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Cities: Skylines - Community Modding Requests

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Has anyone looked into making it so that pollution doesn't cause trees to die? It's a weird aesthetic choice by CO considering that trees definitely do not die in the presence of factories and it causes all my industrial areas too look awful.

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Still no answer to my post just above ...

 

I don't understand what you want exactly. Isn't that how it works already?

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Still no answer to my post just above ...

 

I don't understand what you want exactly. Isn't that how it works already?

No, unfortunately. Specialized also produced processed goods and they go to commerces like generic industries. For example, forest should only produce lumber (not goods made of) and they should be shipped to generic industries location instead of being exported most part of the time. Same thing for other specializations (cereals and cattles, minerals and oil). THis way, it would be possible to extract, produce and sell goods without import and/or export. It is important since a limit seems to exist on import and export.

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The specialized industries has 2 "categories" - levels :) - in-game, the other(s) also processes a tad. Probably the dev's wanted to make the game easier as not that many player 1) build industry, 2) build all the industries.

I don't mind specialized industry doing some processing too, that's realistic, and all of the stuff doesn't need to be sent to a bunch of different locations before ending in commercial. The highways couldn't take it. I guess the dev's though that people would lack with the use of freight rail and cargo harbors.

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I tried it and it works ok when you cut links with outside world. But cutting links with 55k inhabitants is not a good idea ... ;)

I'd like to know if some modder can modify the actual mechanism to what i need ? Only extracting raw material by disabling other processing industries or transform any product in natural resources and prioritizing local use (industrial generic) before exporting them. Iam sure a good modder can do that ... ;)

Thank you

 

 

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I tried it and it works ok when you cut links with outside world. But cutting links with 55k inhabitants is not a good idea ... ;)

I'd like to know if some modder can modify the actual mechanism to what i need ? Only extracting raw material by disabling other processing industries or transform any product in natural resources and prioritizing local use (industrial generic) before exporting them. Iam sure a good modder can do that ... ;)

Thank you

 

 

You could use the Building Themes mod to disable all "Processing" buildings. Maybe that works?

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I tried it and it works ok when you cut links with outside world. But cutting links with 55k inhabitants is not a good idea ... ;)

I'd like to know if some modder can modify the actual mechanism to what i need ? Only extracting raw material by disabling other processing industries or transform any product in natural resources and prioritizing local use (industrial generic) before exporting them. Iam sure a good modder can do that ... ;)

Thank you

 

 

You could use the Building Themes mod to disable all "Processing" buildings. Maybe that works?

Yes this works in the Themes manager.

 

The game designates a specialized industry plot as "Extraction" or "Processing" when it creates a building, much like with corner status,  This is good, because it means if your ore extractor burns down, it will only be replaced with another ore extractor.  So if you place extraction buildings with the themes manager and eyedropper, they won't change to processing.

The game also seems to determine processing or extraction based on in-game demand when buildings are created.  If you build lots of Generic industry, and THEN zone the specialized industry, most of the initial plots will be extraction (if sufficient resources are present).  Only when all the primary products are used up will the game create processing facilities.  This means that if the game is giving you processing industry, it thinks (a) the plot is not resource rich enough for extraction, or (b) you are over-producing this primary resource for export, and would make more money by processing it for delivery.

 

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There is an option in "more options" mod https://steamcommunity.com//workshop/filedetails/?id=408648436 to disable smoke (from chimneys).

 

Is there a separate mod that would do that?

 

Similar to disable clouds -mod? http://steamcommunity.com//workshop/filedetails/?id=415732693 

 

Could anyone whip this up? Thanks in advance :)

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The terraform tools ( https://steamcommunity.com//workshop/filedetails/?id=411095553 ) haven't been updated in a long time.

I really miss the brush options palette from map editor to be used in game with terraform tools. (like this mod also uses the map editor brush options: https://steamcommunity.com/workshop/filedetails/?id=502750307

Anyone out there interested to update the in game terraform tools -mod with all the options from map editor?

Thanks in advance :)

https://github.com/martinrlilja/Cities-Skylines-Terraforming

https://i.imgur.com/ugbAfxJ.jpg

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The terraform tools ( https://steamcommunity.com//workshop/filedetails/?id=411095553 ) haven't been updated in a long time.

