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Showing results for tags 'train station'.
Found 46 results
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Version 1.0.0
241 Downloads
Scenic Railway 4x9 connects to ground rail network, attach rail-line at both ends. transit capacity: 2400, maintenance cost: 120, power consumed: 90, water consumed: 40, landmark effect: 15 over 10, park effect: 20 over 15, occupant groups: rail, tourist, school, automata: taxi, EQ boost: 20, pollution: minimal. Props: Maxis (no dependencies) building props vol 1, 2 day of peace (Canada, US, UK flags)- 2 Reviews
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hi there, i was digging again into an old relot of mine of the budapest keleti train station @debussyman published two years ago (btw you can get it here : ) that was intended for personal use but i got reminded of an issue regarding texture : ...pic speaks for itself i think, as you can see some of the default maxis textures just won't convert to rrw. i think i was aware of that before but just found ways to avoid them, but i can't avoid them now or i'll have to throw away the whole lot. i'm not too much aware of what's in every texture packs anymore so i can't guess myself where viable replacement would lie. i just guess that the textures needed here must exist since draggable RRW does cover such maxis textures ? idk, let me know, i'm clueless rn. maybe @Tyberius06 would know about that ??
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Texture Issue. Lower Part Elevated Train Stn [Resovled]
ModderMania posted a topic in Cities: Skylines Modding - Open Discussion
Resolved: Initially had this asset looking & working fantastic but I forgot that I removed additional faces & vertices (mesh optimization) that i should not had done for the main mesh -- that is when this issue with textures occurred! Further explanation: I wanted to optimize the mesh more and decide to remove the lowest end of the "footings" (faces & vertices) from all 26 main posts of the structure -- this part of the main structure cannot be seen in-game due to being underground but that is what triggered the issue. Lesson learned: the LOD mesh may get away with that type of optimization but not the main mesh. All in all I am still well within the Tris, Verts & Grimlins limits, well within 1000 for the main mesh and much less for the LOD mesh! That is because I do all the salad dressing in the Asset Editor, (lights, signs, benches, foliage and whatever)! So yeah! Could not be happier and hope this will help others avoid the same mistake I made. . Above comment edited (added) about 1 week after initial post. -------------------------------------------------------------------------- Initial Post: Regarding Elevated Train Station: * The texture will not display correctly from ground level up to base of actual platform, but the textures on the actual platform is perfect. * I base all my Train Stations on the Vanilla 2-Way Station Template. Elegant, simple, compact design, option to snap back to back in-game for a compact 4-Platform Station. Never had any issue with these ground stations until now with creating a compact elevated station. * Could someone suggest a good Vanilla Elevated 2-Way (double track) 2 Platform Train Station Template? GobblieGook Solution: If I remove the base building (under the actual platform) the error goes away and the elevated train station functions puurrfectly -- but gobbliegookazoid Zatman! it looks weird seeing an elevated station floating in midair miraculously defying gravity lol. I suppose I could name this station, the AntiGrav Train Station, beam me up Scotty. Another solution, in the asset editor I can use stairs and pillars to at least make the asset appear somewhat acceptable. Seriously, I prefer to find the better solution regarding the textures not displaying correctly on the base building, between ground level up to the base of the actual platform. The actual platform textures are fantastic, its the building textures underneath that is the issue. The Elevated Train Station is standard height for elevated track @ 39ft. If I use the vanilla ground station template and use the eleva 2-way "station track" with move it up 39ft I sometimes get height too high error in-game. Therefore I use an existing elevated station as a template, add my own FBX file that I created using Blender and Move it tool to horizontally (not vertically) position the track into place. This works perfectly except the cims pathways do not align with my design -- can I move the invisible paths without issues? All my other models have no texture issues, but this is the first time I ventured into creating an Elevated Train Station and whoa I get texture issues. I take great care in getting it right in Blender and UV Mapping, nothing appears incorrect in that regard. Yeah! This issue has me stumped like a stun mullet at a cims fish market. Surely there must be a solution I could try that I have not yet thought about? Issue explained above should be self explanatory thus no need to upload picture, all my assets for CS are for personal use only. -
Hello everyone, I have a Problem with a Lot from Simmer2... the Central Train Station. I checked the Dependence more than two Times, all are there. How can it be? It´s so frustrating :-/ *Edit* Like you can see, every thing is there:
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LATIANO Latiano is an agricultural town in the state of Republic of Florince. The city is located near the capital of San Foca so it has a very large road system In the city there are many solar power plants among the farms A highway junction between farms The city has a small industrial center next to a forest. Of course it is divided by a high-speed railway bridge he historic center of the city with its cathedral The city's train station. A normal railway As the high-speed railway goes out of the city The city is crossed by a high-voltage power line other farms with a motorway lane and a high voltage power line The beautiful houses of the city With the night coming the city empties as people go into their homes The Cathedral at Night The train station at night even the industrial and empty area while there are only neon signs of open bars Only the lights of the buildings in the industrial area work at night. There is no noise COMMENT REPLIES: PULSANO @kschmid: Thank you for the complement.
