Cities: Skylines

Cities: Skylines

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[RF] Natural Drainage
File Size
2.280 MB
Nov 5, 2016 @ 9:07pm
Nov 6, 2016 @ 9:37am
2 Change Notes ( view )

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[RF] Natural Drainage

In 1 collection by [SSU]yenyang
Rainfall Collection
27 items
Natural Drainage by [SSU]yenyang

Required Mod

The Natural Drainage Assets are free, no maintenance, and can be placed anywhere (anarchy will be needed to place on top of something else). They come in a variety of sizes and are used to create an accurate representation of non-urban hydrology. The assets use the rock assets as a base and will be demolished automatically if you construct anything on top of them. The reason for being asset based is that it gives the user complete control of the simulation. They can be placed outside the users plots using the cross the line mod.

See Official Rainfall Guide for more details about the Rainfall Mod

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[SSU]yenyang  [author] Aug 30, 2017 @ 7:42am 
@simaviator06 Thank you. Your story made me very happy. I really enjoy that you're having a good time with the mod and assets.
SimGamer87 Aug 30, 2017 @ 7:03am 
I'm currently using the base rainfall mod with some drainage assets to control flooding. But I think this will be a good addition that will simulate pre-development runoff in large watersheds. I'd like to see Pre to Post effects and then develop my flood mitigation measures. Thanks for creating these mods, yenyang. I've been having a lot of fun with my drainage systems. I have an industrial zone in my city that I made into a district to extract oil. Unfortunately it's in a bowl and stormwater flooded the area. The districting prevented the flows from being pumped to an outlet. So I created a dry detention basin nearby and extended my district to include the outlet. Then I used a yard inlet at the bottom of the pond outside of the district with a force main outlet to drain it to prevent flooding. This configuration works well. Just one example of how fun this mod is.
[SSU]yenyang  [author] Nov 7, 2016 @ 2:11pm 
@Droidhacker Yes these work underwater.
Droidhacker Nov 7, 2016 @ 1:35pm 
This mod will be awesome because I might actually be able to make the Grand Inga Dam on my map and have it work now!
Droidhacker Nov 7, 2016 @ 1:34pm 
Well I would plan on making a large amount because the vanilla way rivers work in unrealistic with a large spawner at the beginning and the river LOSING water over its extent. I made a map using of the Inga Dams area ( ) of the congo river and with the vanilla system I could barely get 1400MW out of the dam even though the planned one would produce 32000MW! Its because all the water eveporated before getting to the dam. Would your natural drainage spawners work underwater? Also a good mod for you to work on next would be more realistic dams and water control systems.
[SSU]yenyang  [author] Nov 7, 2016 @ 1:28pm 
@Droidhacker Yes, but since the quantity of water coming out of the rivers from the vanilla maps is so large you may need a large quantity of these (or a flood spawner) to notice much of a difference. Alternatively you could play on a map that has much less water in the rivers, or use these to model creeks that dry up when it isn't raining.
Droidhacker Nov 7, 2016 @ 11:02am 
So as I am gathering this would be te same as the raising and lowering of the water spawners in terms of gameplay? But this would be a LOT more realistic. This is super cool this is what I wanted for cities skylines from the beginning, giving a much more interesting relationship between the city and the water
[SSU]yenyang  [author] Nov 6, 2016 @ 3:35pm 
@Droidhacker Probably, but not one that would give the user control of where they want to simulate natural drainage. Also the entire rainfall mod is asset based so continuing to be asset based doesn't hinder performance any more than it already does. The scenario I want to avoid is having your highway connection become flooded outside of your plots with no way of fixing the situation. Although with the cross the line mod, I suppose that would be fine. Placing a bunch of them goes faster than you would think. They're free and they can overlap with each other.
Droidhacker Nov 6, 2016 @ 11:27am 
Is there any way these could be simply a mod that auto applies them? Would you have to place hundreds of these all over the map?