Cities: Skylines

Cities: Skylines

Modular Piers
16 Comments
LemonsterOG 23 Oct, 2022 @ 5:58am 
@Avanya -- Thanks for replying. I figured it was something like that. :smileyflag:
Avanya  [author] 23 Oct, 2022 @ 1:29am 
@LemonsterOG: No, they simply only spawn with the one variation. Once the issue with the asset editor not saving submesh variations is fixed, I'll update them to randomly pick a roof type. Means placing them more times or deleting/undoing with MoveIt to get the right version, but it's better than now where one is unselectable.
LemonsterOG 22 Oct, 2022 @ 2:04pm 
A few of the buildings in this collection "require" the Building Variations mod, which was broken as part of the P&P update. I assume it's not an issue if it's not subscribed, but I thought I'd better post something, just in case. Happy Halloween! :pumpkin_s: :TheGhost:
Avanya  [author] 9 Jan, 2022 @ 11:49pm 
@Devious Tyrant: Place the first building on a road, then find the zoning tiles behind it. That's where you can then place the next building. Make sure to landscape first though. If you place the buildings sticking out into the water, there will be no land around the road and so no zoning tiles.
Al 9 Jan, 2022 @ 3:38am 
Beautiful (as always) but I'm struggling. There is mention of 'hidden roads'. I cannot place the pier buildings as they require a road connection. Am I missing something or is there a step missing from the instructions? Thank you as always.
MagDump 5 Sep, 2021 @ 2:34pm 
@Georgeous George, The person who made the animated gif or "the images explaining placement". He posted a reply but it happened so fast, i think you might have missed it.. :steamsalty:
Eisleneth 26 Jul, 2021 @ 10:58am 
:steamthumbsup::steamthumbsup::steamthumbsup:
Gorgeous George 22 Jul, 2021 @ 7:18am 
@Avanya Thank you so much!
Avanya  [author] 20 Jul, 2021 @ 12:58pm 
@Gorgeous George: Instructions are also available as a still image on all the relevant pieces. Added it to the description here too, and here's a direct link as well:

https://steamuserimages-a.akamaihd.net/ugc/1690522515839070241/45AED844B364B3E4A57B0CFCBC91AD6451A39950/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Avanya  [author] 20 Jul, 2021 @ 12:57pm 
@asterisk11231: Personally, I go for making assets as easy to use as I can, even if it limits customization some. But you can always experiment with what works if you're giving it a go yourself! :)
Gorgeous George 16 Jul, 2021 @ 10:44am 
Holy shit, the images explaining placement change way too fast for slow readers. Would it be possible to put the step-by-step text into the description?

Otherwise absolutely great!
codewitch 15 Jul, 2021 @ 8:15am 
I could maybe "move" the connection using building spawn points, but you're right that you would need a way to do that, such as functioning pipes or invisible roads
Avanya  [author] 14 Jul, 2021 @ 1:09am 
@asterisk11231: The problem there becomes the road connection. It's definitely possible, but you would then need to drag a road into the pier, which might mess with the terrain under and be visible.
codewitch 14 Jul, 2021 @ 1:03am 
I might look into making invisible ones (like block services). Everything is solved and more modular with invisible logic blocks.
Avanya  [author] 14 Jul, 2021 @ 12:50am 
@asterisk11231: Yes, but time is a factor for me. I know there's gonna be a bunch of fiddling around to get them working properly, and functional versions would not be modular. So maybe at some point, but not any time soon unfortunately.
codewitch 12 Jul, 2021 @ 12:19pm 
Considering any barges or cargo harbor versions? :thinking: