Cities: Skylines

Cities: Skylines

1,821 ratings
Plop the Growables
File Size
0.176 MB
May 13, 2017 @ 6:58am
Oct 12, 2019 @ 2:22am
16 Change Notes ( view )

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Plop the Growables

Allows you to manually plop growable buildings with Find It! and having them remain where you put them.

In essence this mod removes the "Demolish me" signal growables normally send to the game when they are not in a zoned area or not in the correct district for their specialization.

In order for your plopping growables to make sense, we need to make them remain as they are when you plop them.

This mod provides 2 ways to achieve this:

  1. Make All Historical This option is ON by default. It makes all the growables in the game historical. This means they can level up but will not change appearance.
  2. Disable Automatic Level-Up This options if OFF by default. It prevents buildings from leveling up on their own. This means you can disable "Make Historical" and the buildings will still not change appearance on their own. But they will also not level up.

Using a combination of these options you can get different results:

  • Make Historical ON + Disable Level Up OFF Growables will retain their appearance but will level up.
  • Make Historical ON + Disable Level Up ON Growables will retain their appearance AND their level.
  • Make Historical OFF + Disable Level Up ON Growables will retain their appearance AND their level (note this is the same result as previous combo).
  • Make Historical OFF + Disable Level Up OFF Growables will level up and change their appearance accordingly.

To make the "plopping" effect more in line with the way other assets are plopped, by default the mod sets the construction time of growables to 0, thus disabling the "growing/scaffolding" animation.

You can toggle these options in the Options Menu.

Keep in mind you need to keep at least one of the "Disable Automatic Level-Up" and "Make Historical" options enabled in order for your plopped growables not to change apperance.

Required/Recommended Mods

You need Find It! in order to be able to manually plop buildings.


Force Level Up can be useful if you want a certain building to advance in level, so you can do it manually.

Move It

No Abandonment

No Fires

No Problem

This mod uses the amazing Harmony Framework[] by Pardeike for method-patching. The unique Harmony ID used for this mod is "com.tpb.plopthegrowables".

If you like this mod, please take a moment to rate+, it really helps me stay motivated to continue creating mods for the community. Also, if you're feeling generous and want to show some appreciation, consider making a small donation or becoming a Patron. While not required, it is always a great incentive. Thank you.


Control Building Level Up seems to be incompatible according to some reports
Popular Discussions View All (2)
Jun 4 @ 6:32pm
The placed growable is disapearing
May 5 @ 6:40am
This mod prevent building from being auto bulldoze
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mallens2 Jun 30 @ 5:59am 
@Allystrya I agree that is what you would logically expect, but in my game, after turning off a setting in the mod (rather: deselecting the ticked boxes that disabled the auto level up of buildings) my education suddenly started rising. So for me it was definately the mod / a setting in the mod that caused the issue.
丶泽林 Jun 30 @ 4:38am 
what should i do
A Mod caused an error [System.Exception]

System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeLoadException: Could not load type 'System.Xml.Serialization.XmlRootAttribute' from assembly 'System.Xml, Version=, Culture=neutral, PublicKeyToken=b77a5c561934e089'.
at PlopTheGrowables.PlopTheGrowablesSettings.Load () [0x00000] in <filename unknown>:0
at PlopTheGrowables.PlopTheGrowables.get_Settings () [0x00000] in <filename unknown>:0
at PlopTheGrowables.Mod.get_Settings () [0x00000] in <filename unknown>:0
at PlopTheGrowables.Mod.OnSettingsUI (UIHelperBase helper) [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception
Allystrya Jun 29 @ 9:53pm 
@ mallens2 - This mod doesn't touch coding coding for education.

In fact what you are saying is actually the reverse of how the game mechanics work. Educating cims is how buildings level up. You don't level up buildings and then educate your cims.

If you have having education issues you need to look elsewhere in your mods but more likely, based one what your statement says, you need better coverage of your schools not just reach the eligible number.
Quadriga Jun 29 @ 7:47pm 
Suggestion for updating the documentation: Even a building is set to historical, it will still despawn if the Theme / Style for the district is incompatible with the building you're plopping. Using Default Style or the style of the building (e.g. Modern City Center) fixes the problem.
mallens2 Jun 29 @ 12:48pm 
A problem for me was that overall education levels where getting messed up. Actually two things happened: buildings werent levelling up, and (thus) education wouldnt go up either for some reason. Odd thing was that the number of students in schools was very close to the eligable number, but uneducated would remain at about 65%.
LemonsterOG Jun 29 @ 8:21am 
@丶泽林 -- This mod works flawlessly and always has. What issues are you experiencing?
丶泽林 Jun 29 @ 4:44am 
This MOD doesn't work. Is there a MOD that functions the same?:steambored:
CityScape Jun 25 @ 11:04pm 
has anyone noticed than when you place down the growable it immediately despawn?
Bonovision Jun 15 @ 5:49pm 
Has anyone else's growables selection via FindIt disappeared in a way? If I look through them I can tell I have a ton via the scroll bar, but nothing physically is showing nor is selectable.
Allystrya Jun 12 @ 11:37am 
@ untimelybadger - The description is the guide

@djnellz215913ko - If you are using RealTime make sure you go to the options and change construction time to 100% to not see the construction otherwise RealTime will override Plop.