There's nobody better at showing off these techniques than Strictoaster! Special thanks to him for creating this tutorial. Are you a plopper or a grower?
I am a grower as I would like to expand my cities as fast as possible. And ok, I have to admid it, I am too lazy to plop every single building. Thus, I am accepting "holes" between my buildings and a less realistic look. Creating a working city with over 300k inhabitants already takes 1-2 months for me, and I am already a heavy player of Cities: Skylines (over 1050+ hours), which means already spending a lot of time with the game, so I do not want to "waste" time by plopping down so many buildings. That is also the reason why I was a little disappointed by the Parklife DLC: I would like to expand my City quickly or focus on managing Public Transport instead of plopping down every single trash can or flower field. However, I still like the work of ploppers: Their cities just look amazing! Please continue creating such awesome-looking cities. And to the devs: I hope that you will sooner or later release another great DLC for the game, as these always kept me motivated and playing by adding more and more stuff to play with (I own all the larger DLCs, Snowfall, Mass Transit, Green Cities and Industries were my favourites, only Parklife was a little disappointing).
I think it's a very good step. As a company selling a product you should always be on the look out how potential customers might use your product and not force a certain singular use for your product on them, therefor recommending things that might make your product better for some customers, even if you didn't make them, is only logical.
I think they (Colossus Order/Paradox Interactive) are the best when it comes to developer-modding community interaction & integration, they not only encourage the modders, but also create modded tutorial videos and paid those modders content for the game
For styles and designs i don't mind mods but for AI Fix i don't think it should be in a mod not even in a DLC It's a clear game bug but they chose not to fix
How about you feature a youtuber, who plays the game unmodded? Most city skylines' youtubers are detailers or "city painters", and while there is certainly nothing wrong with that, I feel like the other side could use a helping hand, because there are so few of them. I recently came across T4rget Gaming. He plays completely vanilla, and really shows how fantastic a city can look without any mods or custom assets. I also feel that you guys should not loose sight of the fact that many of us play cities skylines as a simulation game. Sure I want my cities to look good, but the real satisfaction is in seeing it grow, develop and prosper, while maybe trying to implement some city planning ideas that I would love to see in real life. The master of that last aspect is in my opinion Yuttho. I am a long time fan of his videos since Simcity times. He plays with mods and custom assets (which sometimes people create specifically for him) and has legendary patience in getting road networks to look just right, but the real highlight of his channel for me are his city planning ideas and how he implements them in his builds.
We are working with some creators to do Vanilla and/or console videos, hopefully we'll have those series ready to start soon. Keep in mind that we only started this channel 3 weeks ago, haha. We'll check out T4get Gaming and Yuttho, thanks for the suggestions! Always interested in collaborating with more creators
There's more to the modded game than just being able to detail and paint. Some of us, including myself, mod the game to make the simulation more challenging and realistic, and in some cases, bring more functionality to already established features.
@@CitiesSkylines I also feel like this channel has only focused on painting/details mods, and that is the furthest thing away from how i play and what i'm interested in. It made me very reluctant to subscribe to the channel. It feels like the channel is for a totally different game so far.
@@BlargleRagequit we've released more videos that don't use mods than videos with mods 🤔 don't you think it's a bit too early to decide anyways? Haha, either way, we've got a lot more content with and without mods coming
Wasted two days trying to get two 4x4 zone grids inside 90 degree angled roads. On a perfectly smooth terrain. The stress impacted on my health and life progress heavily. Thank you for this (if its still works)! If I will have nothing to do and had even masturbated to exhaustion, I might try this game maybe one more time.
love your game your one of the few game studios to let the modders do what there do thats great! love your game so much haha i myself have like 4k Assets and 100 mods installed need like a solid hour to load a save game but then i can build everything from the road markings to the buildings... thanks that you allow something like that :D
I do quite detailed cities with specific workshop assets, but I also enjoy using plop the growables and find it to make a city using entirely vanilla assets
Long time player of Cities Skylines and a long time user of workshop contents. Tbh I don't know how I never heard about this, plop the growables mod (of course I heard about RICO, but that mod was too confusing for me to use). This mod is a real game changer for me! Thanks for the tutorial.
Imagine society if we could zone areas like normal, but replace the vanilla buildings that would normally grow with a set of custom growables that you can select
Hello ! I need help. I want to plop growables but when I plop growables structures it diseapeared in short time. I sucribed Plop the growables, find it and move it. It sometimes works when I zone and add growable building on it. I have 'make all historical' on. I don't know what caused my problem. I will be very grateful for help.
This is very strange as it shouldn't do that. Are you buildings being abandoned? Or are they just disappearing? They can certainly become abandoned as normal assets do with vanilla setting unless you use a mod with prevents abandonments
They are getting abandoned or literally disappearing??? If they’re getting abandoned just install another mod that automatically when you plop any structure it gets historical so it won’t get abandoned.
Ur buildings may disapear because their Hitboxes collide with other objects like nearby buildings or roads. Try Building anarchy, as the name tells, it works like road or prop anarchy, making buildings ignore the fact that they colide with other stuff near them, i think it should work in your case.
You hit the nail RIGHT on the head here. This is BY FAR the most frustrating and disruptive part of an otherwise fantastic gaming experience, along with not having small alleyways (indispensable for European City Centers!) in the vanilla game. Buildings should BY DEFAULT be able to "grow into each other" to make transitions between them appear more seamless in a freeflowing style of road situation. Also, one thing games like Cities XL (as well as its successors Cities XXL, Cities XXXL and Cities XXXXah never mind) already featured all the way back in 2009 that I miss dearly is the way farms were tackled - you basically shaped enclosed areas with roads and when you then spawned farms, they entirely filled them in without being confined to rectangular shape patterns. These games also let you fill building gaps with parks, plazas, etc. - When a game sets the tone for the entire industry in the way Cities: Skylines did, THESE THINGS MATTER! ;)
I have a problem: The bar says there very high demand for commerical buildings. But after i have plopped them, it gets abounded due to low amount of workers. When i plop, the bars dont change.
