Cities: Skylines

Cities: Skylines

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Quad's Lab Set
   
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File Size
Posted
Updated
9.810 MB
20 Aug, 2016 @ 12:59pm
20 Sep, 2016 @ 5:15am
2 Change Notes ( view )

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Quad's Lab Set

In 2 collections by Quad Rioters
Quad
234 items
Cities Skylines: Assets - Quad Futuristic
95 items
Description
E=MC... uh, let me get my notepad.

Attribute
- Assets: 3 = Reel, Reaver, Redacted
- Industrial: Generic, Level 3 (highest)
- 2x2, 2x3, 2x4 / 3x3, 3x4 / 4x4
- Tri: 671 / 1648 / 783
- LOD Tri: 36 / 64 / 92

Update
- v2: Removed misplaced parking lots on Reaver (Cars may still be there. Once they move out, they will no longer park there).

Tips
- Use Quad Architecture and Ploppable RICO mod to plop the assets.

Conceptual Notes
- All of these assets use Meteorological Tower's textures under my 3D module experiment.
- The entire pack is inspired by the Simcity 4 industrial infrastructure, which includes Anchor, Machinery and Outbuilding.
- Reaver is inspired by Larva Breeding, Simcity 4. The asset name is from the giant worm with 10 destructive scarabs.

Don't forget to Like, Favorite and/or Comment. Thank you and enjoy.

[www.patreon.com]
[windrealm.net]
20 Comments
leach22ri 18 Sep, 2019 @ 9:19am 
industries?
Kalisti 29 Apr, 2018 @ 1:31am 
I have added these to a style but within that stytle it says they are missing - any ideas?
trar 9 Feb, 2018 @ 5:16pm 
These are great buildings! One thing I noticed though is that the night lighting is quite bright compared to the rest of the vanilla industrial buildings, which makes them stand out like a sore thumb kinda. It's not a huge issue, but if you were to tone the lighting down I think it would look a bit better at night.
gidro 18 Sep, 2017 @ 5:14am 
hello,

For some reasons the Reel and Redacted show up as missing in the style i created, but the 3rd one is there, i don't know how to explain that, do you have an idea ? I don't have rico, so i use all of your assets as growable and it works fine so far, i love how my industrial zone looks. Same missing issue with the hydroponics, and if i remember correctly, it happenned with a pack of your low residential too.

They are in my asset list since i'm able to place them in a style, but still missing in some way. I tried to unsuscribe and suscribe again, no succes so far.
Drgnfyre 23 Mar, 2017 @ 4:17am 
Thanks for the reply. You are correct that it was the ploppable RICO mod causing the issue.
Keep up the good work on the assets. They look awesome!
Quad Rioters  [author] 19 Mar, 2017 @ 3:56am 
@Drgnfyre - (If you have the Plopabble RICO) That tends to happen with the mod despite that you had the assets grew manually since it re-scripts the original assets as well. Also, the Ploppable RICO was meant to be used by non-growable types like Parks or Uniques. I have no fixes for this otherwise.

For the Redacted, I don't see any problems with it (with or without Ploppable RICO) but I will inspect the matter.

As mentioned, with Ploppable RICO mod turned on, all my growable assets will act like ploppable buildings. Therefore, when you bulldoze you get the confirmation box.

Thank you.
Drgnfyre 19 Mar, 2017 @ 3:15am 
For some reason these show up in my game as items I have to bulldoze if I de-zone the area. I am just letting them grow at random, and not using rico manager to manually plop them. I've only seen it with reel/reaver so far but i think it just never built the next level (redacted).
Something on my end or something marked incorrectly in the asset?
(When I bulldoze the item it pops up the confirm dialog box)

Thanks for all your hard work.
Aloonatic 6 Nov, 2016 @ 6:18am 
For some reason the theme manager thinks that Reel and Redacted buuldings/assets are missing?
oldeguy 20 Sep, 2016 @ 9:13am 
You're work is worth every penny!
Quad Rioters  [author] 20 Sep, 2016 @ 5:19am 
@oldeguy - :engineercat: Much appreciated.

@Zeem - Updated, the cars may still be there. But once they move out, they will no longer park there. Thank you.