Cities: Skylines

Cities: Skylines

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Bulldoze It!
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0.108 MB
Jan 18, 2019 @ 2:18am
Feb 19, 2019 @ 12:36am
5 Change Notes ( view )

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Bulldoze It!

In 1 collection by Keallu
C:S mods that I use
49 items
Description
Compatible with Cities Skylines 1.13.0-f7 (Sunset Harbor)

This mod allows to automate the bulldozing of buildings.

NEW IN 1.4
- Added support for intervals in seconds following real time.
NEW IN 1.3
- Added support for ignoring search for survivors by a disaster response unit before bulldozing. - Fixed bug where collapsed buildings never counted towards statistics.
NEW IN 1.2
- Added support for one-time execution of bulldozing of abandoned, burned down, collapsed and flooded buildings. See instructions for details.
NEW IN 1.1
- Added support for specific counters for each of the four bulldozing options, abandoned, burned down, collapsed and flooded. They are shown in the bulldozer bar.

Several other mods exist with similar functionality but none with the same configurability and performance. In this mod it can be configured whether abandoned, burned down, collapsed or flooded buildings should be automatically bulldozed and also in which interval and even how many buildings per interval. It is also possible to preserve historical buildings and to ignore search for survivors by a disaster response unit before bulldozing.

It is also possible to execute bulldozing only once using key mappings.

Even further both specific counters and accumulated statistics about how many buildings are automatically bulldozed can be shown in the info panel.

Notice that only residential, industrial, commercial and offices are bulldozed. Other buildings, that can normally be rebuilt, will not be bulldozed.

Thank you to the amazing modding community and especially SamsamTS, TPB, boformer and BloodyPenguin for releasing the source code of their great mods so we can all be inspired.

Instructions
Subscribe to the mod and choose in-game whether abandoned, burned down, collapsed or flooded buildings should be automatically bulldozed.

In options, it is possible to decide in which interval the automatic bulldozing should occur and how many buildings per interval. It is further possible to preserve historical buildings and also to ignore search for survivors by a disaster response unit before bulldozing.

If you want one-time execution of bulldozing, use the following key mapping(s) when clicking buttons:

Use LEFT SHIFT for one-time execution of bulldozing in the next cycle with maximum buildings limitation.

Use LEFT SHIFT + LEFT CTRL for one-time execution of bulldozing in the next cycle without maximum buildings limitation.

You will notice a little clock on the button while waiting for the next cycle.

Compatibility
This mod does not use any detour, patching, replacing or decorating technique and it does not alter game save files in any way and can be disabled or unsubscribed safely at any time.

Known issues
  • None

Source code
The source code is available here[github.com]

Thank you for:
  • rating this mod
  • being generous and supporting my work with a donation[paypal.me]
  • leaving your comments, impressions and ideas below
Popular Discussions View All (1)
1
Jan 24, 2019 @ 9:53am
Bulldoze It Mod "Info Panel" Overlapping with Other Mod
M.S.Referee
< >
225 Comments
lindsaylove Jul 21 @ 12:09pm 
THANK YOU! Works beautifully!
quasar333666 Jul 3 @ 12:07am 
This mod really grinds after about 50,000 citizens on my machine. I was getting 40 fps, but the simulation was going slow because the cpu was chugging. The whole simulation slowed down a lot. Even at full speed, the animations were in slow motion.

I really like this mod, I wish I could adjust the interval. It seems like every building is checked during every game loop. Even every 5 mins real time would be fine for me.

Mac.au Jun 21 @ 2:13am 
When I first installed this mod, it didn't work.

To enable the mod's functionality, be sure to click the bulldozer icon and you will see four options above the bulldoze icon. Hover over to see what they do and click to enable them accordingly. 👍
bongjebong Jun 12 @ 5:24am 
I am using this along with the Rebuilt it mod but it seems like this is not working. The count for auto rebuild increases but for bulldoze it remains at 0.
blitz67 May 13 @ 3:02am 
Does this work with Skylines vanilla ?
Tronald Dump May 10 @ 10:53pm 
Doesn't seem to be working on latest release 1.13.0-f8. Whenever I try to activate it, I get the following error:

A Mod caused an error [System.Exception]

Details:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeLoadException: Could not load type 'System.Xml.Serialization.XmlRootAttribute' from assembly 'System.Xml, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.
at Configuration`1[BulldozeIt.ModConfig].Load () [0x00000] in <filename unknown>:0
at BulldozeIt.ModConfig.get_Instance () [0x00000] in <filename unknown>:0
at BulldozeIt.ModInfo.OnSettingsUI (UIHelperBase helper) [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception
welian May 10 @ 1:16pm 
I had some problems with this mod today, then I realize I had accidentally turned auto-rebuild on and the bulldozing options off. Problem solved!
ldvdp May 6 @ 3:40am 
Doesn't work for me
Steve123 Apr 28 @ 9:32am 
Burnt down buildings aren't destroyed although I enabled it, but great mod!
Filzbiber Apr 25 @ 5:42pm 
Nope, and oddly enough it seems to be working again (or I'm just such a good mayor that nobody abandons their houses anymore :). I disabled some mods (tiny road segments, parallel road tools and a couple others that I can't remember) and although I can't imagine how any of those interfered with Empty it, it's working again. I also noticed that Network Skins was updated today, maybe that has anything to do with it.

Long story short: I don't what caused the problem, but as of today it seems to be working again. :)