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Cims across the end of station track
muska posted a topic in Cities: Skylines Modding - Open Discussion
Hello. I'm making a train station asset but there are some problems. 1. Almost of cims across the rail by pink path(in asset editor), but some of them don't use the path but they across the end of station track. 2. I would like to make platform asset which needs no roadside connection. Not circular but needs road snap when it be placed like konfox's platform. His platform needs road connection when it be placed but it don't makes 'Roadside required' icon after bulldoze the road. Is there anybody know to solve these problems? Thank you in advance.-
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Version 2.0.0
1,763 Downloads
SM2 Danforth Train Station A simple 1x6 Victorian era station modeled after one such I saw many years ago while traveling in Europe. Plop directly on the tracks or run a DTR line through it. I also decided not to allow freight trains to go through it therefore plan accordingly. This station also acts as a bus station thus there is no need to plop a bus station near it. Fully compatible with Maxis vanilla rail. Plop cost 7500 Bulldoze cost 500 Power req 10 Water req 5 Capacity 56000 You will find it under the rail menu. Dependencies SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3645 SM2 Mega Prop Pack Vol5 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=4046 MAC compatible Simmer2- 2 Reviews
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Asset Editor - How do Cargo Train Stations work in the Asset Editor?
PeaShooter_OMO posted a topic in Cities: Skylines Modding - Open Discussion
Good day I am glad to be a newbie here. This community has always been a helpful source for my gameplay, so thanks to all. Now I would like to start playing with the Asset Editor... I downloaded "Cargo Train Terminal Template (for assets creators)" by BloodyPenguin (Oh by the way; Nice job on your other stuff, BP!) to see how its done and I would be greatful if you guys would be able to help me with some questions on it: This is what it looks like in Asset Editor: What is it that makes trucks enter at a specific place on the asset? What does an Asset creator have to do on an asset to tell trucks "Enter here" and "Exit there"? I assume the markers are only to tell the trucks where to de-spawn and re-spawn or are they actually indicating entry points on the boundary of the asset? What are those purple lines for? Can they be changed if I require it and how do you change them? Are they in any way created by that train track? How does the asset know that cargo from truck must actually go to or from trains? Do the markers have to be setup in a way that tells the game "OK, take the cargo from the truck at this point and put it on that train there"? Or is there something else that can be coded/programmed by an Asset Creator to achieve it. I have a feeling that some AI is involved here. If so how do I change the actual way that that the AI for this asset works? Can I change AI code in some way or are there preset AI that I can only choose from. On both accounts; How do I do that? What is the big white arrow for? Is it only the side that this asset will have to be next to the road or is there another meaning for it and is it modifiable? This one is a more generic question; I have searched for tutorials or documentation on these types of questions but have been unlucky to not find any. Do you know about such that I can read up on that will tell me the specifics of such questions and give a very detail account of how things are done? As always; thanks for the help. Much appreciated- 1 Reply
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- cities skylines
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Version 3.0.0
1,308 Downloads
SM2 Victoria Park Station A simple edge of town DTR passenger rail station. Open concept type with 2 crosswalks for passenger access. This station sports a custom made rail path made by someone else years ago, in order for the trains to curve around the bends. I assigned new IIDs and adapted it to my lot. Thank you. It also acts as a bus station and allows cars to drop off passengers as well. Custom textures included. Drop on existing DTR network or plop and run a DTR line through it. Being strictly a passenger station I'm not allowing freight trains to cross it, plan accordingly. Lot size 11X1 Plop cost 7500 Bulldoze cost 1000 Power req 15 Water req 5 Capacity 47500 Dependencies SM2 Mega Prop Pack Vol4 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3885 Simmer2 PS Custom made textures included. *** EDIT v3: you must bulldoze and replop the station after the update, to make the custom paths and the station working.- 4 Reviews
