Cities: Skylines

Cities: Skylines

Coal hopper and storage - Remember prop!
23 Comments
Darkangel Nov 19, 2022 @ 6:01am 
I was just being sociable as i am every year. Good bye.
Avanya  [author] Nov 19, 2022 @ 4:39am 
@Darkangel: I'm not quite sure why you're commenting on my workshop asset about this. This is my personal account, this is not the place to report bugs. Please use the official channels for that, links can be found here: https://linktr.ee/colossalorder
Darkangel Nov 18, 2022 @ 5:19am 
Hello again one year later. As a side note because i'm using left hand traffic which a third of all countries do my buses aren't showing. Apparently CS goofed big time for a third of the world missing out seeing them.
Avanya  [author] Sep 12, 2021 @ 11:39pm 
@Darkangel: I wouldn't recommend giving them RICO settings with the new Ploppable RICO Revisited. It's much easier to just enable its options for growables and using FindIt to place them where you want them. Then it will work with minimal interference from mods, which means you're less likely to have problems.

And no, I don't need to update them for the mod. Updating is almost entirely a thing that only mods need. A building uses the code the game has, and mods affect that. When the code for buildings change, all buildings that use it change in game - no need to update them. However, mods would need an update in that situation.
Darkangel Sep 11, 2021 @ 5:54pm 
if i remember the rico then they would lose the purpose of an ore profit and just become eye candy. Would the new rico work with it or don't you need to update them to the new rico>?
Avanya  [author] Sep 11, 2021 @ 12:55pm 
@Darkangel: I can't reproduce your issue. Like I said 4 years ago, if you have RICO settings for this or any other of my growables, then you have added them yourself or have a mod that has added them for you. I can't fix what has been changed on your end.

Have you tried removing the RICO settings for them?
Darkangel Sep 8, 2021 @ 11:38am 
Ok I've given you 4 years to fix it in your spare time as you say and I'm wondering what you've come up with after 4 years work?
Avanya  [author] Sep 8, 2017 @ 4:09am 
@Darkangel: I haven't updated them because buildings don't need to be updated every patch. They don't contain code like a mod does. Like I told you before I'll look into it when I have the time and see if there's anything I can do, but this is something I do in my free time, so other things have priority. There's also a chance there's absolutely nothing I can do to fix it (growables have no settings).

I never include RICO settings for growables. If you have RICO settings for it, then you've added those yourself. Perhaps they are the issue, try turning them off and see if it works properly. I'll still do some testing when I have time and see if I can reproduce the issue.
Darkangel Sep 8, 2017 @ 3:59am 
I have reported problems with your ore extractors so there are others that say you havent updated in 2 # years!. Theres been many dlc updates since then. For me its saying operating normally to not operating. That only happens with the dafault ones before they have the recomended employment numbers. When you were ricoing these did you have Skylines realistic population added or ticked?
Avanya  [author] Jan 21, 2016 @ 7:10am 
@pilot.patrick93: I can't say what caused your crash, but I'm 99% sure it's not my props. No one else has reported any problems with them and again - props don't change the game code or anything like that. It's much more likely to be a mod playing up. If you insist they're the issue, then please try starting a new game with just them activated - no mods, no other assets.
UniformAlpha14 Jan 21, 2016 @ 6:32am 
not possible ;). Added some other assets afterwards and they didn't cause a crash.
Avanya  [author] Jan 21, 2016 @ 5:57am 
@pilot.patrick93: They're just props, so they can't really crash your game. They might have been the last drop of amount of props/assets your pc can handle. To be the issue they'd have to crash your game even with all other assets and mods turned off on a brand new map.
UniformAlpha14 Jan 21, 2016 @ 5:15am 
Excavators crashed my game!
Baleur Oct 28, 2015 @ 6:13am 
Awesome!
DefaultEcho Oct 27, 2015 @ 1:04pm 
Oh, I thought this was a plopable park/thing.
Avanya  [author] Oct 27, 2015 @ 12:15pm 
@ Default Echo - that's exactly what it is :)
DefaultEcho Oct 27, 2015 @ 11:35am 
This should be a growable plot for the ore industry.
Benny Beanpicker (NL) Oct 24, 2015 @ 5:08am 
well i am subscribed anyway cause i like the asset
Avanya  [author] Oct 24, 2015 @ 2:15am 
@ Wastingpluto533: Originally I didn't plan on making new ones, but I found them a bit too yellow for my liking. I then discovered that the original ones had a very high tris count (almost 2000) for a prob, so I decided optimize them. Since a city will have several of these I wanted to keep the tris as low as possible for the building and probs. :)

If you prefer the original ones, you can just subscribe to this one, open it in the asset editor and place them on it. :)
Benny Beanpicker (NL) Oct 23, 2015 @ 9:44pm 
hi i really like the design a lot , the only thing i like less is that you made new excavators while the original where good enough we already have so many props so double props will not make it easier , other then that i hope you make a couple more of these
Avanya  [author] Oct 23, 2015 @ 2:50pm 
@ templeofdoom I totally forgot to add the tris count even though I meant too! :P Thanks for reminding me
templeofdoom Oct 23, 2015 @ 1:54pm 
BTW - EXCELLENT work! :)
templeofdoom Oct 23, 2015 @ 1:54pm 
Can you list the tri count and textures used on this model? Thanks!