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Cities: Skylines - Community Modding Requests

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On 6/21/2018 at 8:31 PM, eufl said:

I am currently thinking about something related...

I would love to ship industry products directly from a producer to - let´s say - a goods station near the twon center, where delivery-cars can be loaded. No trucks, no goods station near an industry quarter but spurlines instead.

Yes, spurlines, best functional ones! Something, that can collect goods from near lots and build trains from it. Currently I use single tracks and completely empty goods stations to imitate something like this but I still need stations and have to collect the goods per truck. Would it be possible to create something, that would be able to link industry lots and spurs together?

And cause it should look realistic, I have a second request: Often such spurlines end on industrial lots, running into buildings, where cars can be loaded. These tracks then need to be covered with beton, asphalt, or plaster to prevent other vehicles to get stuck on the tracks (like tram tracks). Such a track, best single track, would be very useful.

 

 

 

Actually, I tested my city and freight trains are transporting to and fro between my industrial zones ....  and will test if it works between industrial and commerical

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Yes, indeed they do so, would be senseless if not...

BUT... you need to build a station, and that is the problem. You can´t build industry, where goods are loaded directly into a train. If it would be possible to build such a "train Station" without tracks, something you can lay out next to existing tracks, so that they will be used, then would be easy to move such a "station" under industrial buildings by using " Move It". No cars would have to deliver goods from a building to a train anymore.

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I would like to request for someone to recreate a 1:1 Rincon Hill from San Francisco, an all residential luxurious complex. They are two towers with townhomes and plaza at the bottom.

Address: 425 1st St, San Francisco, CA 94105 (has good detail in google maps streetview + 3d view)

One-Rincon-Hill-Two-Towers.jpg

If someone could make this I will seriously love you forever, would look amazing in my 1:1 SF recreation :D

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Hi

This my first post. Sorry for my english.

My idea is: Realistic Forest Brush. Programable brush with  trees (heights, shape, diffrent types  ) to create realistic forrest on big areas.

 

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Hello talented modders! I would absolutely love it if someone could make a statue of Superman for Cities. Not like the real-life statue in Metropolis, Illinois, but rather the one from the comics they made for Superman. I would like the statue to be gold in color, with either of these designs (whichever is easier). I'm shocked this hasn't been made already, since the first thing I wanted to do when I got this game (and almost every city sim game) was to make Metropolis. Let me know if you have any questions and thanks!

 

statuesuperman2.jpg

Superman_statue.png

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58821348.jpg

Hello all! I've started a project based on the Pacific Northwest and Oregon Coast. As the project goes into full steam, I'm looking to utilize assets that will really bring a signature look to the city. There's a few builds I have planned, but the thing I have my heart most set on is the shingle-sided architecture found in Oregon cities like Cannon Beach.

The timber-centric construction and shingle siding adorn shops, hotels, apartments, and private residences in the city. It provides practical protection from the famously wet weather in addition to an attractive, cozy aesthetic. I've included links below to some examples, but google image searching "cannon beach city" and "cannon beach homes" should lead to many more examples.

I'm looking for anyone interested and able to develop these assets. I'm considering contacting some asset creators directly, but I'm nervous about doing so since I'm new to this community. If you'd like to be a part of this project, or know anyone appropriate for the job, please let me know! I'm also interested in any existing assets that would fit the Cascadian style. This is my first asset request, so I'm not sure how many people are willing to do them on request or what typical commission rates look like - any information in general is really appreciated.

Some examples of the style:

* http://duanejohnson.com/wp-content/uploads/2018/07/18678945-1.jpg
* https://media-cdn.tripadvisor.com/media/photo-s/11/8b/65/98/insomnia-coffee-co-is.jpg
* https://media-cdn.tripadvisor.com/media/photo-s/01/fc/a2/6d/cannon-beach-hotel.jpg
* https://netoria.s3.amazonaws.com/6038/waves_cannon_03.jpg
* http://4.bp.blogspot.com/-tY8svmeykPo/U6udFUYHKhI/AAAAAAAAVds/V15f6RdrZfw/s1600/2014-06-25+Cannon+Beach+028.jpg
* http://www.cannon-beach.net/hutchinshouse/images/mvc-295s.jpg

Thanks!

EDIT: I was able to get in contact with 220Hertz, who's helping to bring this project to life now. I'll probably still be reaching out to some people to inquire about asset re-textures. I'm pretty set for original assets at the moment, but if you're interested feel free to let me know. Cities are always looking for more buildings.

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Hi. I think vanila monorail station looks futuristic and on road monorail station can be installed on the 4 lane avenue only, so I tried  to make monorail station which has ordinary design and can be located 6~8 lane avenue. Vanila on roads station makes crosswalk when it is connected to same avenue, so I thought the type that road can be installed under the station. I could model the station with sketchup but I coundn't do after then because I don't have any skills. Is there anybody who will make the station like this type?

