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Cities: Skylines - Community Modding Requests

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I guess that's probably something for CO to tackle, but what I miss is draggable walls like these in SC4:

 

That mod placed terrain-conforming props automatically when you dragged the walls. I always found that very handy. Not to mention that these were very cool rock walls anyway.

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This could be done by mod developers. It is basically just a network (like roads, train tracks) with an attached dummy AI.

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Would love to see a new isometric camera mod. I still have the old 1 and it semi works, but the LoDs react weird, so u cant use it for normal play.

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On 8/3/2016 at 7:10 PM, mottoth said:

Anyone to update or rewrite Slow Citizen Aging (Configurable) please ? It's broken since  Snowfall, and is now the mod I miss the most since almost all other mods have been fixed.

Sure. I will look into it.

I was wanting to expand on that to change how often they travel (which might or might not be bad)

It doesn't look like it would trample on Rush Hour, so that's a plus.

And eventually an entire citizen edit which would include how they move in (families with teens, etc)

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Idea/request: Mod/asset profiles

As far as I know it's possible to do use different mod/asset configurations by manipulating folders, but would it be possible to do this from within the game - and preferrably per savegame?

- Manage profiles as some kind of middleware to the in-game content manager
- Should include assets/props as well as mods, and preferrably mod options (if possible)
- New profile as copy of existing or "blank" (everything disabled)
- Savegames remember which profile was used for that city, switches to that profile on load
- One "default" or fallback profile, in case a savegame can't find the correct profile

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Extended Building Information Mod is fairly simple  - it just provides lots of extra info and stats, like the effect size and radius for city service buildings.  It's subbed by over 115,000 players.  It is so simple that it has not been updated since last May, but still ran perfectly through the Euro and After Dark updates.  Sadly, Snowfall has introduced a problem where the extra information text in the info-box is now overlapping.

And it appears orphaned.  It'd be nice if anyone wanted to try their hand at it.

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Another suggestion :read:

My problem:
- Offices hold way too few workers, and
- Existing agent configuration mods are too complex/affect too many areas/not configurable.

 

Solution A: Just increase office workers
A simple mod to double or triple the amount of workers in an office building

 

Solution B: Configurable RICO agent multiplier
In mod options:
One slider/dropdown per zone type, adjust number of agents from 1x to 4x of default.
Extending the sliders to allow less than 1x would require rounding, dunno if that will cause problems.
If value == 1; bypass if possible (to avoid mod conflicts).

Possibly an "Apply" button that gives a warning if trying to change this in-game... would probably cause a bit of chaos.

This mod should not touch consumption, AI or agent "habits" - just multiply the number of agents that can work or live in a given building type.

 

 

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Could anyone make the limestone buildings in Paris with the blue roofs a district theme. They have models in SimCity (2013), but I couldn't find any mods for Cities:Skylines

This is a pic of the buildings

French-City-Set-blog.png

If anyone could make or find a mod like this, please post it here.

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On 21/03/2016 at 0:37 AM, Kaputnik said:

Another suggestion :read:

My problem:
- Offices hold way too few workers, and
- Existing agent configuration mods are too complex/affect too many areas/not configurable.

 

Solution A: Just increase office workers
A simple mod to double or triple the amount of workers in an office building

 

Solution B: Configurable RICO agent multiplier
In mod options:
One slider/dropdown per zone type, adjust number of agents from 1x to 4x of default.
Extending the sliders to allow less than 1x would require rounding, dunno if that will cause problems.
If value == 1; bypass if possible (to avoid mod conflicts).

Possibly an "Apply" button that gives a warning if trying to change this in-game... would probably cause a bit of chaos.

This mod should not touch consumption, AI or agent "habits" - just multiply the number of agents that can work or live in a given building type.

 

 

So just a cut down version of the Realistic Population mod, restricted to population only (removing education changes) and only using plots to calculate the number of people? I could do that...

I think I'd have to leave strict capacity though for those who want to have fewer numbers of people in higher levels.

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8 hours ago, Whitefang Greytail said:

So just a cut down version of the Realistic Population mod, restricted to population only (removing education changes) and only using plots to calculate the number of people? I could do that...

I think I'd have to leave strict capacity though for those who want to have fewer numbers of people in higher levels.

Awesome!

Not 100% sure what you mean by strict capacity though, is that referring to separate multipliers for each level?

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2 hours ago, Kaputnik said:

Awesome!

Not 100% sure what you mean by strict capacity though, is that referring to separate multipliers for each level?

I have a flag within my main mod called strictCapacity, which kicks out people from buildings if the modifiers are lower than the previous level.

Using an example of a 4x4 plot.

A low density residential at level 3 might be given a modifier of 100 (hundredth of a household per cell as vanilla would do it), which means that the plot would have 16 households

If it levels up and someone gives a modifier of 50 for level 8, the plot should have 8 households.

Before, the game would never remove the 8 households. My changes make sure that the capacity of the house would be reduced.