I really miss the brush options palette from map editor to be used in game with terraform tools. (like this mod also uses the map editor brush options: https://steamcommunity.com/workshop/filedetails/?id=502750307

Anyone out there interested to update the in game terraform tools -mod with all the options from map editor?

Thanks in advance :)

https://github.com/martinrlilja/Cities-Skylines-Terraforming

https://i.imgur.com/ugbAfxJ.jpg

Contact BloodyPenguin on reddit. He knows how to do that.

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The only thing that is missing for me is more Art deco bats. Like realy more, hate to have my CBD full of modern building.

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Few requests:

Mod request: Toggle button for zoning tool/view for districts showing up and would allow zoning while districts visible.

Mod request: A mod that would force create those zones/cubes/squares on roadsides despite any or almost all ground structures. I hate it when the tool leaves some places empty without zoning possibility. Obviously a solution that could work is to ease the requirements on ground structures and slopes with the road-zoning tool. This would be with a toggle button.

 

Mod request: A mod that allows the trees from all biomes to be used. with options that what biome trees available in the menu. Me personally I would like to have temperate trees on boreal map :) along boreal trees of course.

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Mod Request: quick way to add a separate Pedestrian Only Cycle to traffic lights, so the buggers will stop disrupting my left turns.  And by quick, I mean a single toggleable button, like the yes-no for crosswalks, or street lights, or the Priorities in Traffic Manager.

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Mod Request: quick way to add a separate Pedestrian Only Cycle to traffic lights, so the buggers will stop disrupting my left turns.  And by quick, I mean a single toggleable button, like the yes-no for crosswalks, or street lights, or the Priorities in Traffic Manager.

Isn't that already possible with the timed traffic lights?

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Mod Request: quick way to add a separate Pedestrian Only Cycle to traffic lights, so the buggers will stop disrupting my left turns.  And by quick, I mean a single toggleable button, like the yes-no for crosswalks, or street lights, or the Priorities in Traffic Manager.

Isn't that already possible with the timed traffic lights?

 

Yes, but it's a pain to set it for every major stop light - setting up a ped-only cycle is like three times as many clicks as a simple timed traffic cycle,  This gets really long, especially when it's such a common modification, and addresses a core gameplay issue.

If Traffic Manager let you save preset intersection configurations, that would be fine, but it doesn't.

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Is it possible to create a mod that shows you the dependancies required for each building? And if you have that dependancy?

It can sounds something unnecesary, but when you are managing a lot of assets, is really useful to see what props you really do not need and what others you have to maintain.

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Someone build a mod for toggeling light plopped while building roads.. i really dont need tons of light on a highway.. thats unreal. :D

think thats a easy task for some off you isnit?

 

waves

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Sun controller - similar to Time Warp but without day/nigh cycle tampering. The sun is wayyy too bright/yellow what it used to be in 1.1.1c.

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Sun controller - similar to Time Warp but without day/nigh cycle tampering. The sun is wayyy too bright/yellow what it used to be in 1.1.1c.

I think sun intensity is supposed to be a part of Time Warp, but currently broken?
Related: Max/min sun angle, maybe as a function of lat/long would be lovely, possibly even enabling midnight sun?

My main wish is for alternate rail track texture(s) for keeping track of cargo/passenger as well as local/regional.

....aand a working multi-track station enabler - If Sims Firehouse doesn't update his, maybe the elevated station mod authors could find a way include it there? Seems like a logical combination.

I guess the T++ multitrack enabler may work with AD, but as I don't really need any of the other functionality in that mod I'm a bit hesitant to install more mods that make themselves required by savegame than absolutely necessary.

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Perhaps a good mod idea in the 1.2 update/After Dark vein would be to disable streetlights on highways - or at least make it a modular option.  They look pretty for sure, put it's not often you see them on rural stretches.  Perhaps the lighting could also be added as a high mast option as well?


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....aand a working multi-track station enabler - If Sims Firehouse doesn't update his, maybe the elevated station mod authors could find a way include it there? Seems like a logical combination.

I guess the T++ multitrack enabler may work with AD, but as I don't really need any of the other functionality in that mod I'm a bit hesitant to install more mods that make themselves required by savegame than absolutely necessary.

Actually, scratch that bit.

