algernon-a / advancedbuildinglevelcontrol Goto Github PK
View Code? Open in Web Editor NEWA Cities: Skylines mod
License: MIT License
A Cities: Skylines mod
License: MIT License
hello! I like this game the most. I want to advance this mod. Now, when I press the button "gradedown", fall down only one level. I want to fall down to first level. In other words, from level5 to level1(when I press the button once). I want to contact you.
To investigate - per Quboid on bug-reports Discord.
I.e. not having to toggle 'control level' checkbox all the time.
I recently switched from old No Abandonment
(NA) mod to ABLC
mod and ended up with a load of abandoned buildings in the city; that's after enabling the no-abandon settings at main menu and checking they were still enabled after loading city.
This is probably just a minor one-time issue due to switching from NA to ABLC, but thought I'd raise it.
Steps to reproduce:
no abandon
features still enabledThe buildings (like all buildings in my city) were plopped via Find It mod
Only way to recover was delete the abandoned buildings (I don't currently have mod tools due to compat issues with EML/PA mods, so I can't just flip the flag to un-abandon those buildings).
Suggestion: Optional "Restore building" button appear on the side-panel (that appears next to selected building world info panel) - when clicked, it clears flags for abandonment & collapsed.
Alternate suggestion: If no-abandon features enabled, check for abandoned buildings on city load and unabandon them.
Alternate alternate suggestion: If user has Natural Disasters DLC subscribed, send out disaster recovery team so user can do the "Rebuild" thing (IRL if an abandoned building collapsed someone would probably go check it out).
Alternate alternate alternate suggestion: A mod (ND DLC required) that sends disaster crews to abandoned buildings, and also power line nodes that were destroyed by lightning, thus giving user option to 'Rebuild' those things; could possibly evolve in to replacement for the abandoned (lol) "Rebuild It!" mod.
It'll happen anytime during mainmenu or loading.
output_log.txt
In my use case i use plop the growables so that all buildings will be historical.
I would set a district to minimum level 2 and maximum level 3. I would like that all buildings i place within that district will be level 2 or 3.
So if i place a level 1 building (which will be historical) should be automatically upgraded to level 2.
So if i place a level 4 building (which will be historical) should be automatically downgraded to level 3.
Object reference not set to an instance of an object [System.NullReferenceException]
Output log:
Loading Screen Mod gave me a simulation failed message but loading me in game and popped up the following message twice:
Simulation error: Object reference not set to an instance of an object
at ABLC.BuildingExtension.OnBuildingReleased (uint16) <0x00023>
at BuildingWrapper.OnBuildingReleased (uint16) <0x0006f>
at BuildingManager.ReleaseBuildingImplementation (uint16,Building&) <0x00877>
at (wrapper dynamic-method) BuildingManager.DMD<DMD<ReleaseBuilding_Patch1>?1970199296..ReleaseBuilding_Patch1> (BuildingManager,uint16) <0x00045>
at NetNode.UpdateBuilding (uint16,BuildingInfo,single) <0x00158>
at NetNode.CheckHeightOffset (uint16) <0x0039a>
at (wrapper dynamic-method) NetNode.DMD<DMD<TerrainUpdated_Patch2>?-7246592..TerrainUpdated_Patch2> (NetNode&,uint16,single,single,single,single) <0x00a07>
at NetManager.TerrainUpdated (TerrainArea,TerrainArea,TerrainArea) <0x00534>
at TerrainManager.Managers_TerrainUpdated (TerrainArea,TerrainArea,TerrainArea) <0x0005e>
at TerrainModify.UpdateAreaImplementation () <0x018f1>
at TerrainModify.EndUpdateArea () <0x00075>
at SimulationManager.SimulationStep () <0x00730>
at SimulationManager.SimulationThread () <0x0018a>
[Core]
However on this map all I am doing is working on an interchange for a Move It Export that includes decorations. I don't even have any buildings other than rocks and the things that came on the map like abandoned houses and castles. So I am not sure how this got triggered and what the terrain has anything to do with it.
I did get some other mod errors so I am rebooting the game etc but wanted to post this so you could see it in case it just up and stops on next load.
Both upgrading and downgrading as appropriate.
When a building collapses due to fire...
Historical Buiding
flag (if it was set) - is there a way to retain that flag?Historical Building
flag being cleared?) - is there a way to ensure it builds back to prior asset?Note: Building shown is a RICO residential.
I like Cities Skylines very well
I want to improve this mod a little.
I want to discuss budget and requirements on Skype.
My Skype id is
live:.cid.c02c431544d79ae9
Thanks
Aloow prefabs to have multiple levels for upgrading/spawning purposes (to increase variety of appearance).
Hello, algeron!
As I am a C# developer, I'm trying to develop a mod that can control the level of a building now.
When I built this project in VS2017 Community version, I got a Dll(Assembly-CSharp, ColossalManaged, ICities, UnityEngine) reference error.
So I ask you to share the DLLs you are currently using in this project.
I hope a lot of exchanges.
Look forward to hearing from you soon.
Best regards,
Kingwebdev
Add option to spawn at random levels betwen district minimum and maximum.
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