Cities: Skylines

Cities: Skylines

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Tree Control 1.0
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10 Apr, 2023 @ 11:51pm
5 Dec, 2023 @ 9:46pm
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Tree Control 1.0

Description


A lightweight alternative to Tree Anarchy, with an emphasis on stability and reliability.
Provides:
  • Optional expanded tree limit (the default game limit is 262 144; this mod can expand that to over 2 million)
  • Tree Anarchy (Alt-A to toggle by default)
  • Tree snapping (change tree heights above/below terrain and automatically snap to buildings)
  • Tree scaling (change the scale of any tree on placement)
  • Random tree rotation (trees don't always face the same direction)
  • Tree movement control (controlling how much the trees sway in the wind)
  • Forestry resource locking (toggle in options panel)
  • Optional Tree LOD fix (increasing the detail and resolution of tree LODs, from game default (0.5K texture resolution), through 'Medium' (1K), 'High' (2K), 'Ultra' (4K), and 'Insane' (8K, for those with the hardware that can take it...)

Includes Move It! integration to change the scaling and elevation of existing trees.

To apply tree scaling, use the assigned keys - default comma (,) and period (.) - to increase or decrease the selected tree's size. This can be done when the tree is selected with the tree tool before placing it, or after the tree has been placed by using Move It (including support for selections of multiple trees at a time).

Move It limitations when copying:
  • The preview of the new trees will appear at their original size until placed, at which point they'll inherit the scales of the trees they've been copied from.
  • Changing the scaling of trees will not work while copying with Move It. Instead, you can rescale the trees once they've been placed.
These are limitations with they way Move It works.



User interface
A string of three buttons will be placed near the bottom-left of the screen, just to the left of where the road tool mode buttons appear; these show the current state of (and can be used to toggle):
  • Tree snapping (trees will snap to buildings when placed);
  • Tree anarchy (trees ignore collision and won't be hidden by networks and buildings); and
  • Lock forestry (changes in tree placement won't affect the map's forestry resource).
Right-click on any button and drag it to change where they appear. Their position can be reset in the options panel, where there are also options to change the button backgrounds to transparent, or to hide the buttons entirely.



How anarchy works
Anarchy with Tree Control works differently to those of previous mods, to avoid some of the issues that those mods had.

Tree Control tracks anarchy per individual tree; when the 'anarchy' setting is enabled and a tree is created (or has a road or building placed over it), that tree will be marked as "having anarchy" and from that point on will behave accordingly (it'll remain visible if built over).

Anarchy will be removed from these trees IF tree anarchy is set to off, AND either the network tool or the building tool is being used. So if you're placing buildings or networks then anarchy should work in practice like you're used to with previous mods.

If you want to place trees on roads, you'll need to disable the game's road tree replacement tool by using the BOB mod's option to do so.


More trees
See the mod's options panel for the ability to increase the game's tree limit. As with all limit-enhancing mods, this option should only be activated when you actually need it (especially until it's confirmed as being stable).



Incompatible mods




The functions of all those mods are included in this mod.

NOTE: This mod will attempt read any existing data from the above mods, including Unlimited Trees and Tree Anarchy - but see the note below regarding Tree Anarchy data.

However, most of the mods listed turned out to have some issues, so in some cases it may not be possible to accurately convert the data. When it encounters invalid data this mod will make it's "best guess" as to what was intended, but it won't always get it right - so be sure to check your trees to make sure that everything's how you want it to be (and use Move It to adjust where required).

READING OF TREE ANARCHY DATA IS NOW EXPERIMENTALLY SUPPORTED. However, due to the number of saves out there with corrupted Tree Anarchy data, this option is disabled by default. To load a save with Tree Anarchy data, deselect the "Ignore Tree Anarchy mod data" option in the mod's options panel (be sure to deselect it if you experience any issues loading saves previously made with Tree Anarchy).

Also be sure to set the tree limit in this mod to be equal to or greater than the tree limit used with Tree Anarchy BEFORE loading the save.



Troubleshooting
Make sure you're using the latest version of this mod (0.9.5).

Trees showing through roads and buildings on load? Check the options in this mod's options panel.

Any other issue? I can't help without your output log; put it on a filesharing site such as paste.ee (note that sites other thatn paste.ee may be blocked by the content filter) and then post the link below, including a clear and complete description of your problem (and also stating if that save had been used with Tree Anarchy).

[discord.gg]



Meta
This mod uses Harmony[github.com] version 2.2 by Andreas Pardeike via the Cities Harmony mod by boformer.

Doesn't alter any savefile structure, and saves its data separately to core game data. Can be safely removed at any time (any trees outside of the normal vanilla tree limit will be lost, and any snapped trees will reset to terrain height).

Safe for editor use.



Source code
[github.com].


Translations
[crowdin.com].
Please leave a message below if you'd like me to add another language on CrowdIn.


[ko-fi.com]
[paypal.me]
772 Comments
algernon  [author] 6 hours ago 
@Vinny Interpreting C:S1 output logs is a skill that takes a lot of learning, moreso if you're not a mod developer. The answer will be in your output log; share it and I can take a look.
algernon  [author] 6 hours ago 
@All7 Mod conflict, maybe? Hard to say without seeing your output log.
Vinny 7 hours ago 
I have also enabled detailed debugging but am not seeing anything notable in the output_log,
Vinny 7 hours ago 
Hello algernon, I have only Treecontrol Harmony, Loading Screen Mod, and Move It enabled and when I start a new map, I get a unhandled exception error and I can;t do anything in the map. If I then save the map I can reload and everything works fine except the raising or lowering of trees
All7" 16 Feb @ 1:51pm 
For the last time More and more often when I enter the game anarchy is disabled, the setting to enable anarchy after launch is enabled. And I'm also a little stupid and recently certain trees have started to disappear when anarchy is enabled, I decided to do this by putting trees to show trees on roads and props. I hope that i dont have any problems with The disappearance of trees
algernon  [author] 8 Feb @ 4:22pm 
@Vinny Does that happen on a new test map with only this mod, Harmony, Loading Screen Mod, and Move It subscribed?
Vinny 8 Feb @ 6:07am 
I have the same issue all of a sudden. I can't raise trees up or down with Move It. I have the "Update tree on elevation change" unchecked - Anarchy is on
aminkhanbro777 27 Dec, 2024 @ 5:43am 
Good news, I can now finally place trees over networks and can also raise them! So, I, now raise trees when placing them (without Move it!). And to prevent "cannot upgrade to this type", I unchecked "disable vanilla tree tool network tree replacement" in the settings of BOB mod.
aminkhanbro777 27 Dec, 2024 @ 5:34am 
but now I'm having a new problem. Without using Move it!, I can't place trees over networks, like as I mentioned I'm using retaining walls and they are networks, so now I'd need to have a mod that can allow me to place props and trees over a network for it properly function the way I want it to.
aminkhanbro777 27 Dec, 2024 @ 5:29am 
@algernon, ok now I understand I was supposed to raise the trees without using move it! Because I'm able to raise them, but only when I'm placing a new tree. I can't raise an existing tree with move it! Well, it worked out somehow :)