Cities: Skylines

Cities: Skylines

Topographic Lines Toggle
77 Comments
nhatanh0475 16 Jun, 2023 @ 11:54am 
@ne0n Because each mods can touch different part of the game. And the more thing a mods can do, the higher chance the mods can be broken when something change.
Precision engineering is a special mods that only has a limited configuration and less like to interfere with other mod or the game itself.
yao_zhou 14 Dec, 2022 @ 7:57pm 
Use Toggle it! instead.
ne0n 4 Dec, 2022 @ 9:56am 
I replaced this mod with ToggleIt, but now ToggleIt has issues with another mod I'm using. IS there a mod that can just display topographic lines and that it doesn't have conflicts with other mods?

How can Precision engineering still work after all these years, but some very small mods and with a small impact, need an update with every dlc?
Egdot 12 Aug, 2022 @ 11:47pm 
Height lines will not show if ROTTERdam mod is active.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2474567113
Sasquatch 17 Jul, 2022 @ 9:26am 
Everyone recommending ToggleIt... I'm here because ToggleIt quit working.
ignomen 6 Nov, 2021 @ 5:02pm 
Still works for me, after all these years.
Overlord 20 Mar, 2021 @ 4:26am 
This mod works.
Frog 7 Dec, 2020 @ 1:33am 
I'm having no issues with this mod, but everyone should use Toggle It now
PhizzleGfunk 1 Nov, 2020 @ 7:40am 
Komb, Just wanted to say thank you, this mod is a life saver !
NOiZE 1 Jun, 2020 @ 10:21am 
Just a FYI, this mod still works fine for me
baddragon 25 Apr, 2020 @ 7:00pm 
AM getting an error when enabling this mod:

A Mod caused an error [System.Exception]

Details:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Xml.XmlException: Document element did not appear. file:///E:/SteamLibrary/steamapps/common/Cities_Skylines/TopoLinesToggle.xml Line 1, position 1.
at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
at Mono.Xml.EntityResolvingXmlReader.Read () [0x00000] in <filename unknown>:0
at Mono.Xml.DTDValidatingReader.ReadContent () [0x00000] in <filename unknown>:0
at Mono.Xml.DTDValidatingReader.Read () [0x00000] in <filename unknown>:0
at Mono.Xml.Schema.XsdValidatingReader.Read () [0x00000] in <filename unknown>:0
.....
kinginora 24 Apr, 2020 @ 9:59pm 
is this mod working now?
Captain Toof 15 Apr, 2020 @ 1:33pm 
@Komb or someone please tell orig button coordinates from config.
samoliveira 10 Mar, 2020 @ 1:50pm 
This mod is very useful.
Burningfeetman 21 Feb, 2020 @ 5:56pm 
Mod is awesome. With this mod, player can view both natural resources AND topographics, whilst placing roads. Perfect, a must have for designing and planning cities to suit the terrain AND resources. :extrastrongcoffee:
Greyler Marak 29 Jan, 2020 @ 8:45am 
Got a game crash with this mod. Not sure what the conflict is, but while in game the moused was behaving oddly - not selecting objects at apparently random spots - related to the camera angle, not the map itself, as i could if i rotated round etc.
After the crash the game wouldn't start again before unsubbing.
ZmulizForever 5 Jan, 2020 @ 2:32pm 
Error: Mod Conflict with Extra Shortcuts mod by Bloody Pengiun
ancient_algorithm 13 Sep, 2019 @ 8:05pm 
thank you so much
WazoVali 2 Sep, 2019 @ 8:50pm 
Just being curious. Whats the map that you used in the screenshot for this mod?
Succulent Chinese Meal Enjoyer 5 May, 2019 @ 3:31am 
Very simple yet left out by vanilla game. Good mod.
tiaxa 29 Jan, 2019 @ 8:38am 
Thank you!!
Sasquatch 25 Jan, 2019 @ 4:54am 
I agree with those requesting a way to highlight specific contour lines. But the vanilla terraform tools offer a couple different workarounds. You can pick the target contour line with the level tool and then level spots on the other end till you find the line that matches. The slope tool will tell you the elevation of the picked spot. You can then go and pick lines on the other end till you find the one that matches. These are definitely not as simple as picking a line to highlight it, but they should work well enough.
Prinz Valium 23 Jan, 2019 @ 4:33am 
@manu0221 It's "Precision Engineering"
Voronwe 17 Jan, 2019 @ 5:13am 
Looks like precision engineering
PIXEL 16 Jan, 2019 @ 7:58pm 
Could somebody please tell me what is the name of that mod that you can see on the image (the one that measures the roads)?
HeartlessGaming 27 Nov, 2018 @ 3:56pm 
You should give numarical values to the topo lines from sea level (above sea level postive, at sea level 0, and below sea level negative).
Mz 14 Nov, 2018 @ 9:04pm 
cool mod, but you can improve it. I just dream that during the construction of roads one could see the height from sea level, so that not only bridges, but also tunnels would be ideally even. You build a section of the road, 245 meters are written on it, you build another one, and there are already 244 meters on it and you understand that you need to lower it by 1 meter. That would be cool there. Can you supplement this function?
ne0n 15 Jul, 2018 @ 7:19am 
Love the mod and I've been using it a lot, however, there's one thing I would like to add but I lack the knowledge to do it. Can you make topo lines selectable so one line stands out from others? I'll explain what I mean.

When I was building tunnel through the mountain for my rail, I wanted my tunnel to either be levelled through the mountain, or have a gentle slope. I can make it levelled with MoveIt, but it's difficult to determine the right elevation where tunnel needs to exit. Same thing where I needed to see where my rails need to meet in relation to elevation when building from opposite sides.

This is useful when building rail and road network on mountain slopes and you need to make a mountain pass.

If you need any help, I would gladly help you out or explain in more detail what I mean. However, my programming knowledge is barely basic.

You have a great mod there, and I would like to see this improvement, if possible. Thanks again for the great mod :)
ShaCane 3 Jul, 2018 @ 1:49pm 
Functionality works great. But, having an issue where if I try to drag the "TOPO" button in the UI, it makes a duplicate button instead of actually dragging.
514m3353b3t4 29 May, 2018 @ 9:11am 
This very nice mod is making my life sooooooooo much easier.
Train track placement is a lot easier to work on.
Thank you Komb for putting this out there for us all to use.
Peace to you my friend.
stmSantana 20 Apr, 2018 @ 1:21am 
This looks better than vanilla:47_thumb_up:
Hendrik aka Lucky Pants 31 Mar, 2018 @ 8:42pm 
BEST must have mod!
fangterror 11 Jan, 2018 @ 12:29am 
For people that care about making realistic grading, this is a must-have mod! Very useful. Thank you so much!
OrdinaryPanda 20 Nov, 2017 @ 9:43pm 
Awesome mod. Requesting an option: Toggle height markings?
ssgteverett 13 Nov, 2017 @ 12:42pm 
Like it...Works good
Suave Doggo 23 Oct, 2017 @ 1:43am 
Does this mod also allow you to disable the Topograhic lines when in the map editor? I like using them but I also like being able to disable them, they make it harder to see details when creating maps.
Karumäki 21 Aug, 2017 @ 8:40am 
Just wanted to say that this is an awesome mod, since the Cities Atlas and Topographic Info View mods are more or less depreceated. Thank you!
514m3353b3t4 29 Jul, 2017 @ 6:07pm 
Makes planning road and rail so much easier.
I have found that if the mod is activated in normal play mode and you press V to go into white mode you have to hold down the alt key and press T twice. This will deactivate the mod and then reactivate the mod in white mode.
If the mod is not active, access white mode as usual and then hold alt and press T to activate the mod.
The same rules apply if it is active in white mode and you press V to go back to normal play mode.
When terraforming, the topo lines are already shown, however it can be activated if you go into white mode, although some may find this a little redundent.
This is what happens when i use the mod. I hope its the same for everyone else.
Big thanks to Komb for putting this together and allowing us to use it.
Viashigaru 28 Jul, 2017 @ 9:22am 
Don't know why but there are two identical toggle buttons overlappings.
sefou974 27 May, 2017 @ 6:41am 
Works fine with 1.7.0 and Mass Transit. :)
psueiko 20 May, 2017 @ 8:50pm 
It doesnt remove it for me also when in terraforming mode, would be the more usefull aspect of the mod for me.
AquilaSol 18 May, 2017 @ 11:37am 
Works fine with 1.7.0 and Mass Transit. :)
Dėdė Džo 18 Apr, 2017 @ 11:58am 
Am I the only one who can't remove those stupid lines? Toggle button doesn't work for me when trying to terraform something and want to disable the lines, which come up on default. O ris it because I use Extra Landscaping Tools mod?
Captain James 4 Apr, 2017 @ 5:54pm 
@Komb, I realised it was a glitch. I terraformed over the flat area and the mountains appeared back like magic. So the terrain was there, invisible but there. I still don't know what might be causing that issue, but I don't think either that your mod is responsable for that.
Komb  [author] 4 Apr, 2017 @ 2:59am 
@Orlando - This hardly seems a problem with my mod as it's not touching anything regarding the actual topography (terrain geometry). It just enables the visibility of native overlay .

I'll try to test some more to see whether I can reproduce something similar you're experiencing...
Captain James 3 Apr, 2017 @ 7:59pm 
I saved a game with this mod enabled and selected (topo lines toggled on). When I loaded it to continue playing, surprise! some mountains were flattened. It's the first time that something like that happens, and first time also that I save the game with this mod selected. Any idea what could have happened? Is that issue caused by this mod or something else? Unfortunately I don't have an older save file to load :(
Komb  [author] 20 Mar, 2017 @ 6:29am 
@Mudkest - drag'n'drop the button. It will stay there for next sessions.
Mudkest 18 Mar, 2017 @ 9:14am 
Can the topo button be moved a bit? it's blocking part of the disaster UI https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=886120383
HeadKillah 16 Mar, 2017 @ 11:57am 
@Komb: YES MAN the error is gone :):) THUMBS UP!! Thx for your fast response...