Cities: Skylines

Cities: Skylines

Garbage Bin Manager 1.1
53 Comments
Onyx Feb 9 @ 11:11pm 
This still works kind of, could use for a update real soon! Love your great creations Algernon! FYI Cities Skylines Community, Remember to ALWAYS put in the comments ( help and let people know ) of your favorite mods to say it still works, and make sure to push for updates from the creators! Keep Cities Skylines 1 great!
algernon  [author] Sep 1, 2024 @ 12:14am 
@taktikir Does everything work on a new test save?
taktikir Aug 29, 2024 @ 6:25pm 
@algernon Skyve doesn't say anything. Though I am using a very old save that used earlier version of the mod. Maybe that's the reason. Everything else is working
algernon  [author] Aug 10, 2024 @ 6:01pm 
@taktikir Is your mod collection up-to-date and checked with Skyve?
taktikir Aug 9, 2024 @ 2:53pm 
Hey! It reset the garbage bin settings on every load.
RubyRobbins Jun 16, 2023 @ 6:10pm 
Thank you!
algernon  [author] May 28, 2023 @ 7:04pm 
@majin_kratos Yes.
majin_kratos May 28, 2023 @ 1:07pm 
Are bins automatically replaced for each building?
StayHungryStayFoolish May 28, 2023 @ 8:12am 
Big Thumbs Up for the update. :steamthumbsup:
Award sent.
algernon  [author] May 28, 2023 @ 7:43am 
Updated to version 1.1.1:
- Fix incorrect mapping of BinThreshold backing field
- Update AlgernonCommons
- Update CitiesHarmony API to 2.2.0
algernon  [author] Nov 19, 2022 @ 7:46pm 
Updated to version 1.1 :
- Implement AlgernonCommons
VNDK8R Sep 17, 2022 @ 4:54pm 
Now we just need a truck that supports side-collection.
BoraBora Sep 16, 2022 @ 6:42am 
@stayHungryStayFoolish: thanks for the info. This isn't a major mod, obviously, but I like it.
StayHungryStayFoolish Sep 16, 2022 @ 5:19am 

Garbage Bin Manager mod is fully compatible with Plazas & Promenades DLC.


Please follow the Plazas & Promenades DLC Compatible modlist.
gamophyte Jul 9, 2022 @ 3:02pm 
Simple but oddly paramount for me now. Thanks dev!!
algernon  [author] Jun 5, 2022 @ 9:02pm 
Version 1.0:
- Overhal options panel code
- Update CitiesHarmony API to 2.1.0
Bud_Spencer Dec 18, 2021 @ 8:58pm 
Great, glad to hear. Thanks a lot! :winter2019happydog:
algernon  [author] Dec 18, 2021 @ 8:55pm 
@Bud_Spencer Yes, the two mods do different things.
Bud_Spencer Dec 18, 2021 @ 8:53pm 
Does it work with BOB?
hillfanthomlike10 Jun 4, 2021 @ 6:17am 
thank you
algernon  [author] May 14, 2021 @ 5:54pm 
@MisoRamenSoup Yes, that should work.
MisoRamenSoup May 14, 2021 @ 2:07pm 
Question that I haven't got round to testing, but if you prefab skip the default bins would the game then use the workshop asset bins instead? Like with vehicles.
Finwickle Apr 6, 2021 @ 12:38pm 
@Superfrog: you'll have to use one (or more) of the assets linked in the description.
I told U so Apr 6, 2021 @ 7:03am 
does this include custom bin?
spark752 Mar 15, 2021 @ 7:55pm 
I actually played this game for years before I figured out why strange looking barrels were popping up in front of buildings :)
Pixelclone Mar 13, 2021 @ 6:31pm 
I had no idea about that. Thank you.
algernon  [author] Mar 13, 2021 @ 5:14pm 
@Pixelclone Not really a separate bin AI, but the building AI will display garbage bins out the front of the building as garbage in the building accumulates. Can be a useful visual indicator of poential issues before they get to the 'official problem' stage.
Pixelclone Mar 13, 2021 @ 3:42pm 
...there's bin AI? I assumed the only visual effects were the bin lorries going down the road.
hillfanthomlike10 Mar 6, 2021 @ 6:49am 
thank you
algernon  [author] Feb 14, 2021 @ 4:18am 
Updated to Cities Harmony 2.0.
Frog Nov 12, 2020 @ 6:13am 
brilliant. now no more garbage bins appearing in my pedestrian zones
algernon  [author] Aug 14, 2020 @ 10:17pm 
Version 0.3 update:
- Add option to hide all garbage bins
notDONEyet Aug 13, 2020 @ 6:09am 
ooh that very good news :D thnx for the info...
algernon  [author] Aug 13, 2020 @ 5:41am 
@notDONEyet Not yet, but will be included in the next update.
notDONEyet Aug 13, 2020 @ 3:21am 
is there any way to not have bins around ? that was a setting in the old mod
exculcator Aug 4, 2020 @ 5:46am 
Ah, that amkes sense.
algernon  [author] Aug 4, 2020 @ 5:42am 
@exculcator - it should be visible in a drop-down menu at the top of the options panel in-game (i.e. not from the main menu) - that's because the mod doesn't know which props are present until the game loads them (which it only does when loading into a game).