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it would be awesome to see a mod altering flood walls, allowing you to;

1. change the height 

2. draw networks on top

3. create underpasses through the flood walls by dragging a network through them (probably not possible at all)

this way you could create nice, easy embankments, instead of always having to use elevated networks with pillars.

alternatively I was thinking maybe this could be implemented as some kind of elevated network skin? i don't really know what the possibilities are, i just thought i'd share the idea

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Building _lod Disabler for Asset Creators.

 Verily! one and all.

Bear with me, I have some explaining to do...


I'm building a theme for CSL.

64m² floor area is just TOOO big for normal, tiny, British homes. Especially from the 19th C. Proportions are all wrong.

So i started by building a double-house mesh per cell.
Doesn't work. Looks naff. Always got at least one door buried in a hillside. (see 1st pic)

I have been experimenting with props as houses since then. And it creates a MUCH more pleasing flow of the tiny, cramped, damp British houses as they march up the bleak hillsides. (see 2nd pic (yeah i know, I didn't bother with textures while testing at that stage)).

Sadly, I am now getting _lod confusion. I tried laying out the UVs of the mesh Cities thinks is the "true" house (which in actual fact is just he chimney) and the corresponding _lod, so that the chimney would have the brickwork diffuse required and the _lod, would have a simplified diffuse based on a generic pair of these houses.

I have discovered that the _lod diffuse is taken from the main mesh's UV layout, projected I guess, and ignores any UV layouts one saves with the _lod FBX before import.


SO, horribly long and complicated story short:

CAN I disable Cities from creating _lods for my building assets?
If not, can I get the damn _lod to use the area of the damn diffuse I laid its UV out in when I made it rather than it piggybacking elsewhere?


Does this make sense?

Am I babbling?

//

Update:

IGNORE me.

I went to make a pot of tea and I think I have realised how to get around the problem!

Just slap me and call me Judith.

 

 

 

 

 

 

 

Bad-house-balancing-example.jpg

PropHouse-testing.jpg

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Just supply your own LOD textures. Also make sure that the LOD mesh never goes below y=0

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16 minutes ago, boformer said:

Just supply your own LOD textures. Also make sure that the LOD mesh never goes below y=0

would the naming for those be "meshname_lod_d" "meshname_lod_n" etc?

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I would like to request a mod that changes the sea level in-game. Preferably configurable so you can set your own global warming or biblical flood scenario. Variables like max water level, how quickly it rises and so on.

 

Imagine this: Your starting tile is on a nice flat by the coast. You have to build a city fast enough to get the money to move to higher ground or take other measures to shield your city from the horrific cold embrace of the sea. In the end you have just an island community on some hilltops. Sounds like a fun challenge to me.

 

As a side request I would also love a configurable mod that periodically changes the intensity of water sources in-game to create random or seasonal floods to make new challenges that simulate monsoons and water shortages.

 

 

I think these would add a lot of new gameplay possibilities. Is it technically possible and worth the effort? Thanks in advance.

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On 04/03/2016 at 3:59 AM, Matthias King said:

I'd like to see some small oil derricks added.

They could either be simple props or actual oil, but they would need to have a small or no pollution radius. I anticipate some might say that's unrealistic, but I present you with this picture:

http://www.nileguide.com/destination/blog/los-angeles/files/2010/09/SIGNAL2__P1040526.jpg

There are oil derricks like that all over LA. One is right on the corner inside a residential neighborhood, taking up a land plot the size of the other houses, right next door to one of the houses. It's fenced in, but it's right there and it's not poisoning anyone.

That would be a fun little thing to build. Especially for testing the vertex animation load-in. :)

I'm already planning to include animated Mine-heads when I get round to doing industrial buildings for my theme.

20130209_1328221.jpg

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11 hours ago, Skytrout said:

I think these would add a lot of new gameplay possibilities. Is it technically possible and worth the effort? Thanks in advance.

Should be possible.

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OK, 

So I have a genuine, heartfelt modding request:

A mod which can change the way a prop's Illumination map is interpreted to the way a Building's illumination map is read. Change and save in the Asset editor, so that it will apply to all instances of that specific prop in-game.

Basically otherwise my whole plan for cooler UK building's is dead.

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1 hour ago, Jimbobbedyjobob said:

OK, 

So I have a genuine, heartfelt modding request:

A mod which can change the way a prop's Illumination map is interpreted to the way a Building's illumination map is read. Change and save in the Asset editor, so that it will apply to all instances of that specific prop in-game.

Basically otherwise my whole plan for cooler UK building's is dead.

That won't happen.

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You are using props for something that was never intended.

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I just saw someone asking for something at reddit.

 

He subbed to a lot of assets from a list and noticed that one of them is missing some props, so now he's worried that he should have to hunt for all of them from the individual buildings pages.

 

Would it be possible to have a mod that checks that all props for the subbed assets have been subbed to  (and even better if it could automatically sub to them).

This would also be useful if a builder modifies the props on one of his creations.

 

I also don't think that we have a way to find if props are unused (would be useful if we unsub some buildings).

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This could work, but it will require you to load a city once. Then it can generate a report which assets are missing (with workshop link) and which are not used. It can also warn you when assets have a high tri count or too detailed textures, maybe it can even warn you that a manually created LOD mesh is missing.

 

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