Cities: Skylines

Cities: Skylines

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Advanced Building Level Control 1.3.2
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Jun 17, 2020 @ 6:29pm
May 23, 2023 @ 1:07am
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Advanced Building Level Control 1.3.2

Description


Enables fine-grained control of growable building levels

New in 1.3:
  • Support "true random" selection of building appearance when changing building levels (by default, the game will always use the same model for each level of a given building instance; enabling this option in the options panel will select a random model each time).
  • Add one-click buttons to toggle on or off a building's abandoned or collapsed state.
  • Added a button to randomly change a building's appearance without changing its level.



Key features
Minimum and maximum building levels
  • Set minimum and maximum growable building levels for each district.
  • Separate settings for residential and workplace (commercial, industrial, office) buildings.
  • Set Minimum and maximum levels for individual buildings (overriding district settings).
  • Buildings spawning from empty zones will spawn with the minimum level set for that district (so yes, level 5 buildings can spawn directly from empty zones).
  • Existing buildings won't be immediately affected by level settings; however, when they next upgrade, they'll keep repeatedly upgrading until they reach the set minimum level.
  • Building level upgrades or downgrades can be manually forced for individual buildings or all buildings in a district
  • Buildings can be permitted to upgrade if there's no eligible upgrade target.
Historical buildings
  • The make historical option is observed by this mod for both upgrading and downgrading - when a building is not historical, upgrading/downgrading will trigger a change of appearance; when a building is marked as historical, upgrading/downgrading will change the building's level without changing its appearance.
  • One-click buttons can add or remove historical status for all buildings in a selected district.
  • All new buildings in a district can be set to automatically be made historical as soon as they are built.
Abandonment and collapsing
  • Building abandonment can be prevented - selectable for either for historical buildings only, or for all buildings.
  • Buildings can have their abandoned state immediately toggled on or off.
  • Buildings can have their collapsed state immediately toggled on or off.
Building appearance
  • Building appearance can be changed (randomly selected from eligible options) without having to change the building's level.
  • The game can be set to choose a different building model whenever upgrading or downgrading (by default, the game will choose the same models for each level for an individual building) - enable this in the mod's options panel.

Use district styles, optionally in conjunction with the District Styles Plus mod, to help manage which buildings can spawn in which districts.



Basic instructions - districts
A new district "Level control" panel will appear immediately to the left of the info panel for all districts. Use the dropdown menus to select minimum and maximum levels for each district for both residential and workplace buildings (see above dot points for key notes).

Selecting the 'Random spawn levels' option for a district means that new buildings will spawn with a random level between the minimum and maximum for that district.

The "upgrade" button at the bottom of the district level control panel can be used to force upgrades for all buildings in that district that are below the set minimum level; those buildings will be immediately upgraded directly to the set minimum level.

Buildings in a district won't upgrade beyond the relevant maximum level for that district (existing buildings already above the maximum level will NOT be downgraded, but won't upgrade any further).

The "downgrade" button willl immediately downgrade all relevant buildings to the maximum level set for that district. Buildings already below the district maximum level will remain unchanged.

Historical settings (districts only)
The "Force historical" button in the district panel will make all the existing buildings in that district historical; the "Clear historical" will remove the historical status of all buildings in that district.

When the "New buildings historical" option is selected for a district, all new buildings (including buildings that have replaced other buildings as part of an upgrade process) will automatically have the 'historical' flag applied.

Basic instructions - buildings
A new "Level control" panel will appear immediately to the left of the info panel for all eligible growable buildings. This panel won't appear for building types with only one level (e.g. leisure/tourism/organic commercial/IT cluster/resource extractors/processing buildings). Use the dropdown menus to select the minimum and maximum level for that building.

Individual building settings automatically take priority over district settings (this includes both maximum and minimum levels).

The "upgrade" button in the building level control panel will force an upgrade for a particular building. Pressing this will immediately upgrade the building one level. Unlike the district panel button, the building panel "force upgrade" button can upgrade the building beyond of the set maximum level; if this happens, the maximum set level for that building is automatically updated to the new level. This can be used to further fine-tune specific building levels without customising a lot of settings.

The "downgrade" button in the building panel triggers a downgrade of one level for that building; the set minimum level is automatically updated as required to accommodate the new level.

Other options available are a button to randomly select a new model for the building without changing its level, or to toggle abandonment or collapse.





[discord.gg]



Meta
Saves its own data to and from the savefile, but doesn't affect any other save data. Can be safely removed at any time.

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]
Popular Discussions View All (3)
9
Oct 31, 2023 @ 10:57pm
Recent Errors
wakirk2002
2
May 6, 2022 @ 5:48am
Latest Update 5.3.22
jc21539
1
Sep 13, 2021 @ 9:32pm
SIGILL Error when creating districts
projectamberly
543 Comments
algernon  [author] May 6 @ 4:00pm 
@GigaTheProtogen That's nothing inherent with this mod, but something different. This mod doesn't do anything with rendering at all (and especially doesn't do anything whatsoever with roads or cars).

Check your memory usage; what you're seeing usually means that you're running low on memory (RAM and/or VRAM) and your computer can't store all the textures it needs at once. Other causes include graphics driver issues and (rarely, but it does happen) hardware issues.
GigaTheProtogen May 6 @ 3:24pm 
Only problem with this mod I've had is that graphical issues and glitches happen when you force level a large amount of buildings, they'll pop in and out of existence and disappear completely when you zoom in. Extends beyond just the buildings too, road markings glitch out, cars turn invisible. I've found it always resolves after a while if you wait or saving and reloading in a few times fixes the problem as well
ardorn77 Apr 29 @ 12:29pm 
@algernon thanks a lot
you are a genius
:)
algernon  [author] Apr 29 @ 6:40am 
@ardorn77 Do you also use Ploppable RICO Revisited? Have you checked your settings there to make sure that 'Make all propped growables historical' is selected?
ardorn77 Apr 29 @ 5:06am 
Hi :)
I’m writing because I’ve started having a problem with some part (only one part) in this mod. I don’t know how or what happened, but just after last update I lost the option of building historical buildings automatically. Now only tree models of my buildings can be built automatically as a historical building, unfortunately others cannot. I have to each time manually change status of each building which I build. However, buildings of the same models which were built before last update still are as a historical building (from automatically period). What’s more if I copy new building which I had built and changed manually to historical building, this copy keeps the status of historical building. But this keeping belongs only to copy function not to process as build some building-change the status of this building-build new building of the same model.
Best regards
Peter
Wabbafett Mar 12 @ 8:59am 
I love this mod but unfortunately it conflicts with the Campus & Housing mod, very tragic. :steamsad:
stabilizer1071 Feb 24 @ 3:23am 
I thought it was feasible to let the game choose appearance ignoring the level with this mod enabled 😢 thanks for the reply!
algernon  [author] Feb 24 @ 2:57am 
@stabilizer1071 That's right, that's how the game works; building appearance is tied to level.
stabilizer1071 Feb 23 @ 10:35pm 
Still can't truly randomize the appearance of the buildings. All the appearances are still selected from the specific level :steamfacepalm:
Hela Jan 22 @ 10:14pm 
Thanks for the fast reply:steamhappy:. yes I think I went a little too far, it costed me the city lol, I will try your approach, I have now learned to experiment out of my main cities to avoid messing them up. I still love your mod and ill use it correctly in my new city :steammocking: