Cities: Skylines

Cities: Skylines

Vanilla Trees Remover
212 Comments
Prokilller8888 11 Jun, 2023 @ 5:48am 
Does it still work?
Null Puls 3 Apr, 2023 @ 7:50am 
Not working
h money 16 Feb, 2023 @ 5:29pm 
W mod
yao_zhou 14 Dec, 2022 @ 8:03pm 
Use BOB instead.
cahilart 8 Dec, 2022 @ 9:29pm 
I really like this mod, because I hate vanilla trees, they are not realistic at all, and that's why I love this mod, to erase them from the face of the planet haha.
Thank you very much for creating this mod and sharing it with us, Im verry happy with it.
rexthesecond 25 Nov, 2022 @ 10:01am 
Doesn't work removing trees from building, industrial or network. Tried it today 11/25/2022 at 1pm eastern time.
Lord 6 Oct, 2022 @ 7:38pm 
Just tried it - still works for removing map trees! Not sure about other modes.
Lord 6 Oct, 2022 @ 7:16pm 
Should we assume this mod is broken now since the dependency is allegedly broken?
Helshad 13 Feb, 2022 @ 10:29pm 
BOB mod can replace any type of tree/bush etc in an asset as well as any tree on a global scale to anything you have subbed too. I used it more than once myself and it works fine. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2197863850
crazxygal 13 Feb, 2022 @ 2:16am 
I'm trying to lower RAM usage and would like to know if the removal of trees from networks and buildings effects game-play positively or otherwise.
Inn_my_shadowzs 7 Jan, 2022 @ 2:30pm 
@dtarka tysm
dtarka 5 Jan, 2022 @ 1:48pm 
@Inn_my_shadowzs BOB should do the trick for you. You select the vanilla trees you want to change and what you want to change them to. I haven't done this myself but I've seen CPP fiddle with it in his recent Clearwater County series (one of the last episodes).
Inn_my_shadowzs 31 Dec, 2021 @ 7:41pm 
This is a bit random but do you think a mod could be made that auto replaces the vanilla trees with higher quality ones?
Живчик 9 Dec, 2021 @ 2:01am 
The best mod THANKS
StayHungryStayFoolish 20 Nov, 2021 @ 8:08am 
@My pet named steve velk.ca It takes time to learn its mechanism, but give it a shot and use BOB, instead of Prop it Up!

I am happy to do detailing on my own, it is easy to delete all trees at once with a large brush, so I do not recommend using Vanilla Trees Remover mod.
My pet named steve 13 Feb, 2021 @ 4:12pm 
@LemonmasterOG Well ask the people who play gta IV and drive the cars
LemonsterOG 18 Sep, 2020 @ 11:55pm 
@BlazingImp77151 -- Not with this mod, but there is one that will allow you to do that. It's a very, very, very touchy mod though. You can get in the weeds really fast and sometimes the only way back out is if you are comfortable editing xml files. I use the mod all the time and love it, but I do sometimes need to edit the xml if I make a mistake using the UI. It's the Prop It Up mod. Use it carefully.
BlazingImp77151 18 Sep, 2020 @ 9:15pm 
Is there a way to keep vanilla trees on some buildings, but remove them from others? or to manually remove them from buildings?
alf810 16 Sep, 2020 @ 7:28pm 
Could this help decrease game's memory usage?
shin 14 Jun, 2020 @ 4:07am 
このMOD使うと再生できないぞ!
LemonsterOG 3 May, 2020 @ 4:43pm 
@trist14222 -- If an asset is made as a "tree," it's a tree. If it's made as a "prop," it's a prop....that's it. There's not slicing the pie smaller than that. It's like asking for a car to be a boat. It's not gonna happen, even with a mod.
trist14222 3 May, 2020 @ 4:02pm 
is it possible for an option to remove trees but keep the hanging plants on buildings like in the Green Cities DLC that are technically classified as trees?
InGin InGin 26 Apr, 2020 @ 5:31am 
LOVE THIS MOD THE VANILLA TREE IS TOO SUCK
Sakuro 26 Mar, 2020 @ 6:07am 
@stef.manager, Oui !
stef.manager 19 Jan, 2020 @ 2:33am 
Es ce que ce mod permet de désactiver les arbres qui sont présents sur les bâtiments
Katalepsis  [author] 23 Oct, 2019 @ 7:42am 
I fixed incompatibility months ago but TMPE hasn't been updated so it's still "detected".
Perfect example of why doing that kind of "detection" is a questionable practice.

