Cities: Skylines

Cities: Skylines

Building Spawn Points 1.4.4
694 Comments
black_panther559 Oct 11 @ 2:04pm 
@thobusteng

Unless this is your very first time EVER hearing about / playing Cities Skylines and the main (essential) mods that are always talked about, I'm gonna "ACT" like this is actually a "genuine" question, and answer this for you, since I'm the nice guy in these threads. LOL Here you go...

https://steamcommunity.com/sharedfiles/filedetails/?id=1619685021


Happy city building everyone! :steamthumbsup::steamhappy:
thobusteng Oct 11 @ 1:16am 
Does this allow you to place the building further away from the road?
javi.kasilla Oct 1 @ 2:39am 
thanks!!!
macsergey  [author] Sep 29 @ 2:42pm 
the mod is updated for game version 1.20.1-f1.
Wind of Changes Sep 29 @ 2:41pm 
Post Sorting Facility has wrong points. Cars cannot use it - it's too far.
Finwickle Sep 29 @ 5:29am 
@Ryan: That's just bullshit.

You can dislike Colossal Order for updating a stable game that has more than enough content, and I wouldn't blame you. And while these game updates do cause some disruptions to mods every now and then, this recent update didn't cause that much harm imho. All 145 mods I use are still working, as far as I can see.

The popup you see from Building Spawn Points (and all other mods by macsergey) about possible incompatibility, is a message that the mod generates purely based on the game version number. This mod functions just fine. It's creator is a CO employee as well, so bashing CO might not be the best way of supporting this mod.

If the last update made your game unplayable, that's likely on your end.
Ryan Sep 29 @ 4:21am 
@javi.kasilla they are intentionally breaking the mods in hopes you buy cs2. But that game is such a mess no one wants to buy. And this is their scummy way of trying to force a buy by making this one unplayable
javi.kasilla Sep 29 @ 3:45am 
The new CS updates are really annoying... Lots of players play the game with essential mods (in my opinion). Without them, the base game is boring and flat. Please STOP CS UPDATES!! Let us play the game we paid for.
black_panther559 Sep 25 @ 6:40am 
@EVERYONE

This mod is working.


Happy city building everyone! :steamthumbsup::steamhappy:
Finwickle Sep 24 @ 12:14pm 
It still seems to work fine for me. Just click Ok on the warning (don't disable it) and keep using it.
State of Kenfortucky Sep 24 @ 11:34am 
Please update. Thanks.
WhiteKnight77 Aug 24 @ 11:16am 
@NGMYzerone, the cargo terminals have a fixed and immovable spawn point and the building does not allow for adding others unfortunately.
NGMYzerone Aug 23 @ 9:11am 
There is no cargo truck category while i try to use for cargo train terminal :( the truck keep using original spawn point
Failer Aug 14 @ 2:10pm 
Hmm, for whatever reason your mod doesn't work with custom hospitals. Any workaround for that?
Snagletooth Aug 2 @ 1:15pm 
Generally 5 tiles is max movement from a road/walk path. It's kind iffy depending on the size of the road, but general rule of thumb is, keep the building front within the 5 tile of the road. 3 on really wide roads (since it's counting from center line)

Now thats moving the building itself so it remains 'attached" to a road or walkway. Moving the spawn points. Technically you can still do the 5 tiles from center line, but it starts to get a bit wonky at 4 tiles sometimes. Best to keep the spawn point itself within 3 unless you really need more and dont mind tinkering with it.
WhiteKnight77 Jul 29 @ 7:24pm 
Shig, which building are you referring to?
WhiteKnight77 Jul 29 @ 7:23pm 
Place a road, then place a dirt road parallel to the first road. Place the building, or let it spawn. Bulldoze the dirt road. You may have to place some concrete tile pieces or plain pedestrian walkways, then maybe move the building back a bit towards the road. You should be good to go and can move the spawn point.
shig Jul 29 @ 2:36pm 
I don't see cargo truck as a vehicle option. Anyone having the same issue?
patrioticparadox Jul 29 @ 10:29am 
Any idea what that distance is? 2, 3 units?
WhiteKnight77 Jul 29 @ 9:58am 
The limit is the spawn point to the road, but the building has to be near enough to the road. I just watched a video where the builder moved a train station and had commercial buildings in front of it.
CreatorOfWorlds Jul 29 @ 12:33am 
Okay, so in other words, there is a limit to the distance between the spawn point and the building… it is not the spawn point that is the deciding faktor for road connection to the building.
WhiteKnight77 Jul 28 @ 3:59pm 
You can move the building, but just make sure you move the spawn points as well. I often put the spawn points in the warehouses (I have the Industries DLC) and sometimes, I have to move them a bit.
patrioticparadox Jul 28 @ 3:54pm 
Ah, bummer. Thanks
WhiteKnight77 Jul 28 @ 3:43pm 
Patrioticparadox, no, it would not and then the spawn point will give an error stating that it is too far away. You can only move a building so far from the road before one gets an error of some sort.
patrioticparadox Jul 28 @ 3:31pm 
Wait, would that let me place a building in a park with the spawn far enough away that it thinks it has a road connection? That would be sweet!
WhiteKnight77 Jul 28 @ 3:13pm 
CreatorOfWorlds, place the spawn points first, then move the building.
CreatorOfWorlds Jul 28 @ 9:53am 
I used 'move it mod' to move a building, then afterwards i used this mod to move the spawn point back to a road, but still get the 'road connection missing' issue.
Any advice?
patrioticparadox May 28 @ 4:03pm 
Check your logs.
Check Skyve to ensure the mod updates have downloaded correctly.
andreworourke914 May 28 @ 3:06pm 
Very much love your mods but after your 6 core mods were updated on May 23 I cannot open longtime saves or backups. Could be something else I suppose but the new versions of your mods are the only changes I can pinpoint. I've tried updating all 6 manually by unsubscribing and resubscribing without any luck. LSM gets nearly to the finish line each time before crashing without any error. Any idea?
patrioticparadox May 25 @ 9:13am 
No, it doesn't.
AvonGaming May 25 @ 8:46am 
breaks the game now
patrioticparadox May 23 @ 1:41pm 
You absolutely rule!
macsergey  [author] May 23 @ 9:57am 
Version 1.4.3