After a bit of testing the issue seems like it could be related to the stations I used.. I can use all 4 tracks of Holstebro station (no roof), but with a couple of the covered stations I had issues selecting the extra tracks.

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Perhaps a good mod idea in the 1.2 update/After Dark vein would be to disable streetlights on highways - or at least make it a modular option.  They look pretty for sure, put it's not often you see them on rural stretches.  Perhaps the lighting could also be added as a high mast option as well?

Yep i hope someone creates this aswell!

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Can someone take over (alt: also supply the features of)  the Skylines Overwatch mods - especially the service AIs that were district-based?  Author has not been seen for months.

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I wish for the following mods:

#1 Modified Intersection Angles for roads and railroads. Currently intersections, onramps and offramps are limited to the angels they can merge in and out of roads or railroads. This makes realistic highway exit ramps and onramps difficult when merging from the main carriage

#2 American Style Traffic Lights. Installing the post and signal on the OPPOSITE side of the intersection with American Style posts and signals. 

#3 Highway Sign generator. The ability to build highway signs IN-GAME.


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I would like to request a mod. I believe it is possible to make but I'm not sure, and I certainly can't code myself. Here goes.

Request: An agricultural child labor mod.

Reason: Twofold; one, because as your city progresses, you just can't keep enough uneducated workers around. Even with the new School's Out policy, and low value housing, your cims are determined to make your Farm districts a ghost town. The Young age group is, at best, only elementary school educated, and could really help. 

Two, in the US, pretty much all states have laws that allow children, usually ages 12-16 (depending on the state) to work part-time during the school year. This isn't working on the family farm, but for pay as an actual job. They can even work younger than 12 in some states. Link to US state laws list at a quick glance I'm pretty sure that there are provisions in most European countries as well. 

How it could be made in theory: I've looked at some of the variables that can be modified for mods. I've noticed that the age groups have a work availability modifier, and children/young cims are set to 0, but the others all have values. I also believe there is a modifier for the individual industry specializations for age groups or something. I think.

Now, I'm not saying that the entire population of kids should be eligible, just a percentage. I think this may be possible to some degree because I looked in the code of a mod called Dropouts, and it modifies the cims that are enrolled in education, and fails a certain percentage of them at various stages of the educational ladder, and prevents them from trying to get education anymore and start seeking jobs.

Thanks for reading this, no matter the outcome. :)

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Is it possible to create a road mod that allows upgrading roads by changing their height only? Like I have a 0M road and I want to lift it to 12M without redrawing it?

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Is there a mod that changes the way cars spawn so that certain building levels produce certain cars?  For example, the sports car for level 4 and up. Tired of seeing them used by level 1 cims

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Perhaps a good mod idea in the 1.2 update/After Dark vein would be to disable streetlights on highways - or at least make it a modular option.  They look pretty for sure, put it's not often you see them on rural stretches.  Perhaps the lighting could also be added as a high mast option as well?

Yep i hope someone creates this aswell!

For rural areas, I use a Network Extension combo of the "National Highway" 2 lane highway and dirt roads.  The highway has no streetlights and no zoning along it, while the dirt roads allow zoning.

Is it possible to create a road mod that allows upgrading roads by changing their height only? Like I have a 0M road and I want to lift it to 12M without redrawing it?

I doubt this would be as useful as you think.  I'm assuming you want to raise roads that are already zoned, built-up, and extensively connected to your road network - otherwise, rebuilding the road is pretty simple.  It would have to be segment based, and would be useless if it didn't aftect intersections or connections at the end of the segment.  If it raised the endpoints of a target segment, it would have to check each connecting segment to see if the raised intersection would generate a "slope too steep" relative to the other end of the connected segment.   Note that the existing road building tool simply doesn't let you do this, so you're not asking for expansion of an existing feature but a totally new method of intersection construction.

In some situations, a road segment is just really hard to get alligned perfectly (like for seawalls), especially if it's not connected to much, so there's nothing to grid-snap a replacement to.  Or perhaps the road has a nice curved or angle that's hard to recreate.  In those cases, yeah, it would be useful.

Alternative idea: a zonable road type with no slope limitations, like ped paths, which can be build in 2 cell bits and placed adjacent to existing roads, to function like an "anchor" for the raised replacement road?

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