TLDR: It's compatible but TMPE author needs to update his mod so it is not falsely detected anymore.
Pezehgehmer 22 Oct, 2019 @ 8:16am 
Detected as incompatible mod by startup TM:PE
Bud_Spencer 2 Oct, 2019 @ 9:02am 
Detected as incompatible mod at startup.
NOiZE 30 Sep, 2019 @ 6:32am 
Could this also be expanded to vanilla hedges? :-)
NOiZE 28 Sep, 2019 @ 11:24am 
When using this mod with TMPE:LABS my hearses will spawn, but return back immediately.
Knotti 15 Aug, 2019 @ 8:08am 
*STABLE, anyway thank you for the reply, btw your mod is a must :)
Knotti 15 Aug, 2019 @ 8:07am 
so you suggest me to unsubscribe from SRABLE and subscribe to LABS ?
leftbehind 15 Aug, 2019 @ 7:03am 
@micrace: TM:PE LABS is compatible with it. We are still waiting for LinuxFan to update the TM:PE STABLE workshop page.
Knotti 14 Aug, 2019 @ 11:41am 
update: i disabled TMPE loaded my city, saved after trees removed and then disabled your mod and re enabled TMPE, job done !
Knotti 14 Aug, 2019 @ 12:40am 
It looks TMPE conflicts with this excellent mod {LINK REMOVED}
Koli 31 Jul, 2019 @ 10:46am 
Hi, this mod somehow deletes not only vanilla trees from buildings but all of them :(. It deletes only vanilla trees on roads though :/
Crispi 28 Jul, 2019 @ 6:03am 
Hi, I don't know if this is an issue only I am experiencing, though I have the road and free standing options disabled while the only one enabled are the ones for buildings and all trees that are placed on the roads with network skins are removed every time I load if the mod is enabled.

According to what you put on the description with net skins the option "road" should be turned off, which it is in my case, but the issue is still there. Is this expected behavior? cheers
leftbehind 2 Jul, 2019 @ 1:50pm 
TM:PE LABS has been updated to version 10.21 with loads of new and improved features, bug fixes and other improvements. If you were having problems with lane usage, car parking, etc., switch over to the LABS version which should hopefully fix all of that.

It's also now compatible with Vanilla Trees Remover (by TPB) and More Vehicles (by Dymanoid) mods.

Remember to only use one version of TM:PE at a time (unsubscribe the others). The inbuilt mod compatibility checker, if enabled, will help you with that.

Any users having problems with vehicle despawning after altering roads/rails should subscribe the Broken Nodes Detector mod that can help fix those issues.
Miguel The Bullyhunter 28 Jun, 2019 @ 3:07pm 
This mod collides with 81 tiles mod often
taktikir 20 Jun, 2019 @ 5:27pm 
@TPB hey, this mode still looks incompatible with tmpe. is it or the tmpe team didn't informed yet?
Frank 28 May, 2019 @ 7:36pm 
@TPB thanks, the modders keep this game alive
sanforduno 28 May, 2019 @ 5:50pm 
This mod has been absolutely necessary for me. It had been working great until a few days ago. I too got the TMPE error message, but I forged ahead and started playing a new map- "Ludington" by Mr Miyagi and Czardus. I play with other mods like 81 tiles. What happened (that was so odd), was I could NOT make any changes like laying roads/intersections etc, outside the starting square- which of course should not have happened since I have 81 tiles-there isn't usually ANY starting square to begin with, with 81 tiles. I contacted Mr Miyagi and Czardus who told me I shouldn't have any problem using my usual mods.
I tried over and over, but I could not do it. So I begrudgingly disabled Vanilla Trees Removal today and loaded the map. Immediately I had my full 81 tiles.
I am really hoping you might know what the problem was (is)-and give me back my all important Vanilla Trees Remover!!! Thanks....
Katalepsis  [author] 26 May, 2019 @ 12:25pm 
That's gonna be fixed soon. Already notified TMPE team about update.
It was marked incompatible due to a bug that broken options panel which I fixed already.
Frank 26 May, 2019 @ 11:55am 
@TPB the mod works perfectly, the only weird thing is the message of incompatibility
Katalepsis  [author] 26 May, 2019 @ 4:50am 
Regarding TMPE incompatibility, it's not incompatible, it was listed as such and still is in TMPE because of the options menu bug which is now fixed so you can ignore that.
Katalepsis  [author] 26 May, 2019 @ 4:27am 
@Catratio: OK I fixed the issue, should now ignore all 3 sizes. Let me know if any other issues arise.
Katalepsis  [author] 25 May, 2019 @ 11:29pm 
Oh.. Hmm. Yes there is, I assumed they all used same ai. I'll check it out shortly
Catratio 25 May, 2019 @ 3:34pm 
TPB, thank you for updating for the Industries! It now keeps the apple/pear/orange trees on the small fruit fields and beech/alder trees on the small forestry plots and tree plantations, but on the medium and large versions of fruit field, forest and plantation it still erases those trees. Would there be a way to keep the trees for all three sizes? :)
Katalepsis  [author] 25 May, 2019 @ 1:49pm 
I published an update now, added a checkbox for Industries Assets, so by default those will not be removed.
Fixed the bug that made mod options all off/broken.
Londsw 22 May, 2019 @ 3:39pm 
It is fixed already wow . Thanks @TPB .