchy data, deselect the "Ignore Tree Anarchy mod data" option in the mod's options panel (be sure to deselect it if you experience any issues loading saves previously made with Tree Anarchy).

Also be sure to set the tree limit in this mod to be equal to or greater than the tree limit used with Tree Anarchy BEFORE loading the save.



Troubleshooting
Make sure you're using the latest version of this mod (0.9.5).

Trees showing through roads and buildings on load? Check the options in this mod's options panel.

Any other issue? I can't help without your output log; put it on a filesharing site such as paste.ee (note that sites other thatn paste.ee may be blocked by the content filter) and then post the link below, including a clear and complete description of your problem (and also stating if that save had been used with Tree Anarchy).

[discord.gg]



Meta
This mod uses Harmony[github.com] version 2.2 by Andreas Pardeike via the Cities Harmony mod by boformer.

Doesn't alter any savefile structure, and saves its data separately to core game data. Can be safely removed at any time (any trees outside of the normal vanilla tree limit will be lost, and any snapped trees will reset to terrain height).

Safe for editor use.



Source code
[github.com].


Translations
[crowdin.com].
Please leave a message below if you'd like me to add another language on CrowdIn.


[ko-fi.com]
[paypal.me]
874 Comments
algernon  [author] 13 Oct @ 3:28pm 
@Wind of Changes This mod's automatic recovery functionality is always active, and can't be toggled; when it finds corrupted/invalid data in your save it does its best to recover. In your case, unfortunately, it looks as though your save is corrupted to the point where it can't be continued.

All the other issues you're describing are reinforcing that your save is corrupt, unfortunately. I don't think there can be anything done about it at this point.
Wind of Changes 13 Oct @ 6:22am 
I keep investigating and deleted one of the outside connections. After that the savegame CAN be resaved and working, but some problem still remains cuz it can't be loaded without Tree Control. If I unsub I get array index error.
Wind of Changes 13 Oct @ 4:31am 
I also noticed this strange thing: enable anarchy on load is off in options and on loading I set Delete trees under buildings and networks but after loading there are a lot of trees right on the roads. How can I delete trees under networks and buildings?
Wind of Changes 12 Oct @ 5:12am 
It's strange. It said it is safe to unsubscribe but if I unsub all the saves except for old ones become unloadable. And only old saves can be loaded without this mod.
Wind of Changes 12 Oct @ 5:06am 
"that can at least be partially recovered by this mod's automatic recovery functionality"
How can I recover? toggling Ignore checkbox doesn't help.
Wind of Changes 12 Oct @ 5:05am 
I guess I never used tree anarchy mod on that city cuz it's obsolete and I used this mod instead. But I'm not sure - it's half a year maybe.
Wind of Changes 12 Oct @ 5:01am 
Without this mod: 1. I load safe gamedata, 2. resave it 3. load the last save ok.
With this mod: 1. load safe game 2. either I can't resave or after resaving and reloading the new savedata is unloadable.
Que lagrima( I liked this mod((
algernon  [author] 12 Oct @ 4:44am 
@Wind of Changes Please don't bother posting log extracts here; they're meaningless without the rest of the log.

It sounds as though you have a systematic issue with that series of saves that can at least be partially recovered by this mod's automatic recovery functionality. Did you ever use the Tree Anarchy mod on that city?
Wind of Changes 12 Oct @ 4:21am 
That's what it shows when I'm trying to save:
System.Exception: Too long array!
at ColossalFramework.IO.DataSerializer.WriteByteArray (System.Byte[] value) [0x00000] in <filename unknown>:0
at SimulationManager+Data.Serialize (ColossalFramework.IO.DataSerializer s) [0x00000] in <filename unknown>:0
at ColossalFramework.IO.DataSerializer.Serialize (System.IO.Stream stream, Mode mode, UInt32 version, IDataContainer data) [0x00000] in <filename unknown>:0
at LoadingManager+<SaveSimulationData>c__IteratorC.MoveNext () [0x00000] in <filename unknown>:0

I got a lot of saves which is corrupted and if they load - they can't be saved. If I unsub from this mod these files become unloadable. If subscribe - I do can load but when saving it shows this error - Too long array.
Wind of Changes 12 Oct @ 2:55am 
Missing assets. Just props, nothing special.