Cities: Skylines

Cities: Skylines

windmill animated
23 Comments
macluk 17 May, 2020 @ 6:49am 
@SvenBerlin - can convert this park version of the windmill and make it a flour mill for everyone to use in the workshop? I won't be trying the prop yet as i know nothing about animations and converting a working one into another asset stops the animation.
mj_designs1 25 Mar, 2019 @ 1:04pm 
Now there is 3 versions of this assets so which one is more useful, there is PROP, PARK and UNIQUE. i believe props is just decoration but park and unique gives you visitors
SvenBerlin  [author] 22 Aug, 2018 @ 7:52am 
@JediMaster239 please use this Windmill. Its a prop and has no ground floor problems, you will need the prop rotating mod from ronyx, but its better version
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1157139313&searchtext=windmill
76561198165715092 22 Aug, 2018 @ 7:45am 
Freakin finally an old fashion windmill that moves!
Thank you so mucj.
i've been looking for someting like this for ages
Nugget 3 Oct, 2017 @ 7:40pm 
danke
SvenBerlin  [author] 3 Oct, 2017 @ 3:29pm 
I released a prop version. no ground needed. you will need only the proprotating params mod by Ronyx69
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1157139313
HMaster-II 7 Jun, 2017 @ 12:13pm 
@SvenBerlin I would like to know if you changed names of the data set. Because I have a functional Windmill now in my city without the "ends" itself. Looks funny though... Ganno place a crane prop next to it.. :)
SvenBerlin  [author] 6 Jun, 2017 @ 9:16am 
@HMaster-II now its running counterclockwise. The floor is bigger but the hole is still there. So decorate by yourself with plants and lights. Decorating parts are from the middle to the back part. front has still hole under the floor.
Nugget 6 Jun, 2017 @ 2:43am 
finish this! bitte!
HMaster-II 27 May, 2017 @ 3:19am 
Any update on this testproject SvenBerlin? It is still running clockwise ;)
SvenBerlin  [author] 23 Apr, 2017 @ 4:05am 
I dont know how its possible. Maybe i need to change the vertex color now its red. I will test it. Better would be a solution to place windmill rorors downwithout deforming the terrain.
HMaster-II 23 Apr, 2017 @ 4:01am 
SvenBerlin, I have checked your mill. It does rotate the wrong direction. Dutch historic windmills always rotate counter clockwise. So plaese try to change the rotating direction. :) I am very pleased with the way it looks.
Dr.Beakman 22 Apr, 2017 @ 7:02pm 
@antonwulp "the rotor where 62.046meters high and had to bring it down , so the floor is now -26 meters thats why I made extra groundfloor. "
ANTON.NL 22 Apr, 2017 @ 4:35am 
Why the ground/green layer under it?
Lee Towers 21 Apr, 2017 @ 5:49am 
Ah okay, too bad..
SvenBerlin  [author] 21 Apr, 2017 @ 5:19am 
yes i did that, thats why the ground makes a hole.
Lee Towers 21 Apr, 2017 @ 4:30am 
I'm not really sure how sub buildings work, but it might be possible to make the rotating part a sub building that is lowered into the ground
HMaster-II 18 Apr, 2017 @ 2:43am 
I will take a look at it. Because you're testing, we better help with the functionality.
SvenBerlin  [author] 18 Apr, 2017 @ 2:28am 
I think clockwise
HMaster-II 18 Apr, 2017 @ 1:26am 
In which direction is the mill spinning? Counter-clockwise as it should. If the cross is spinning clockwise it is not good. ;-)
Eva 17 Apr, 2017 @ 10:57pm 
Theres no solution other than resizing the whole asset untill the rotating part fits in the Rotary Shaft. Which is fixed at a certain Height. So you're either stuck with the ground floor of youll need to resize it
SvenBerlin  [author] 17 Apr, 2017 @ 3:10pm 
Maybe someone has a better solution for not having the big hole on the ground in front of the windmill .
Slick Gamble 17 Apr, 2017 @ 3:04pm 
What kind of feedback are you seeking? Aesthetics regarding the spinning?