Cities: Skylines

Cities: Skylines

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Unlimited Trees Mod v1.11
 
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0.120 MB
Jun 4, 2015 @ 9:36pm
May 24, 2018 @ 12:41pm
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Unlimited Trees Mod v1.11

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Description
UNLIMITED TREES MOD v1.11
Current code by BloodyPenguin and mod site hosted by DRen72
Latest Code Update: May 24, 2018 (Compatible and tested with v1.11 and Industries DLC)


This mod unlocks the games limitation of 262,144 trees to allow you to use close to 2 million.
This should also work in the map editor. Feel free to share comments or report issues.
Highly recommended combined with BloodyPenguins 81 Tiles Mod.


Works in After Dark, Snowfall, Natural Disasters, Mass Transit, Green Cities & Parklife Expansions!


Note from DRen72: As of May 2018 I am excited to announce that BloodyPenguin has joined us in working on this awesome mod. I am one of those Cities Skylines players that HAS to have a lot of tree coverage. I believe in the mod, happy to support it and am excited to see it continue, now with BloodyPenguins help!


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Configuration file option in the game menu. This setting now controls the number of trees allowed in chunks of 262144. Valid settings are 4 (default),5,6,7 & 8 (4 == 1million, 5=1.25million ect.)

Acknowledgements: DRen72 and BloodyPenguin & knighthawkGP would like to thank Sebastian Schöner for his Cities Skylines Detours project code which is used in this mod and makes it possible. His site is located at https://github.com/sschoener/cities-skylines-detour .

We would also like especially thank Mabako for developing the original project and allowing it to be reused by us. Sincere thanks guys!

INCOMPATIBLE WITH: BloodyPenguins Tree Snapping Mod. (Fix coming in the near future)
Popular Discussions View All (1)
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May 24, 2018 @ 2:56pm
Some additional information about UNLIMITED TREES MOD
DRen72
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449 Comments
Kpen97 The Meme Barer™ Apr 9 @ 3:05am 
Does this mod still work in 2019 or is it dead?
KubaDKS Apr 8 @ 4:53pm 
Which mods lower the max number of trees to 266k?
moomoobeef Apr 7 @ 7:23pm 
absolutely deprecated
Will this modbe industry compatible in near future?
Mvek Mar 28 @ 12:37am 
Excuse me? There is mostly rant about flying trees, which is most likely due to use with incompatible Tree Snapping mod. Some issue with longer save, which is not breaking issue and only for save after fire.
The last one with trees spawning after load could be an issue, but still only for somebody. Gnerally if you build something over trees, they disappear, but they are not buldozzed, they are back, if you demolish the structure built. So the issue might be related to the fact that it makes visible the trees that should not be visible (and btw. they count towards the limit too). I understand that it is annoying for someone. But if others like me have for some reason disabled removing trees when building, and have to demolish them manually, then this would never cause any problem.
SPL1T//S3C0ND Mar 27 @ 4:23pm 
At this point this mod is completely deprecated. Judging by the comments here, It has multiple issues that remain unresolved, and the creator doesn't seem like he's going to solve them. Therefore I strongly recommend that you unsubscribe from this mod, if you haven't already, lest your city gets screwed over, and I also suggest for the sake of the creator that he fix this mod so that it is compatible with the latest update. @BloodyPenguin
XxSimbuilderxX Mar 27 @ 1:54pm 
Devs can you please fix the trees spawning randomly when I load a save. It seems that when I reload my save I have so many trees spawning everywhere. For example: I have no trees in my airport right? Then I reload the save and I see tree's all over the runway and I always have to clear them. Is this a incompatibility, or a issue with the mod?
GMH Mar 22 @ 6:41pm 
After investigating via ILSpy, I think your implementation for saving the burned tree is inefficient as it iterates the entire list of tree to rematching with the original ID to its saved ID for each burned tree. This increases the saving time significantly when there is a large number of burned tree in the map.

I suggest you change that implementation to not using double loop like that, and use simpler implementation such as array to reverse the conversion from original ID to saved ID. I experimented by patching your code, replacing that double loop with a single loop using extra Array32<int>, and the problem of saving delay completely disappear.

I haven't perform thorough testing, but I think it will sufficient as the impacted code is very minimal. Should you interested with the patch, I can send you the patched DLL. But I guess you can figure it out too as it is very simple :)
GMH Mar 22 @ 3:24pm 
Hi, I think there's a slight issue when saving the game with this mod. I noticed that in my city, when a lot of area impacted by forest fire, the saving time increased exponentially. Currently the Saving process excluding the Packaging takes 20 seconds.

This is proven by trying to see at ModTools to identify which part of the saving that takes longer time, the log for
[TreeUnlimiter:CustomSerializer.SerializeExtraBurningTrees] takes significantly longer than the previous log of [TreeUnlimiter:CustomSerializer.Serialize]. After that, the final log for [TreeUnlimiter:Data.Serialize] also takes significantly longer.

I tried to proof this issue by removing a lot of trees from my city, and the save time returned.
Mvek Mar 17 @ 2:46am 
@Lamar17: Don't remember it exactly, but I think I have encoutered such error, when I had this and had a map with too much trees. Anyway I also encountered it with removing some vehicle asset, which was in use in the city (so reset of cars or waiting long enough helped).