Cities: Skylines

Cities: Skylines

Ragnarok - More disaster controls
Asser  [developer] Jan 3, 2017 @ 1:34am
Feature ideas and roadmap
Feature ideas
Below is a list of ideas for this mod. There is no guarantee that any of these ideas will ever be part of this mod. Feel free to suggest new ideas in this discussion.

  • Change the max intensity for a disaster to something higher than 10.0
  • Remove the cooldown when spawning disasters
  • Spawn Chirpnadoes on request
  • Spawn multiple disasters at once
  • SimCity 4 like control for for tornadoes/chirp nadoes
  • SimCity 4 like lightning strikes

Planned features
Below is a list of the planned features for this mod. These are either already part of the mod, partially implemented, in development or in an investigation phase.

  • Cap on max intensity for disasters - For instance prevent tsunamis with an intensity of 5.6 or above from spawning in your cities Implemented
Last edited by Asser; Jan 8, 2017 @ 10:37am
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Showing 1-14 of 14 comments
TheKid Jan 11, 2017 @ 11:03pm 
can we have custom intensity for each disaster if possible and also can we change the direction of the earth quake tornado tsunami , size of sinkhole etc
Maddiedoggie Jan 22, 2017 @ 8:39am 
@TheKid half of that is already part of the vanilla game I belive.
tb10997 May 13, 2017 @ 11:32am 
It would be awesome if you could find a way to make it so you could paint a path and lenght for a tornado to go through.
Last edited by tb10997; May 13, 2017 @ 11:32am
Nep-Nep Jul 4, 2017 @ 7:18pm 
I'd like to be able to disable the cooldown period for meteor strikes, as well as disable the disaster alert for the sake of making a video. Also, be able to do an entire meteor storm, rather than just spam clicking with the Meteor Strike turned on.
f4y3 Jul 23, 2017 @ 9:48pm 
It would be great if you could find a way to also enable bigger disasters up to 25.5 for the scenario-editor.
SpaceJackalTim Sep 11, 2018 @ 10:05pm 
How about a setting to disable terrain damage from disasters
WTC1973 Jul 18, 2019 @ 3:29pm 
I would like to see if there could be a way to disable damage for certain disasters, more specifically, disable damage from a Tornado.

Say that only at above 3.0 does a Tornado cause damage to buildings, roads, and lifts people and cars, and anything else below that does nothing.
Darkitz Mar 16, 2020 @ 3:25am 
Disable Terrain damage on disasters ? I'm fine with it killing buildings, those auto rebuild. But i get seriously butthurt when i meteor destroys my handmade highway interchange which tediously intigrated into my city.
coperthe1st Jan 29, 2021 @ 11:22am 
I wish that there was option where disasters could happen instantly
jarate Jul 15, 2022 @ 12:32pm 
meteoroid shower or just a giant shower of meteors?
Depleuer Jul 20, 2022 @ 5:23pm 
could you remove the cooldown or make it like 0.1 Second long?
Plazmafield Aug 9, 2022 @ 4:18pm 
So I think there could be interest in "mild" natural disasters with realism controls in place.
Here's some ideas I'd personally like to see some variation of integrated if possible:
0. Try to use standard scales people are familiar with for the intensity of a natural disaster. E.g. Richter scale,

1. Map type detection for starting game with certain disasters enabled/disabled. OR A well known region of the world that tends to be subject to specific natural disasters of varying intensity could be selected from a drop-down list with the specs detailed in a pop-up box. Might be an easier solution to this for some default game settings.
2. Option to disable dynamic fire animations. Visual updates would include building/tree damage stages, a new object catching on fire (animation of catching fire, and then fixed frame of being on fire after that), a fire being extinguished, and anything key components like this functional to game play rather than graphical appeal. The dynamic animation of a widespread fire can be taxing on the computer.
3. Tornadoes downgrade buildings with an over-time effect rather than destroying all. If level 1, after x time, the building is destroyed. If the building doesn’t have a level, create an index of build cost, find the quartiles, and use those points to determine the level of the building. Ergo, cheaper service buildings can get destroyed more easily than expensive ones.
4. Tsunamis’ flood water scales up the pollution scale the more structures it destroys/affects. I think a simple weighed count could be used with buildings, props, roads, trees, etc. to scale the significance of the pollution, such that buildings have more weight than trees for example. Perhaps give consideration for city level as well in the scaling factor to make it relative. Water pollution on land disappears post clean up, but inland water sources take a permanent 50% weight of the pollution level due to clean water mixing with dirty water. The water then is scrubbed out later by normal water flow directions. This is intended to causes some sickness if drinking pipes intake polluted water. I suggest making the intake pipes unaffected by the tsunami (or optionally unaffected) so this effect can occur. The algorithm to determine what counts as inland water is not something I’ve figured out yet.
5. Earthquakes have a scalable probability to take down a building based on building level. If you feel like getting fancy with it, you could team up with the realistic population mod people to use an algorithm for buildings of 3 to 4 floors (since earthquakes affect those the most) as having the highest probability of actual collapse while other buildings have a probability of downgrading.
6. Consider teaming up with Colossal Order devs to create a set of complementary mods with a option to use this mod to modify defaults. CO devs/contributors could create the animations and defaults, etc while this mod acts to modify the controls of those. The additional types of disasters:
Avalanches with the Snowfall DLC dependency – Could be triggered by placing too much concentrated noise pollution in the snowy mountains. Destroys buildings in the area, or whatever you decide to let it do.

