Cities: Skylines

Cities: Skylines

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BOB, the Tree and Prop Replacer 1.0.2
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2.429 MB
Aug 14, 2020 @ 9:53pm
Mar 10 @ 2:05am
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BOB, the Tree and Prop Replacer 1.0.2

Description


Beautify Our Builds (BOB).

OR
Universal Beauty Manager Tool To Change Ugly Props And Trees Or Bury Them (UBMTTCUPATOBT).

More details on usage you'll find in the basic BOB guide[docs.google.com].

New in 0.9.4
  • New feature: ability to add new props to network models (requires individual replacement mode and lane selection)
New in 0.9.3
  • New feature: ability to add new props to building models
New in 0.9.2
  • New feature: option to disable vanilla tree tool network tree replacement (no more snapping to networks)

A tool to manage trees and props, including:
  • Replacement with other trees/props;
  • Hiding (removing);
  • Changing their position;
  • Changing their rotation (angle); and/or
  • Changing their chance of appearing (probability).
Also enables:
  • Creation of custom random trees or props
  • Replacement of all map (standalone) trees or props of a given type
  • Removal of tree/prop ruining effects on terrain
  • Resizing of wires (power lines and railway catenaries) to more realistic sizes

Cosmetic effects only; nothing game-breaking. Does not afffect game saves (other than recording information about any map tree replacements, which doesn't affect any savegame functionaility) and is safe to enable/remove at any time (noting that map tree or prop changes are persistent - see below).

Map tree and prop replacement!
Map trees and props, unlke props and trees in buildings and networks, are stand-alone items. This means that they don't have a probability (they're always there), nor are they given a rotation (for randomly rotating trees, I personally use and recommend Quistar's Tree Anarchy.

The replacement method for map trees and props used by BOB actually replaces the trees and props on the map itself (similar to the method used by the old Prop It Up mod). This means that map (standalone) tree and prop replacements will persist in the savefile even if the mod is removed. BOB keeps a record in each savefile of which map tree and prop replacements have been applied, so it's easy to revert back to the original at any time (as long as BOB is still active).

NOTE: if you replace two different map tree or prop types with the same replacement, then BOB can't track which tree or prop instances were of which original type - they all become the 'same' tree or prop type from that point onwards.

Other mods



Obviously, using more than one tree/prop replacement/hiding tool at a time can lead to unusual results if they are both trying to do different things to the same tree or prop. However, other than conflicts over specific trees/props, there's no 'inherent' conflict between this and any other tree/prop mod.

Network Skins
BOB won't 'see' any prop or tree changes applied by Network Skins (and will just report the original tree/prop), and any Network Skin applied will always override BOB's replacement (so both mods working together will produce the outcomes intended; BOB for general overrides, and Network Skins for individual segments).

As always, please let me know if anything isn't working properly for you.

Enhanced Mouse Light
While a good idea, unfortunately Enhanced Mouse Light has been poorly implemented, and breaks several UI game UI features (most notably text scaling). This breakage affects multiple mods, but in particular breaks the BOB info panel, resulting in a game hang when clicking on an item with the BOB tool. I've created a working replacement mod, Enlighten Your Mouse.

How to use
Press 'Alt-B' (or click on the UUI button) and click on a building, network, or free-standing tree; the BOB panel will show. For buildings and networks, there's a toggle at the top-left of the panel to switch between props and trees.

Replacement buttons
  • Replace an individual prop (buildings only) for all instances of this building
  • Replace all props/trees of that type in all instances of this building/network
  • Replaces all props/trees of that type in all buildings/networks

Replacement options
  • Probability is % chance that the prop will be visible in that building/network segment (randomised for each individual building instance or network segement); set probability to 0 to hide a prop/tree.
  • Angle enables a rotation (around the vertical axis, in degrees) relative to the original tree/prop's rotation.
  • Offsets enable a postion offset (in meters) in 3D space for the prop/tree replacement, relative to the original's position:
    • X is across the front of the building or across the width of the network; for networks (only), the X offset is mirrored for each side of the road.
    • Y is up/down.
    • Z is along the depth of the building or along the length of the network.

Set probability to 0 to hide props or trees (including parking spaces)

Ideas on UI and functionality actively sought!



[discord.gg]



Meta
Can be safely removed at any time (any applied building or network replacments will just revert back to the original; replaced trees or props on the map will retain their new status).

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 (9)
39
Jan 27, 2023 @ 7:51am
Feature idea: Handling missing props
Gimpanzee
17
Apr 6, 2023 @ 4:58pm
Prop replacement on roads reverting after loading game
Deselminator
17
Jan 16, 2023 @ 8:53pm
Some Problems and Suggestions
M.S.Referee
1,580 Comments
algernon  [author]
20 hours ago 
@pdd That's how those networks work with Railway Replacer. You can use Railway Replacer instead of BOB to change the catenaries; if you use BOB, you have to change the base (underlying 'placeholder') prop (the r69rwp*).
Oct 8 @ 4:56am 
Yes, I am using Railway Replacer
algernon  [author]
Oct 8 @ 4:45am 
@pdd Are you using the Railway Replacer mod?
Oct 8 @ 3:56am 
I've been having trouble with using BOB on Railway 2 catenaries (standard track, not dynamic so no Adaptive Network at play) - even on a new map, with a new section of track, when I click on the relevant catenary prop in the left panel it removes all the catenaries, reverting to what I think is an underlying r69rwp* network asset from Railway Replacer mod (which appears to be blank).

For now am avoiding using BOB on these assets.
algernon  [author]
Sep 6 @ 5:22am 
@𓆩✧𓆪 𝔏𝔬𝔱𝔲𝔰 Overhead wires/catenaries? The supports can be disabled with this mod, but to disable the wires you need to use a custom network. Check out the Railway and Railway 2 collections for options.
Hi does anyone know how to disable these things on train tracks that go above them?
algernon  [author]
Sep 6 @ 12:34am 
@theenderking990 Yes, trees count as props, so that's the total.
Sep 5 @ 9:04pm 
I counted the Total PRops in the Building I'm trying to edit (Harbour-Bus Hub) and it has 56 total Props in the Sub Building I wnat to Edit. I don't know if the Trees add to that Prop count, but with Trees, it has 64 total (8 Trees)
Sep 5 @ 8:25pm 
@algernon
1. Didn't know there was a limit, my guess is that the Buildings I'm trying to add Props to has reached said limit by default
2. To explain what's happening, I slet a Prop on the Right, Click the + button and nothing happens. No pop saying "Couldn't add because <reason>" and the Prop doesn't appear in the List on the LEft. My guess is that either there's nothing coded to give that pop up message of "Prop Limit Reached" or that line of code is bugged.

Thank you though, I am very happy with this mod
algernon  [author]
Sep 5 @ 7:20pm 
@theenderking990
1. You can add new props to buildings, up to the maximum limit of 64 per building (that's a game limit). You won't be able to add more than that. I can't give any further guidance unless you provide more info (the lone word "fails" doesn't exactly give any indication of what's going on).

2. No, not possible; there's only the existing single-prop stop option.