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By default, the game hides trees and props when you place a building/road on them, but if you want to detail the building/road with trees or props, then you'd need anarchy setting enabled.
Youtube detailers usually place a large number of trees or props on a road or building, which is why their cities look so much more realistic compared to vanilla (no mods) versions of on Youtube.
There has always been players complaining about the old Prop & Tree Anarchy, when they moved segments of a road, the props and trees underneath them would re-appear. And many people tried to tell them to just delete these re-appeared trees/props. I'm mentioning this as there's no real 100% solution to this to cater to those who don't detail and those who do.
Lastly, this mod unhides these props/trees by default so as to ensure that detailers have their props at the correct position. I designed this mod to increase rendering performance of props/trees so detailers can place more props/trees to make their city even more realistic, by taking out unnecessary algorithms. As to these props/trees on the roads/buildings, select them using Move It mod, with filter set to props/trees and press that bulldoze button.
Just to clarify one thing since you mentioned trees, the "anarchy" that EML provides only applies to props (very small rocks and park props etc.), I observe no tree anarchy, trees behave as vanilla.
Upon further testing of just EML (plus harmony) I have discovered what I think is an actual bug this time lol. You mentioned bulldozing the very small rocks (prop rocks) covering my roads, so I was doing just that (which works as expected), but I also started bulldozing some of the larger rocks (medium to massive rocks, the ones that count as "buildings" with respect to "limits") and I ran into what I'm sure is unintended behaviour:
When I equip the bulldozer tool and hover over some (but not all) of the large rocks scattered about (not placed by me) within my purchased land area, the rocks are un-interactive, the rocks do not become highlighted in blue and I cannot bulldoze them. This behaviour is the same as that of equipping the bulldozer tool and hovering over large rocks that are outside my purchased land area.
Furthermore, when I equip the bulldozer tool and hover over these rocks (the un-interactive rocks, both within AND outside of my land area) the simulation rate comes to a crawl and there is an increase in CPU load (5-10%). The frame rate does not tank though, just the simulation rate, it is reduced by some 50-99% (depending on rock), sometimes appearing almost frozen (1 step every ~second).
To reverse this simulation slow down I simply move my bulldozer cursor off of the un-interactive rock.
I can still destroy these un-interactive large rocks within my area by simply drawing a road through them, as expected.
Can you confirm this behaviour? Is it possible I'm seeing this odd behaviour because I'm not using any of the recommended "anarchy" mods along with EML, and thus not using EML as intended?
Thank you for your time :)
There are two types of rocks you'd find in the game. One type is categorized as building (usually the larger ones) and the other type is categorized as prop (usually smaller ones).
With the bulldoze tool, you will not be able to delete these props, as they were not programmed that way. To bulldoze props, you will need to use Move It mod, and select these props to delete them. There are lots media covering this issue and you may reference one of them via this link
As to the slow down of your bulldoze tool, its completely unrelated to this mod. You will have a better chance finding the problem elsewhere. This mod extends the prop framework only.
If you're a purist and like playing vanilla, you certainly don't need this mod, and the default game limit + FPS will be fine for you
I've done the process you've detailed here, and the trees are now no longer an issue, but the rocks and downed trees are still present when I reload the city because they're props and not trees.
Would be much appreciated if you could add that as a feature to Prop Anarchy, thank you.