Updated required game version to 1.19.2-f3.
patrioticparadox May 19 @ 4:54am 
The mod works fine.
mj_designs1 May 19 @ 4:32am 
the mod version is out date
the mod was made for version 1.18.1-f3
current game version 1.19.2-f3
update the mod to the newest version, otherwise the correct working pf the mod is not guaranteed and can lead unpredictable error
rich.riedl Apr 21 @ 7:18pm 
The problem that I have is that I don't see Cargo Truck in the list of available vehicle types
󠁳PeLuZuVe Apr 16 @ 11:35am 
It's no good for me at traditionals airports
patrioticparadox Apr 4 @ 11:23am 
The mod works fine. There were no changes to the game's code base. You can ignore the warning.
I'd rather be sleeping Mar 29 @ 6:56am 
this mod works just fine for me, as well. i have no issues with it at all, despite the warning on load.
Wabbafett Mar 29 @ 4:30am 
Guys I'm pretty sure the mod should work just fine since Paradox haven't updated the code base, only added assets. The warnings are just Harmony informing you that there could be issues since it's programmed to do so.
bsbrdv Mar 27 @ 2:07pm 
Where can the new version of Building Spawn Points be found? It doesn't seem to be anywhere in the Workshop.
Splifsend Mar 27 @ 10:22am 
The game says this mod needs updating.. but, I have tested it and haven't found any issues
Repkingster134 Mar 26 @ 3:42pm 
Hello, I understand the update just released. However is it possible for you update the mod for version of the game. I just got a warning saying that the mod is out of date, incompatible, and can cause crashes.

If you can please update and fix the mod for the game as soon as you are able, that would be appreciated. Thank you.
ACT Mar 26 @ 3:59am 
i forgot to turn off auto update then the mod isnt working after update and destroy my city :steamfacepalm:
MD Channel Mar 26 @ 3:40am 
Umm, do we really need to update this? Or it just working fine, I didn't try to login the game before
patrioticparadox Mar 17 @ 1:08pm 
Good details. Haven't used those myself so I'll have to see if I can reproduce it.
Wabbafett Mar 16 @ 11:19pm 
@patrioticparadox What I mean is that the spawn points do physically appear when you open up the menu. However when late trying to assign train lines through the building, the stop placer snaps to the first station only, not allowing one to place any stops on the other stops. From my testing, the simple act of opening up the menu on the hub building causes this bug to happen. TLDR, spawn points break as soon as you open the menu on the hub. And before you go on your usual tangent of how it's my fault because another broken mod is interfering, I must add that it is SPECIFICALLY this mod that causes this weird minute issue and that I have NO other mod that deals with spawn points installed. Unsubscribing from the mod fixes the issue.
patrioticparadox Mar 15 @ 7:41am 
Could you be more specific on what you mean by "bug out"? Do the spawn points become sentient and start eating your cims?
Wabbafett Mar 15 @ 1:24am 
I dont know why but simply opening up the menu for this mod on the multiplatform station hub causes all the spawn points on the station to bug out. Very weird bug.
Snagletooth Mar 12 @ 5:20am 
@simpatrick If you're using Linux, you can use Steam Combatibilty Tool to change over the game from Runtime Scout 1.0 to Legacy Runtime 1.0

If you're on Mac, the problem is the same, it's mono, but I dont know how to convert Mac to legacy runtimes. You'll have to ask the Mac community on Steam.

I had a thread dealing with the issue.
https://steamcommunity.com/app/255710/discussions/0/4633734820102469374/?ctp=4