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Version 1.0.0
1,514 Downloads
SM2 Markham Train Station Loosely based on a real station in Italy, I present a dual DTR station with a high passenger capacity. Look under the heavy rail menu. This station will not allow freight trains through, plan accordingly. Stats Lot size 9x5 Plop cost 35000 Bulldoze cost 1500 Power req 25 Water req 15 Passenger capacity 90000 Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3645 SM2 Mega Prop Pack Vol3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3787 SM2 Mega Prop Pack Vol4 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3885 BSC - VIP girafe carpack vol. 1 & 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2821 VIP Delecto Ploppable people https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3448 SP SuperSHK MEGA Textures https://community.simtropolis.com/files/file/31006-supershk-mega-parking-textures/ Cheers Simmer2- 1 Review
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Version 1.0.0
842 Downloads
SM2 Limington Train Station A fictional rural train station for all your farming maps (It can be used everywhere though) This is a proximity station, you only need to plop it next to either a DTR or STR network. It will also work with your vanilla Maxis rail. Because it is a proximity station it is not bound by either freight nor passenger train limitations. Both will happily pass by the station but only the passenger trains will be counted against the station capacity. Lot size 3X1 Plop cost 1500 Bulldoze cost 200 Power req 4 Water req 2 Station capacity 27500 Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3787 SM2 Mega Prop Pack Vol4 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3885 Simmer2- 3 Reviews
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Version 2.0
1,269 Downloads
SM2 Grand Central Union Station A turn of the century train station large enough to accommodate a big tile. Lot size 14X5 Plop cost 60000 Bulldoze cost 10000 Power req 16 Water req 60 Passenger capacity 125000 Provides 42 jobs Bonus! It is also compatible with Maxis vanilla rail. Credit goes to WolfZe for making the main building. Enjoy! Simmer2 Dependencies SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3645 SM2 Mega Prop Pack Vol3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3787 SHK Parking Pack 1.2 https://community.simtropolis.com/files/file/27563-shk-parking-pack/ WZ The Pullman Palace Car Works: Administration Building and Shops https://community.simtropolis.com/files/file/32574-wz-the-pullman-palace-car-works-administration-building-and-shops/ Alternate links for my packs only SM2 Mega Prop Pack Vol1 https://community.simtropolis.com/files/file/32980-sm2-mega-prop-pack-vol1/ SM2 Mega Prop Pack Vol2 https://community.simtropolis.com/files/file/32981-sm2-mega-prop-pack-vol2/ SM2 Mega Prop Pack Vol3 https://community.simtropolis.com/files/file/32982-sm2-mega-prop-pack-vol3/- 3 Comments
- 2 Reviews
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- train station
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Version 2.0.0
1,646 Downloads
SM2 Oakland Train Stations. Welcome back for more rail stations. These stations are trench style old concrete 15m sunken models and are suitable for sunken rail transportation related networks. These are Heavy Rail passenger train stations. Due to the nature of the network, no freight trains will use these stations. Each one has a capacity of 75,000 passengers. Lot size 6X3 Please follow the pictorial instructions included in this upload for best results. There are 2 models. 1 with a roof and one without (NR= No Roof) Complete station pictures included. Dependencies NONE Optional - any wall retainers you wish to use, to dress up the trench as you see fit. Have fun. Simmer2- 2 Comments
- 2 Reviews
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- train station
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Version 2.0.0
955 Downloads
SM2 Rutger Hauer Station. A simple 6X4 DTR train station. Cost to plop 4000 Capacity 47500 Besides being a train station, it also acts as a bus stop and a car park. Compatible with both RRW and Maxis vanilla rail. Credit and congratulations goes to The British Sausage for winning the name contest for this lot! Very fitting name indeed Credit for the amazing main building goes to Aarsgevogelte. Thank you! Have fun, Simmer2 PS Lots of HD props included in this zip. Dependencies. VIP Delecto Ploppable people - https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3448 BSC - VIP girafe carpack vol. 1 & 2 - https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2821 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SP SuperSHK MEGA Textures https://community.simtropolis.com/files/file/31006-supershk-mega-parking-textures/ Stationsstraat 3, Tilburg https://community.simtropolis.com/files/file/32077-stationsstraat-3-tilburg/ Alternate links for my packs only SM2 Mega Prop Pack Vol1 https://community.simtropolis.com/files/file/32980-sm2-mega-prop-pack-vol1/- 3 Comments