 

mno.jpg

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So, having seen the latest dev diary of the upcoming DLC 'Industries' (#4, to be exact) I'm wondering if it will be possible to make a mod that converts some of the previous DLC's Unique Buildings into the upcoming one's Unique Factories. Specific ones in mind are most of the Hi-tech Pack's buildings (Electric Car Factory, Software Center, Semiconductor Plant, etc)

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Some sort of single-rail tram track, like the single train tracks we have, but more in the style of a scenic railway, like the one in st. gervais de le bains. I can't quite find a happy medium between a train, and how nice the rails look, and the small stops that trams have. The funicular assets that are coming out are great, but not quite narrow enough for the small-town feel i'm aiming for. 

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Someone could make a sawmill bigger and more realistic than the native one from DLC Industries

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cities skylines Mod idea

I'm looking for a mod like the surface painter but with more future. 1st, as we all know decals are not all that good because they disappear as soon you zoom out. 2nd thing you cant scale them or increase the size. 3rd the more you have them the heavier the game become. I was thinking why not make a mod like the surface painter with multi colors and textures, also can add a future that where players can add there own texture or color.
As you can see in those pictures.
p1 - as you can see in this triangular shape, the 3 points in it are actually circular and not sharp-pointed, so to put square decal shape in it won't work.
"Yes there are circular deals", but you can't scale them the way you want to cover the area. 
Surface painter is perfect, it covers the triangle perfectly, I had to use procedural objects to make it like this, but procedural objects convert it to box and that's a problem.
p2- As you can see from this view it gets distracted.
p3- another example, I use procedural objects to make the decal shaped properly in the circular area.
p4- As soon I zoomed out the decal start disappearing, but not the surface painter.
p5- in this one the decal totally disappeared but not the surface painter.
p6- as you can see here the decal cover the path because
I can't scale it or make under the path.
p7- also in this image because I was not able to resize the decal I cover my path.

Thank you for giving me the chance to give my idea

1.jpg

2.jpg

3.jpg

4.jpg

5.jpg

8.jpg

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@mj_daved

as far as I know, the number of surface types is hardcoded into the shader. It's impossible to add more types.

Good news is, we got very close to a fix that increases the decal rendering distance. Maybe we will be able to release it soon™

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1 hour ago, boformer said:

@mj_daved

as far as I know, the number of surface types is hardcoded into the shader. It's impossible to add more types.

Good news is, we got very close to a fix that increases the decal rendering distance. Maybe we will be able to release it soon™

That's good news.
what about scaling the decal, as you see in p6 and p7 images it covers the path because you can't resize it. 
I believe if there is a way to resize the decal, that's maybe another solution since you are already fixing the decal rendering distance. This way both problems are fixed.
Using the move it tool is only help you to move the decal but not change the size because some decal it always stays on top of other objects.

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That's how decals work. You could ask the asset creator to create a second smaller version, or even do it yourself. Creating decals isn't difficult.

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I would like to request, if possible, to make the "make historical" option be available for districts as well.

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@mj_daved surface painting like cobblestone I've seen in a theme, I do not remember which, but it was in place of the painting as concrete.

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i have a request for an asset, i want my late President Mosque ( he may rest in peace)( Al Saleh Mosque) in Yemen. i would be really happy if anyone make it. if anyone interested make it please let me know.

4250430.jpg

Mosque Saleh.JPG

mosques53a-1.jpg

Al Saleh Mosque in yemen..jpg

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Mod to............ Highlight topology of same level.

Wait what? Someone actually care about topology? *:D

It does bother me when map maker just draw train lines & roads across impossible slope angle. 

Adhering to strict inclination limit, if we can highlight topology of same height that would make constructing these network easier.

There are mods currently to show topology, but everything looks the same, it takes a bit of guessing to know if this spot is same as that one over there, especially when you try to build tunnels across mountainous area. The current topology is displayed with 10-unit height differences (brighter lines) and subdivide 10 times (darker lines). Can be a bit confusing sometime but a highlight will be REALLY good QoL for proper network height level construction.

Not sure if it's game function or Precision Engineering, holding down SHIFT does shows a text message of elevation differences between start of your segment vs end of your current segment, but topology highlight would be definitely faster than trying to scramble around finding the right height.

After all, it's the terrain topology that gave us our real world cities & traffic network shape... 

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1 hour ago, xonedl said:

Mod to............ Highlight topology of same level.

I second this. I think it would work if the mod would make the topology lines finer AND displays the elevation above sea level when you place a network.

