Cities: Skylines

Cities: Skylines

1,573 ratings
81 Tiles (Fixed for 1.2+)
File Size
0.458 MB
Dec 15, 2015 @ 2:32pm
Mar 7 @ 12:31pm
27 Change Notes ( view )

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81 Tiles (Fixed for 1.2+)

Compatible with Cities: Skylines 1.9.1 (a.k.a. the Green Cities update)

This is a fixed & improved version of @emf's 81 Tiles mod.

To use this mod you must unsubscribe the original version of 81 Tiles! If you get exceptions on mod's start up it most likely means that you have original mod's .dll file somewhere and it loads instead of this mod's one. Please delete all workshop files and re-verify local game cache. Also I will remove any complains about this mod if you haven't attached your output_log.txt /screenshot/save game link to the comment. Just 'NullReferenceException' isn't informative at all. It's a generic name of an error that can be caused by anything.

Short overview:
- This mod icreases area available for unlocking and construction from vanilla 25 tiles to 81 tiles (whole map)
- You can unlock all 81 Tiles one by one or:
- Like original version, this mod provides a cheat to unlock all 81 tiles at any time (accessible through mod's options)
- Fixed compatibility with C:S 1.2+
- Old saves should be compatible
- This mod shouldn't break save games when disabled but beware!

Known incompatibilities:
- All Tiles Start. Unsubscribe that mod and use 'Unlock all tiles for free' button in this mod's options instead.

Issues I'm aware of and confirmed:
- At level loading terrain's looking distorted for few seconds.
- Loading freeze after exiting to main menu and loading again / after loading into different environment from pause menu
- Dams cause tsunamis if placed outside of 25 tiles area
- Pillars that were changed with No Pillars or Network Skins get reset outside of 25 tiles area
- Disasters and evacuaction don't work outside of 25 tiles area (too much work, won't be fixed)

Latest update:

UPDATE 2.25.0 (3/7/2018)
Fixed: Rebuilt for game version 1.9.1

GitHub repository[]

This mod uses awesome detours C# library[] by cope. Without it, this mod would've been impossible to make.

Feel free to comment

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

If you like this mod and/or want to support me you can donate here:
You don't have a PayPal account? You can use link in 'Don't have a PayPal account?' section at the bottom of donation page to donate using your credit card information.
Popular Discussions View All (8)
Mar 15 @ 3:56am
Office and Self-sufficent buildings issue with 81 tiles
Mar 11 @ 11:14am
Array index error
Jan 4 @ 8:30pm
Array index is out of range!
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Fronto Mar 14 @ 1:13am 
Yeah, the "- Loading freeze after exiting to main menu and loading again / after loading into different environment from pause menu" is a shame.

Although it's easy to work around once you have bothered to read the known issues, I still find it a shame. I'd love to be able to go and make a quick park of some sort, or to use the road editor to make some no street light varient of whatever, on the fly. But nope: you have to restart Skylines if you want to go edit something and use it in your city.

I guess BP would fix it if it was any relitively easy matter. Small price to pay for a great mod though.
limafox9 Mar 12 @ 11:22am 
@AquilaSol You're right. I misread that known issue focusing on "different environment". Sorry. Forget it.
AquilaSol Mar 12 @ 7:58am 
@limafox9 Just don't do a second load. Quit to the desktop and re-launch the game. Problem solved.

You should always quit to the desktop between loading screens anyway, because this is a Unity game. The Engine doesn't flush the RAM between loading, causing the game to load mods and assets on top of themselves. This causes memory leaks, crashes and errors.

Also, the problem is clearly listed in the mod's description. You literally scrolled past it to get to the comment section.

One day people will learn how to read. Apparently that day still hasn't arrived.
limafox9 Mar 11 @ 4:03pm 
(P.S. I had the same problem even with previous version of C:S since early January)
limafox9 Mar 11 @ 3:54pm 
Can't make this mod work.
I completely uninstall and reinstall C:S and Steam. Only main DLCs. No mods, no assets. The game runs OK.
Then I subscribed 81 Tiles only, start a new game (Vanilla map) and it opens normally.
I quit to main manu (not to desktop) without doing anything in the game. Then I start a new game again and it crashes (freezes on loading - half progress bar).
I disabled 81 Tiles and the problem disappears.
Re-enabled 81 Tiles and subscribed to Loading Screen Mod to see what's going on.
Same problem: it crashes the second time I start a new game (or load one). With LSM activated the second load is much faster as you can see from the screenshots (starts with more RAM already allocated) and instead of freezing on loading it apparently starts with a full cyan screen with no further action.

(Details on previous message).
limafox9 Mar 11 @ 3:50pm 
LSM reports error on loading simulation engine.
Looking at the logs it seems there's a problem with C:S radio panel UI.
Bottom line: this mod only works, for me, if I start (or load) a game after launching the program and crashes if I do so after quitting to main manu from a running game.

C:S version: 1.9.2-f1

Logs (password: penguin):
LSM ERROR (starting a new game from main menu after quitting to main menu):
After LSM ERROR (cyan screen):
log new game after a fresh launch of C:S (OK):
log starting a new game from main menu after exiting a previous game (ERROR):

Hope this helps to fix it.
Jack Mar 8 @ 5:39am 
It works fine for me! :steammocking:
Javlington Mar 7 @ 6:30pm 
Districts are restored in the mod-unchecked load, back from desktop after shutting down the game. Hope this gives you something to work with.
Javlington Mar 7 @ 6:25pm 
Alright, loading an earlier save (same city) with the mod enabled (not clicking 'unlock all spaces') from the starting point of being in-game after having unlocked the tiles in the most recent save, grey-screens the game after loading is done.

Here's the output (pw=penguin)

I'm now restarting the game, will uncheck the mod and see if the older save is still affected. I hope not, because I was ready to start re-assigning districts in the newest, 81 unlocked save, based on information I was gonna harvest from the old save.

Good luck debugging!
Javlington Mar 7 @ 6:12pm 
This mod works - I could see it unlock all the spaces in front of my eyes - but it removed a whole lot of my districts (not all). Here's the output.log (pw=penguin):

On another occasion, it crashed on just being done loading, but I could not reproduce that.

PS. pastebin doesn't accept output.log, it's too big.