- 4 Reviews
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- train station
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Version 1.0
1,425 Downloads
It has come to my attention that Caribou's website went down back in 2016 and after scouring the internet there is no trace of any of his work. Since I have his work stored in a secure offline vault, I feel that in the spirit of preservation, his work should be available to the public once again. These lots and models were made by Caribou and are provided AS IS, nothing in the Zips has been changed by me. Since he never provided any pictures I took it upon myself to plop all the lots in game for the purpose of taking snapshots in order for everyone to peruse them before downloading. Anyone in the future who would like to create new lots from these models can now use these uploads as a dependency. There are 2 lots in this zip 1) Small grey rail station 1) Small blue rail station Many Thanks go to Tyberius06 for bringing this matter to my attention. Kind regards Simmer2- 2 Reviews
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Central Train Station bug fixing
scaletho posted a topic in SimCity (2013) Modding - Open Discussion
Hi, Regrettably, SimCity 2013 was abandoned long time ago. Still I enjoy the classic game's design very much, despite the problems. I'm trying to fix the "futurizing" bug of Central Train Station Mod by Oppie. He is not active in SimCity 2013 anymore, but I'm trying to find some developer ou designer who still love the game and could point me out where I can find the "futurize" parameter in SimCity_Game.package, 0SP_SimCity-Scripts_287520926.package, SimCity-Scripts_287520926.package or SimCityDLCEP1-Scripts_287520926.package. I hope to fix the bug and ask you some help. Many thanks. Scaletho-
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Spoke to use the one-way train track mode to make a train station and split the track so as it goes around the station. A double sided platform. How would I make the game recognize this as a stop? I am recreating the Chicago expressway stations
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Sloped Train Stations - Steep Track Transitions
Lookii posted a topic in Cities: Skylines Modding - Open Discussion
Hi, I want to make a sloped train station to make express trains to connect high hills or even mountains with the valley. For this I want to make a station asset with a steep elevated train station track. But when I connect this track with normal elevated tracks, at the connection piece, a flat part is created, presumably to make the code less complicated. But this kinda ruins the idea of such a station. Is there any way to fix this, maybe a mod or a script or is this just how the game works and can`t be changed? -
Version 2.0.0
2,249 Downloads
After many requests for a popular modern train station remake I decided to use Simgoober's wonderful SimTropolis train station model for the first one. More will come! This is the STR (Single Track Rail) version. Lot size 14X8 Capacity 62500 It provides some jobs, acts as a bus hub and a parking lot as well. Included are 2 extra models of a train semaphore made by me and off course, a custom made texture. Simmer2 Dependencies. BSC BAT Props - T1 Vol2.dat - https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1485 BSC MEGA Props - SG Vol 01.dat - https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746 BSC MEGA Props - CP Vol01.dat - https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 Grfe_props_pack_LE_elms.dat - https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3347 BSC Mega Props - JES Vol01.dat - https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 BSC Mega Props - JES Vol03.dat - https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=339 Pack train HD - https://www.toutsimcities.com/downloads/view/1573 Nams PROPS PACK Vol 1.dat - https://www.toutsimcities.com/downloads/view/1780 Nams PROPS PACK Vol 2.dat - https://www.toutsimcities.com/downloads/view/1882 SG_SimTropolisTrainStation.dat - SP SuperSHK MEGA Textures - Murimk_industrialprops_resource.dat - PEG_ChainLinkFence_RESOURCE.dat- Girafe_VIP_Vehicules.dat - SCF Citaro Props - taxi props.dat - Alternate link to my prop pack only SM2 Mega Prop Pack Vol1 https://community.simtropolis.com/files/file/32980-sm2-mega-prop-pack-vol1/- 3 Comments
- 5 Reviews
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- train
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It used to not be that way....
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Hello guys, Anybody got links to these things?
