Cities: Skylines

Cities: Skylines

2,323 ratings
NoPillars ( v1.1+ compatible )
   
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0.612 MB
Jun 18, 2015 @ 9:18am
Jan 5, 2016 @ 9:49pm
10 Change Notes ( view )

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NoPillars ( v1.1+ compatible )

In 1 collection by BloodyPenguin
Penguin's Modding Tools
20 items
Description

Its name says everything about it

This is my fixed and improved version of some danny's excellent NoPillars mod.Original mod seems to be abandoned and I've adopted it. This version of NoPillars is compatible with European Buildings Unlocker and with all mods that provide additional roads (Traffic++, Network Extensions, etc) and with Network Skins too. I've also added some handy new features (like zoning toggling).

IMPORTANT NOTE
You have to unsubscribe original NoPillars mod to avoid conflicts with my fixed version

Conflicts:
original NoPillars mod (for obvious reason), Toggle Zoning mod (this version of NoPillars implements its functionality without conflicts with itself and with Traffic++, so Toggle Zoning is no longer needed).

This mod provides two options:
- "Panel always visible" Enable this if you need this mod's functionality not only when placing roads
- "Reset drop box positions on panel hiding" - If this option is enabled pillars and zoning settings will be reset to 'Default' next time you activate the mod panel.

Note: If you need to place props/trees on roads I strongly recommend to use my Prop Anarchy (& Tree Anarchy) mod instead of 'No Collision' mode this mod provides. That mod also provides placing props/trees under water and within buildings footprints.

Feel free to comment. Pull requests welcome.

Note: if you have any errors/exceptions, please, don't paste them or output_log.txt into comments. Use pastebin, dropbox or whatever.

GitHub repository[github.com]

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Popular Discussions View All (7)
2
Apr 26, 2019 @ 6:00am
Force zoning does not work
DesertFish
3
May 15, 2019 @ 8:45am
Zoning Idea/Suggestion
Blackdragonbird
1
Aug 2, 2020 @ 2:57am
How to upgrade existing roads?
CrusaderRO
< >
645 Comments
chao Dec 28, 2020 @ 1:10am 
该mod功能可以用move it代替
Ilion Dec 27, 2020 @ 5:15pm 
Using MoveIt! to get rid of pillars, one would have to select-and-delete *every* unwanted pillar. And, the pillars one deletes with MoveIt! don't always stay deleted. Oftentimes, upon re-loading the city, there they are, again, no matter how many times one has used MoveIt! to delete them.
Swiftshade Dec 27, 2020 @ 2:16pm 
Move It! mod can be used for this functionality. Just select the pillar, move it off somewhere, and delete it. Or just select it and delete it. That said, this was a very excellent mod and thanks BloodyPenguin for providing it! :steamthumbsup:
你要哦改喽细别? Dec 26, 2020 @ 5:23am 
We need update! the monorail tracks and subway tracks still have pillars!
t_helgeson06 Dec 18, 2020 @ 6:53am 
Is there a way to keep the panel from resetting location on reload?
2780494969 Oct 22, 2020 @ 11:59am 
他们都在说什么 我老爸老妈叫我去读书我没去
1302732661 Oct 2, 2020 @ 10:07pm 
没网格?开了什么zoo什么的,如果两条路太接近,路上就会也能造房子
1302732661 Sep 2, 2020 @ 7:01am 
太难了:steamfacepalm:
超级角色登场007 Jul 21, 2020 @ 4:08pm 
无支柱
asterisk11231 Jun 22, 2020 @ 5:36pm 
"Not working with MOM / new over ground metro."

- Use the "over road version"
- Pick the appropriate pillar for the road you're going over using MOM, potentially network skins if "new over ground metro" = vanilla sunset harbor patch metro update
- If you still need to, use road anarchy.

MOM is designed in a way that ignores the default systems, so they'd have to make a plugin patch, but more specifically pillars aren't the only issue preventing the placement. Additionally...as with super stack, narrow stack, or the san Francisco bridge, you will generally find it easier to build the top-most network first - and any tunnels /dead last/, though some more complicated assets (Sydney, SF bridges come to mind) have more specific instructions.