Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamcommunity.com/sharedfiles/filedetails/?id=917543381
It just hide them all, but they're still there
Or try this collection
https://steamcommunity.com/workshop/filedetails/?id=1691825933
Place them in your city then all services are fulfilled.
No, there is no god mode to turn off everything. The game is a sandbox game as you play yourself only.
There are several mods you can use to get close to god mode, however, you can't disable traffic, which is the main thing you need to remove.
There are demand mods to let you zone and build any way you want. To get the least traffic, build all residential. They won't complain of no jobs. You can also use the RICO mod to convert your jobs into residential, so you don't get the traffic, but still have the look of jobs in your city.
There are a few other mods that can help, that I can't recall, off the top of my head.
Constantly looking for ways to clean the BS out of CS as you know. Always seemed like there was something missing. Then there it was right in front of me all the while. I've always been able to count on you to drop little "Golden Nuggets" every now and then.
Thanks again for the tip. You remain as always my CS hero !
I'm trying something new in my current playthrough and I have found permanent usage of procedual objects mod is the ultimate off switch.
I wouldn't call it god mode as gods need worshipers and even they are turned off.
if you turn every building into a PO there are no cims, ... no cims = no problems.
I currently enjoy the freedom of 3D modelling my current city.
I'm not there yet but one can then use block services in little quantities to create just as much cims that ones 3D model looks lively.
now that comes pretty close to god mode sandbox.
not a single building in that screenshot, all of it are POs
https://steamcommunity.com/sharedfiles/filedetails/?id=2540111187
So, the Procedural Objects mod just turns buildings into props then?
I've never been a detailer, so this is just way too slow for me. But they sure do look much nicer than mine.
No we to it. and not so much the cat getting loose as finally deciding to have it neutered. :)
All PO and no cims? Could be interesting, if it holds up, I suppose only with no cims, seems like there would be little reason for even one PO let alone a whole community of them. Coarse I guess they could all just service one another. I mean after all it is CS right? Let us know how it turns out.
lol no, turning buildings and other objects into POs is just one of POs countless features.
you can move, rotate (along all 3 axis), skale and colour them freely, ... you can even go into the 3D model and reshape it or cut it down to your needs, change it's textures and put any text on surfaces.
heck I am just a beginner, I am still exploring what PO is capable of and I allready know 3 different ways how PO can move an object. They differ by accuracy and comfortability.
PO is the ultimate tool to change an objects appearance... at the cost of removing all game functionality from said object.
So then, yes, it becomes a prop? If it has no functionality, then that is what props are. Just cosmetics in the game with no functionality,
It's significantly more than a prop, that I agree on. But to game mechanics it is just a pretty picture.
But it sounds like a cool mod. I was looking at a youtube video, and it certainly seems a full blown editor of a type.
This is the one I was watching for a few.
https://www.youtube.com/watch?v=QZGbqwTOKtM
yes by that definition a PO is a prop.
but that's like calling trees, decals and surfaces all props.
A prop is a well defined game object and I am reluctant to highjack allready used names in an attempt to avoid confusion.
And the mod can turn most game objects into PO so it can turn a clasical prop into a PO-prop. ... get's confusing, you see?
It's also that I can turn decals into PO-decals and while that changes some properties like the decal becomeing compressed in height or more "sharp" at it's upper and lower boundary it still stays a decal and behaves different to a POified surface.
There are different kinds of POs with different properties, calling all of them props doesn't do them full justice.
I was more worried of the mod breaking the game if it was unsubscribed. On the surface it seems harmless to remove it when I am trying to help other players with their saved games.
It may remove some flavor of the game. but it seems like it won't interfere with the actual gameplay.
The mod needs to save alot of data about each Object one turns into a PO, so I think it will attach itself to the save.
But all that data is purely visual. Before the mod can edit an object one has to turn it into a PO-version of that object which will remove all game functionality from said object.
As long as the game doesn't give you errors at load (because there is a bunch of data in the save it has no clue how to handle) I think you are save from a game mechanic POV... all you can loose is decoration.
My reason to try "total PO" this playthrough is me, I enjoy scrolling out and looking at my creation. There is no goal of getting big numbers in this playthrough, only about filling the space available.
I also enjoy getting better at doing stuff, I learned so much about the properties of decals, surfaces and their PO-versions while paving that old town with cobblestones that I now have a couple different technices at hand rangeing from "fast and easy but only works on perfectly flat surfaces" to "fiddely and cumbersome but will get perfect results on any surface".
I will introduce cims through block services eventually, but I don't want to build this city for their needs. They will just be the moving parts of this 3D Model.
https://steamcommunity.com/workshop/filedetails/?id=1691825933