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- big medical center
- big water tower
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LIAOJIANG DISTRICT, BRISTOL, WASHINGTON COUNTY, CALIFORNIA, UNITED STATES ________________________________________________________________________________________________________________________ Welcome to Liaojiang, Bristol's famous version of Chinatown. Established in 1857 simply as Bristol's Chinatown District during the Gold Rush era of California, and became a high populated area of Chinese coming from the slowly failing Qing Dynasty of China, in hopes of a better life. Cities on the west coast like San Francisco, having Chinatowns, the trade city of Bristol's was constructed for those that couldn't find room in SF's Chinatown. This Ming-Qing style of architecture gate and wall set was constructed during the 1880s as a way to sign the area seperate from Bristol, as during this time the city had the room to build the once distant district, into it's own little 'city' with walls surrounding most of it. Though with the main train station constructed in the 1930s in Chinatown, it became more decorative than actaully roping it off from the city. The gates now give entrance into Sun Yat-Sen avenue, which was constructed in the 1940s during the Kuomintang Era, which will be explained more soon.. Sitting at the end of Sun Yat-sen Avenue, is the main gate into the Tang Dynasty architecture styled palace, which is called the Gate of Eternal Peace, which what the Kuomintang Nationalist Party of China had the idea of. Peace for Chinese, Americans, and the whole world. Behind the iconic gate is the now, Nationalist Museum of China, which is owned and operated by the Kuomintang Nationalist Party of China, who currently is a leading party of Taiwan and established the Republic of China in 1911, after overthrowing the Qing Dynasty of China. Though, after the Chinese Civil War, the Kuomintang was exiled to Taiwan by the Communist Party, who established their Maoist one party dictatorship in mainland China. Leaving them to ruling Taiwan, and Bristol became a major area for KMT Government officials working in the mainland to escape to. Leaving a deal with the city, county, and California governments. That the KMT could take the Chinatown district, as a safe haven to them, with 'autonomy' from city and county level. Leaving that they are exempt from city ordinances and county ordinances. Leaving the district to become revitalized under the KMT's own district council, who is connected to the present day Taiwanese government. So in the 1950s, the palace was built as a consulate to the RoC and the USA, on conditions that the land and buildings remain controlled by the district council. Though, the council and district is not allowed to have a separate judicial system, and Bristol law enforcement still has power in the district. Though, the council has security gaurds who have powers similar to police in the district. Though as said, all judicial matters must be in power of Bristol and Washington County. When the USA switched allegiances to the PRC (Mainland China) in 1972, the KMT and Liaojiang council transformed it into a museum of Chinese heritage, bringing in actual artifacts they saved from the Cultural Revolution of Mainland China, to put in the National Museum in Taipei, and the Nationalist Museum of China in Liaojiang. As well built is the Liaojiang National Hall , where during celebrations indoor celebrations are held with traditional chinese music, plays, etc. As well as often traditional chinese plays and shows are held. As well as concerts with traditional chinese music, dancing, and often food. The National Hall keeps alive the ancient chinese culture that Mainland China lost during their Cultural Revolution. Most of the original Chinatown was torn down in the 1940s-1980s during the KMT's revitalization of the district. Old 1890s-1930s city buildings were torn down in the 1970s-1980s for more modern shopping buildings that would be seen in Taipei. As a way to reflect this as a miniature Taipei instead of being your typical Chinatown with normal American buildings just with Chinese signs. The KMT, went all out to make sure the city looks as close to Taipei, and Taiwan as the KMT could get it. As seen in front of the historic Chinatown Station built in the 1930s. One of the last buildings built during the old era. It was preserved due to a small clause the KMT put in saying that this train station, out of all the buildings must remain to show remnants of the past Chinatown. Today, the station was renamed to the Liaojiang-Bristol Train Station. On Sun Yat-sen Avenue, Taipei styled shops are down the avenue, and then major towers such as the Oriental Resort, which is a prominent 5 star hotel and resort on the avenue. The Kowloon Terraces on Palace Avenue is a historic 1950s building home of the Liaojiang District Council, where district ordinances are signed. Modern skyscrapers like the Aurora Hotel, tower over the district, giving it a more unique skyline to the rest of Bristol. Behind it is the replica of the Sun Yat-sen memorial, which remains a welcome center of the museum and the entire district. It was originally a welcome center to the consulate and it's palace design and history. A overview of Liaojiang, showing it's close proximity to the city's downtown district. The Bristol district show's its unique culture and style from it's typical American city districts.
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Version 1.0
5,681 Downloads
NYC style elevated train station named after one of our great modders Boformer, This station have dependencies. Extra Train Station Tracks Fine Road Heights Pillar Changer No Pillars Mod NYC Elevated Pillar (Actually Optional) See workshop link for required files. ---------> Installation: Extract the file into a folder then copy paste crp file into assets folder. Enjoy.- 1 Comment
- 3 Reviews
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- cities skylines
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