Cities: Skylines

Cities: Skylines

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BOB, the Tree and Prop Replacer 1.0.1
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2.426 MB
14.8.2020 klo 21.53
7.8.2023 klo 20.36
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BOB, the Tree and Prop Replacer 1.0.1

Kuvaus


Beautify Our Builds (BOB).

OR
Universal Beauty Manager Tool To Change Ugly Props And Trees Or Bury Them (UBMTTCUPATOBT).

More details on usage you'll find in the basic BOB guide[docs.google.com].

New in 0.9.4
  • New feature: ability to add new props to network models (requires individual replacement mode and lane selection)
New in 0.9.3
  • New feature: ability to add new props to building models
New in 0.9.2
  • New feature: option to disable vanilla tree tool network tree replacement (no more snapping to networks)

A tool to manage trees and props, including:
  • Replacement with other trees/props;
  • Hiding (removing);
  • Changing their position;
  • Changing their rotation (angle); and/or
  • Changing their chance of appearing (probability).
Also enables:
  • Creation of custom random trees or props
  • Replacement of all map (standalone) trees or props of a given type
  • Removal of tree/prop ruining effects on terrain
  • Resizing of wires (power lines and railway catenaries) to more realistic sizes

Cosmetic effects only; nothing game-breaking. Does not afffect game saves (other than recording information about any map tree replacements, which doesn't affect any savegame functionaility) and is safe to enable/remove at any time (noting that map tree or prop changes are persistent - see below).

Map tree and prop replacement!
Map trees and props, unlke props and trees in buildings and networks, are stand-alone items. This means that they don't have a probability (they're always there), nor are they given a rotation (for randomly rotating trees, I personally use and recommend Quistar's Tree Anarchy.

The replacement method for map trees and props used by BOB actually replaces the trees and props on the map itself (similar to the method used by the old Prop It Up mod). This means that map (standalone) tree and prop replacements will persist in the savefile even if the mod is removed. BOB keeps a record in each savefile of which map tree and prop replacements have been applied, so it's easy to revert back to the original at any time (as long as BOB is still active).

NOTE: if you replace two different map tree or prop types with the same replacement, then BOB can't track which tree or prop instances were of which original type - they all become the 'same' tree or prop type from that point onwards.

Other mods



Obviously, using more than one tree/prop replacement/hiding tool at a time can lead to unusual results if they are both trying to do different things to the same tree or prop. However, other than conflicts over specific trees/props, there's no 'inherent' conflict between this and any other tree/prop mod.

Network Skins
BOB won't 'see' any prop or tree changes applied by Network Skins (and will just report the original tree/prop), and any Network Skin applied will always override BOB's replacement (so both mods working together will produce the outcomes intended; BOB for general overrides, and Network Skins for individual segments).

As always, please let me know if anything isn't working properly for you.

Enhanced Mouse Light
While a good idea, unfortunately Enhanced Mouse Light has been poorly implemented, and breaks several UI game UI features (most notably text scaling). This breakage affects multiple mods, but in particular breaks the BOB info panel, resulting in a game hang when clicking on an item with the BOB tool. I've created a working replacement mod, Enlighten Your Mouse.

How to use
Press 'Alt-B' (or click on the UUI button) and click on a building, network, or free-standing tree; the BOB panel will show. For buildings and networks, there's a toggle at the top-left of the panel to switch between props and trees.

Replacement buttons
  • Replace an individual prop (buildings only) for all instances of this building
  • Replace all props/trees of that type in all instances of this building/network
  • Replaces all props/trees of that type in all buildings/networks

Replacement options
  • Probability is % chance that the prop will be visible in that building/network segment (randomised for each individual building instance or network segement); set probability to 0 to hide a prop/tree.
  • Angle enables a rotation (around the vertical axis, in degrees) relative to the original tree/prop's rotation.
  • Offsets enable a postion offset (in meters) in 3D space for the prop/tree replacement, relative to the original's position:
    • X is across the front of the building or across the width of the network; for networks (only), the X offset is mirrored for each side of the road.
    • Y is up/down.
    • Z is along the depth of the building or along the length of the network.

Set probability to 0 to hide props or trees (including parking spaces)

Ideas on UI and functionality actively sought!



[discord.gg]



Meta
Can be safely removed at any time (any applied building or network replacments will just revert back to the original; replaced trees or props on the map will retain their new status).

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



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]
Suositut keskustelut Näytä kaikki (9)
39
27.1.2023 klo 7.51
Feature idea: Handling missing props
Gimpanzee
17
6.4.2023 klo 16.58
Prop replacement on roads reverting after loading game
Deselminator
17
16.1.2023 klo 20.53
Some Problems and Suggestions
M.S.Referee
1 490 kommenttia
algernon  [tekijä] 28.9. klo 21.56 
@SimplyFenske So changing a tree to a prop? Configurations are immediately saved whenever you make a change, so you're always working on the live version.
SimplyFenske 28.9. klo 17.06 
So one thing I'm realizing is that I feel as though things like changing a "bush" to a "long riding fence" doesn't save in a configuration as reliably as when I add props and trees to an asset. Also is there a way to manually save progress made to an existing configuration or do we just have one loaded up, work on it, and leave it alone?
SimplyFenske 28.9. klo 15.43 
@algernon sorry for the delay. one of the assets is https://steamproxy.net/sharedfiles/filedetails/?id=2211886173
algernon  [tekijä] 22.9. klo 12.32 
@SimplyFenske That sounds as though something is up with those assets. Can you link one or two?
SimplyFenske 21.9. klo 20.12 
So I actually figured out what the issue was. Some buildings when you place down a prop and/or tree don't necessarily start counting from one. They may not even start counting from the number of already existing props/trees on the building. What some do is start counting from like 56 which means you can only place like 7 props or trees until it hits capacity. For the work around I'll often change existing items to the ones I want. It also took me a hot minute and loading all my configuration to understand how to set up, save and not overwrite configuration info for each map, But I got it, I also used some empty configuration saves with titles of basic instructions to remind me what to press and what not to press.
algernon  [tekijä] 21.9. klo 12.32 
@SimplyFenske Do you have your log file from when that happened?
SimplyFenske 20.9. klo 19.04 
So I'm having difficulty wherein I will use BOB to fix up a residential property to add and change props and trees. At some point, for a handful of buildings it will just stop working and not let me add anymore to the building I'm working on (even when it's way less then 64 props and/or trees) and will only let me change or delete existing items. Even after deleting an item it will not let me add a new item in it's place. I'm fixing up a neighborhood of houses and while on a particular house it stop working, I click the next house and it works fine, then for the next one it may work well for awhile before randomly not allowing further additions. any thoughts?
PKtheEclipseGeek 17.9. klo 19.08 
Do you think in the future there will be an update for that?
algernon  [tekijä] 3.9. klo 16.29 
@PKtheEclipseGeek Unfortunately, that's not currently possible. If you really need something different, the least-painful way (which is still painful) to do it is to create a custom asset for those individual segments.
PKtheEclipseGeek 3.9. klo 7.24 
Is there a way for me to just change only one prop in a network without changing all the others in the same networks? For example: I want to change a traffic light at one intersection but not the similar traffic lights at other intersections. How can I do that?