@@andreasdystedfrandsen2414 Yes, I have plop the growables. But when i plop commercial buildings the bar dont notice that. Ok ty, i will try super demand mod ;)
@stritocaster Thanks for the video! After spending 70 hours in the game, I decided to give a shot for the most popular mods like "Move It!" or "Traffic Manager". My only concern about "Move It" and ploppable approach you described is whether the ploppable buildings are considered by the game as decoration, or they are still functioning as intended. Are the game agents still able to communicate with plopps?
I'm new to cities skylines. I have a practice city so I can use some of these techniques there, learn how they work before I build in my city. My problem is, I have plop the growables, move it and find it. I've followed the steps but my buildings "grow up" with scaffold and the video it doesn't show that, it's an actual building being placed down. Plus, it "grows" and a few seconds later, it disappears. Am I missing a something? Any help would be greatly appreciated.
I plop every single building, because i love the realistic looks and complete freedom of choice. It's hard work but it's worth it. I hate it when i zone and all i get is a bunch of stacked random buildings that look very chaotic. But i don't play the game for the objectives or challenges, i just want to build in complete sandbox mode with control over everything.
tip when placing Industrial Zones. Zone by Block and Split Them Up don't place your Industrial buildings close to each other. Just like Sim City if you place Industrial next to each other it will spawn Dirty Industry and lower the Land Value and Desirability. This leads to Gridlock, Pollution, and Congestion. When zoning Industrial place the streets first then Place the Industrial and fallow this simple rule No More then 6 Industrial if you have a large industrial area it will cause pollution and it is unrealistic how they do it in the real world is the Industrial is divided into lots and streets and train tracks go to each building forming an industrial park. If they are close together smokestacks spawn and you get pollution. Limit this by splitting up your industrial buildings.
yes, they basically work exactly as the normal ones. Cars may move over the pedestrian way and such things, but they basically have the full function. There are also mod, where you can repurpose a building - for example, making a residental building actuall act as a tourism building.
I wish the developers would rather just implement these features into vanilla, move it is really nice for obnoxious roads that refuses to do what you tell it to. Ploppable buildings was always a given, and really annoying that it was not present in Cities Skyline.
Why can't Paradox introduce features like this into the vanilla game, for both PC & consoles instead of relying on the community to modify and improve their game? Then there'd be no need for 'mods' to make the game better, more playable or to add more fidelity to builds, and we'd all be on a level playing field. things such as a more realistic colour palette instead of day-glo vehicles and buildings, realistic and less 'swaying' foliage. It's like building with Duplo sometimes on console. I'm sure it's entirely plausible and possible for the devs to incorporate Move-It or Find-It into all formats of the base game. The PS Pro & One-X especially should have the capability, surely.
because some (not all, but with the amount, it becomes worse) mods can make your game perform worse. to cater to all types of players (especially as not everybody has got a powerful PC) they prefer to have the vanilla game running as smooth as possible.
Totally understand mate. Too many mods can cause problems, I agree. Was talking specifically about the ones featured in the video. Something like move it could be implemented in the vanilla game on PC AND consoles by the devs as part of the base code & ensure it’s optimised & runs smoothly. Move it & ploppables would be a nice option on console.
@Jorge Puente I doubt move it or find it will ever be incorporated into the game, as they alter gameplay mechanics in ways that the simulation just wasn't meant to run. Being able to directly plop growable buildings will affect population and game balance and the functioning of the city. Moving buildings in ways they aren't meant to move, will affect the functionality of the buildings as well, especially growable buildings.
I would assume that these mods could also be seen as cheating. For example you might likely be able to stack all of the buildings inside each other and massively reduce any traffic needs and thus making a mega city inside one tile. That seems to be against the game aspect. However I do remember that there is an infinite money mode build inside the game already, so... @@KingLeno
It depends on what mods you're using, and what the building is. I can think of many different situations that result in different possibilities based on what mods and what specific building. But the general answer would be no
If you place a building and then move it away from a street you'll get a "No road access" warning. I have tons of buildings in my cities that have no road connection and I leave them as such for aesthetic purposes, but they won't function well as agents (cims, trash trucks, police cars, etc) can't reach to it.
@@Aleksey2846 yea because you must download Ultimate Eyecandy v1.5.2 Mod, then go to it and load one of the relight lut, i recommend relight average, then thats it
There isn't much of a difference these days. When RICO came out years ago it was the only way to manually plop RCI buildings. Plop the Growables made RICO a bit irrelevant though you still need the get it to be able to plop those assets that were strictly released for the mod.
@@abrahamcoronell4519 That's weird, RICO buildings shouldn't despawn. Make sure you are actually subbed to the RICO mod and that is enabled in the Content Manager.
You don't have to! Mods are a way for players to pick and choose what additions they want to their game. None of this is required for a full game experience =)
NEW DLC IDEA GUYS ok so its called time travel basically you can go on maps or areas idk where you basically live in ancient times different technology etc. so rewind Egyptian times graveyards replaced with tombs you can do caves now! etc. and fast forward space station maybe? idk just a idea
Because almost all growables are not RICO supported you need to add each structure using the in game menu to get them to work with RICO, so doing every single asset is a pain in the ass.
If only we have a terrain painter, and a props tool as part of the game will be epic we need concrete texture without need to waste 1000 aseets to build it