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Half tile 2-lane road, for rural, sparse traffic location. No decor no sidewalk no light no emergency lane no drainage no "ruin"...
The smallest tarmac road available currently still doesn't feels right to be used for many situations, making the map overall feels very small & ratio of roads sticking out like sore thumb. With the [Move It!] tool, the extra side gap is non-issue.

The current alternative I can think of is using a [Invisible Road] mod, then put [narrow pedestrian / cycling path] on top of it.
Before vs After; there are some clipping issue had to solve with decals.

If this already exist lemme know... thx.

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Was wondering if it would be possible to create a mod that restricted buildings in districts based on floor height. The vanilla hi-rise ban policy doesn't cut the mustard. If this has been discussed already, then my apologies.

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2 hours ago, zimmie said:

Was wondering if it would be possible to create a mod that restricted buildings in districts based on floor height. The vanilla hi-rise ban policy doesn't cut the mustard. If this has been discussed already, then my apologies.

You can do it yourself with BuildingThemes

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From searching the workshop it doesn't appear to exist already, and I'm not sure how feasible it would be, but has anybody tried to do a route preview/measuring tool?

Essentially, it would be nice to be able to select two buildings or network segments and see the route the AI would take between them even when no existing agents are using it.

Such a mod could also serve to validate paths (check tunnels for broken rail connections, etc.), so it would have uses beyond just simple planning. 

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My idea: change the RICO mod slightly by adding in the option to change the "incomingResource" attribute for commercial buildings. Right now this is "=goods" by default and you can change it using Mod Tools for growable buildings to any of the raw resources (doesn't seem to work for processed goods right now). But RICO overwrites this make to being goods. This will allow people to make commercial buildings that only accept certain types of goods and I think will help increase immersion (e.g. gas stations only accepting oil) while not having an impact on performance.

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I appreciate the hard work all of you modders are doing for the game since launch, but i wonder why, in 4 years, nobody has thought about a mod that overhaul the management\economic system yet since it's been stated that it is the weakest point of the game.

Stuff like commute time, crime, health, happiness, etc should have more depth and challenge. 

Don't wanna be harsh, just a genuine question.

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Maybe you just haven't found them!

There was a "Rush Hour" mod which made a lot of changes to the simulation (Cims going to work/school at specific times of day, mass events, slower day/night cycle). Sadly it is broken, but I heard that the "Real Time" mod does the same thing: https://steamcommunity.com/sharedfiles/filedetails/?id=1420955187

From the mod description:

Quote

Are you wondering why your Cims never sleep and keep working and studying all night long? Do you also think that the "days" flying by in the time bar are not so real? A fully-crowded bouncy castle park in the middle of the night is not that nice, right?

Well, then this mod is for you!

 

TMPE has a "no despawn" option which makes rush hour and commutes much more challenging because cars will not despawn when there is a congestion

Heavy Outside Traffic sounds like an interesting challenge: https://steamcommunity.com/sharedfiles/filedetails/?id=1596838226

Realistic walking speed: https://steamcommunity.com/sharedfiles/filedetails/?id=1412844620

There are only 1099 mods, so maybe take a look at the first few pages on the workshop. You will find something for sure ;)

 

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1 hour ago, boformer said:

Maybe you just haven't found them!

There was a "Rush Hour" mod which made a lot of changes to the simulation (Cims going to work/school at specific times of day, mass events, slower day/night cycle). Sadly it is broken, but I heard that the "Real Time" mod does the same thing: https://steamcommunity.com/sharedfiles/filedetails/?id=1420955187

From the mod description:

 

TMPE has a "no despawn" option which makes rush hour and commutes much more challenging because cars will not despawn when there is a congestion

Heavy Outside Traffic sounds like an interesting challenge: https://steamcommunity.com/sharedfiles/filedetails/?id=1596838226

Realistic walking speed: https://steamcommunity.com/sharedfiles/filedetails/?id=1412844620

There are only 1099 mods, so maybe take a look at the first few pages on the workshop. You will find something for sure ;)

 


Thank you, but those are all "traffic" oriented. No despawn and Real time increase the traffic challenge, but there is nothign that affects stuff like happiness, commute times for transports and services realted things like crime or health. 

Only a mod called proper hardness tried to do something other than traffic, but it was abandoned years ago.

I mean, if i can reduce car traffic by 80% by only builiding random bus stops where 3000 citizens get stuck in endless waiting, rush hours or no despawn wouldn't change anything.

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I would like to request a mod that is a network tool to draw out roads for city planning.. but isn't a road and doesn't cost anything. 

Like you can draw out where a road would go and it would place down.... something like dirt or whatever......... but cars can't drive on it, and it doesn't cost money to do it.

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