Cities: Skylines

Cities: Skylines

Slurry Pulp and Paper
19 Comments
220hertz  [author] 24 Feb, 2022 @ 7:59am 
Thanks for the head's up. I'm fine with that.
Ryan23961 4 Dec, 2020 @ 4:45am 
Again, thanks so much for the help. I've tried your method and I've got it working perfectly.
220hertz  [author] 2 Dec, 2020 @ 5:35pm 
@Ryan23961 - Always happy to help out. If you run into trouble, give me a shout.
Ryan23961 2 Dec, 2020 @ 4:40pm 
Thanks for the advice. I'll try doing it that way this weekend.

The Asset AI Changer mod is very good for a lot of things but I think it has limits.

Your way seems a lot easier. Thanks for the advice :)
220hertz  [author] 2 Dec, 2020 @ 3:14pm 
@Ryan23961 - I'd just be guessing at why they're not drawing employees or producing. I've never used the asset ai changer mod. I'm assuming that's what the UI widgets are in the first screenshot?

My suggestion would be to use mod tools to dump whatever asset files you want to repurpose and create new assets rather than trying to mod existing ones. The meshes and textures are dumped straight to the import folder so you can bring them right back into the asset editor as soon as they're dumped.

I hope I've understood both the problem and what you were asking there.
Ryan23961 2 Dec, 2020 @ 2:44pm 
Hey,

I've been trying to re-purpose some assets from the workshop into Industry DLC buildings, and I've been having some problems with it.

I have a link below to some pictures (top 5) that'll show my problem. If you or anyone else can help, i'd be very grateful.

https://steamhost.cn/steamcommunity_com/profiles/76561198338405378/screenshots
vila浅水荟澄 12 May, 2020 @ 3:52am 
Thumb up! Looking forward to more Industry assets.
220hertz  [author] 8 Feb, 2019 @ 4:05pm 
@ tatu.andrei - It's a processing facility. Takes in raw forest materials and creates paper, same as the vanilla pulp mill.
ratmadillo 8 Feb, 2019 @ 1:59am 
Its a extractor or processing building?
Maximilian 4 Dec, 2018 @ 7:32pm 
@220hertz You're welcome :steamhappy:
220hertz  [author] 4 Dec, 2018 @ 5:13pm 
@Maximillian. That's awesome. I was wondering how the refinery got to have such a huge footprint. I am totally doing this at some point. Thanks for the info!
Maximilian 4 Dec, 2018 @ 6:25am 
@220hertz It's this mod. . The sub-buildings in the industries tab. When you open the asset editor and click new-building, then go to the new industries tab, you'll find some buildings with a marking in the top corner (either right or left I can't remember) and if you hover over it, it tells you using this building as a template.... something lol. They are basically the ones that allow the unique factories to be so big.
220hertz  [author] 3 Dec, 2018 @ 7:44pm 
@maximillian - I did not know that. I'll investigate it. Which mod are you speaking about in particular? And which new sub-buildings? I'll have a look in the meantime, but I am intrigued.
Maximilian 3 Dec, 2018 @ 7:00pm 
@220hertz, No you wouldn't. If you use the dummy building AI (with the mod), or import the building using one of the new sub-buildings as a template, then you don't give it any stats as it won't show up in game as a separate building and doesn't do anything.
220hertz  [author] 3 Dec, 2018 @ 8:54am 
@Maximilian. Not in this case. If I used sub-buildings, I'd have to make each part of the building an asset with its own purpose and game stats. Here I just wanted the texture space. It's a bit cleaner too, since you don't need to fuss with the position of a submesh after import into the asset editor.
Maximilian 3 Dec, 2018 @ 7:56am 
Why not use sub-buildings instead? Would it not have been easier?
girlfromverona 2 Dec, 2018 @ 5:29pm 
I'm definitely going to use this! Thanks for sharing.
Skignovilous 2 Dec, 2018 @ 6:13am 
This looks pretty cool. Thanks for making it. I'll try it out!