(The other options don't require the game to be loaded first, so they can be accessed from the main menu).
exculcator Aug 3, 2020 @ 4:55pm 
I seem to be missing the most obvious thing - how do you select *any* particular bin to be shown? E.g. I have to subscribed to the green UK bin - how do I sleect this is my (default) bin? I see nothing in the options.
algernon  [author] Jul 24, 2020 @ 8:20pm 
@djnellz215913ko This is most definietly compatible with Ploppable RICO Revisited. In fact this mod was created by me (in case you hadn't noticed, I'm the author of Ploppble RICO Revisited) specifically to be compatible with the new RICO mod, since TPB's old Garbage Bin Controller isn't.

Are you confusing this mod with Garbage Bin Controller?

If you're having trouble with Ploppable RICO Revisited, then please post on that mod's workshop discussion page, including a link to where you've uploaded your output log (and after making sure that you've first enabled Ploppable RICO Revisited in your content manager, of course).
djnellz215913ko Jul 24, 2020 @ 7:51pm 
I don't think this mod is compatible with the new RICO mod, it won't allow the unique buildings with RICO settings to be a RICO building.
Plaxci Jul 8, 2020 @ 6:44am 
Well considering you've been remastering a lot of the essential mods, I wondered if perhaps dynamic resolution was one of them on your radar - it's a widely used mod and wondered if a similar situation would occur with regards to the previous garbage bin mod conflicting with the newer harmony 2 mods where in the previous garbage bin mod had to be disabled.
algernon  [author] Jul 8, 2020 @ 4:45am 
@Plaxci Why specifically do you ask?
Plaxci Jul 8, 2020 @ 3:09am 
@algernon just out of curiosity, do you have any plans to remake "dynamic resolution?"
algernon  [author] Jun 30, 2020 @ 10:02pm 
Currently working on for next updates:
- Per-building-type (and level?) settings
- Selection from a subset of installed bins
- Customising bin placement and rotation by bin type
- Ability for user to select bin props that aren't explicitly supported
algernon  [author] Jun 30, 2020 @ 10:00pm 
Version 0.2 update:
- Add explicit recognition for twelve workshop bins (Germany, UK, Korea, generic)
- Add ru translation by vitalii201
- Add zh translation by M.S.Referee
- Update translation framework
Milamber Jun 26, 2020 @ 7:11am 
Figured it out! I just had to play with the settings more and change amount of garbage to lower :)
algernon  [author] Jun 26, 2020 @ 6:02am 
@Milamber Have you unsubscribed from the previous mod, and have you subscribed to at least one of the bin packs linked above?
Milamber Jun 26, 2020 @ 5:08am 
Hi I updated to this mod from the previous garbage bin controller mod but now I'm not ever seeing any bins shown even with the 'show bins at garbage count' = 0, any idea? thanks
Plaxci Jun 25, 2020 @ 7:26am 
Wow, thank you so much. I honestly wasn't expecting this but you did it. In all honesty man it's really appreciated!
algernon  [author] Jun 24, 2020 @ 4:04pm 
@aubergine18 Yes, I'm adding categorisation as well, so rather than having to set each individual building, you can do it by service (e.g. industrial/residential), subservice (high/low density), or prefab type (e.g. all low residential EU LD 07 C has this). But people will be able to go down to individual buildings if they want...

Te game methods patched work (only) with direct individual building instances, so internally I have to do it per-building anyway; the categorisation I'm adding is basically a shortcut for user convenience.