Blizzard – prevents people from going to work/school for the duration of the blizzard plus x time until snow plows clear the roads. Causes deaths in non-heated regions if it lasts too long (random intensity basically). Thus, electricity is not enough and a probability per building is applied to determine if any x% of the cims in the building die. The goal is for random death waves where the hearses are slow to get to the bodies due to snowed out streets. Hail could occur for animation variety from regular snow.

Floods/Monsoons – dependency on rain weather being enabled, with a random probability of a micro-burst or sustained rain to cause it. Effects: increases water levels or water flow, and very slowly puddles on the streets. The goal is that if terrain management by the player is say, too flat, or too near and too level with a full lake, flooding can occur and downgrade buildings by 1 level. Could trigger a dam burst.

Dam burst – if reservoirs fill up and the dam overflows, flow increases past a certain point, and the dam overflows, the dam has a probability of bursting. The dam would be demolished basically and whatever happens happens with respect to water flow.

Destructive Crime – Crime being too high and not resolved has a chance to cause fires, small cim death counts at the building, etc. Not sure how much Colossal Order would be “willing” to do here, so I’ll just leave it at that with my comment.

Mosquito Irritation – If the bug vehicle is enabled, then this one could occur. Basically the bug vehicle, which of course isn’t a controlled vehicle, has to drive through a street for neighboring buildings to be considered treated (how ever often is balanced). Only relevant in hot weather and more relevant tree natural resources. Reduces affected cims happiness. Excludes nature preserves.

Obesity – If the donut van is turned on, then the donut van getting stuck in traffic for X time (e.g. traffic light timers) near residential areas with a high count of cims waiting for public transport (to keep this computationally efficient and less dynamic) has a chance of causing obesity. Slightly reduces the base health value. The more bike paths/cims walking biking increases health slightly.

Heat Wave – If temperatures are above X threshold for Y amount of time and Z cims are walking/biking/visiting parks/bored of waiting for public transport (since that means they’ve been there awhile in the heat), then a random chance of sickness requiring an ambulance to one of these regions occurs. Basically, cims passing out from dehydration and heat.

Hurricane/Cyclone/Typhoon – chance of destroying level 1 and 2 buildings due to winds. Causes “tiny” tsunamis to simulate storm surge and waves. Causes weak tornados and lightning storms. Chance of downgrading higher level buildings by up to 2 levels. Prevents cims from walking or biking for its duration. Chance of Destroying props if feature enabled.

As a reminder, these would be other mods that could be created to work in conjunction with this one. I’d recommend splitting them up so too many DLC requirements aren’t present unnecessarily.
LAF Games Apr 1, 2023 @ 3:41pm 
This feature strangely doesn't exist anywhere: auto turn off or turn on all types of service buildings in evacuated areas or districts affected by the disasters.
LAF Games Apr 3, 2023 @ 11:03am 
Originally posted by LAF Games:
This feature strangely doesn't exist anywhere: auto turn off or turn on all types of service buildings in evacuated areas or districts affected by the disasters.
Found out, yesterday, the game already does this when the service buildings are near a shelter and that means, when the shelter is activated, nearby services are automatically put on pause without turning it off. Unconfirmed, but I think the spending comes from public transit not being turned off during an evacuation. I'll look into this the next time I evacuate a whole town. See https://www.reddit.com/r/CitiesSkylinesModding/comments/1292796/mod_request_auto_off_services_for_disaster/?utm_source=share&utm_medium=web2x&context=3 for updates.
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