Cities: Skylines use the grass texture to fill the map where there is no water or rock. The desert theme replaces the green color of the grass with light brown. So the “grass” texture is still the background on the map, but the color is not green.
The ground resources tool is able to paint fertile land, but it also uses the grass texture. The tool can paint ore, so if we change the texture of ore to green grass, we can paint green areas in the desert.
To paint grass in a desert-themed game, create a new theme with green grass as the texture for ore.
Texture file
Create a texture file, or download one from the internet.
Error message about duplicate prefab name during game loading
Cause
If autosave is enabled in the asset editor, and you open an existing asset to create a new one based on it, autosave can save the work-in-progress asset as an autosave file. When you load the next game you may get the error message:
An error occurred Broken asstes: Custom assets: …_Data: Duplicate prefab name [BrokenAssetException]
Solution
Delete the AutoSave.crp file from the “C:\Users\YOUR_USER_NAME\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets” directory.
As I use Cities: Skylines I want to share tips and tricks I learn while I build my maps and cities.
The game scale
Game element
Real life size
1 cell
8 meters
1 tile
240 cells = 1920 meters
9 tiles
17,280 meters
Zoning grid depth
4 cells = 32 meters
Curb
30 cm high, as roads are sunken into the terrain.
Basic road
2 cells = 16 meters wide Asphalt 10 meters wide Vehicle lane 3 meters wide Parking lane 2 meters wide
Four-lane road
4 cells = 32 meters wide Asphalt width including the median 22.4 meters Asphalt width on each side of the median 8 meters Median width 6.4 meters Vehicle lane width 3 meters Parking lane width 2 meters
Gauge 1.6046 meters Distance between rail centers 1.724meters Rail width 11.94 cm Distance between the centers of 2 parallel tracks 4 meters
Tram tracks
Same as train, but the distance between the centers of two parallel tracks is 3 meters
Monorail
Track width 66 cm Distance between the centers of two parallel tracks is 3 meters.
Elevations
The Cities: Skylines game use multiple units to display elevations and distances.
Tool
Unit
Relative to
Landscaping tool
meters
Lowest elevation (0 meters)
Roads tool
Road segment length 1 unit = 8 meters
Road segment start
Fine Road Tool mod
meter
Precision engineering mod
meter
Lowest elevation (0 meters)
The Landscaping tool’s Level Terrain feature shows the elevation in units, relative to elevation 0. The original ground level is at 60 unit elevation.
The Roads tool displays the road segment lengths in units. 1 unit is 8 meters.
On the Options page of Klyte’s Fine Road Tool mod set the units to metric or imperial units.
The Precision Engineering mod shows the road segment length and elevation in meters relative to the original ground level of 60 units. Press the Shift key to see this extra information.
Minimum clearances
Above
Bridge height
Cruise ships
32-33 m
Ferries
12 m
Railroad, roads
12 m
Water
Water sources in games
In the map editor, you can add water sources to your maps. In game mode, the original game does not have the means to add more water sources. Subscribe to BoodyPinguin’s Extra Landscaping Tools mod to add water sources in your games.
Sea level
In the map editor you can set the sea level by typing a number, the mod in the city only uses the mouse to drag the sea level up and down. To set the level more precisely
Use the Landscaping Tool’s Level Terrain feature to create a small flat top island in the sea.
Select the Water tool, and select the Move Sea Level option.
Move the mouse up and down to set the water level to the top of the island.
Containing waste water pollution
When you discharge waste water to lakes and the sea, it can pollute the drinking water supply. Place a water source with the water level lower than the lake or sea level. It creates a drain to generate a current and remove the pollution.
Traffic
If the traffic is too dense, turn on vehicle despanning. When the vehicles arrive to their destination they disappear.
Subscribe and activate the TM:PE (Traffic Manager: President Edition ) mod
On the top of the screen click the TM:PE Main menu button (looks like a traffic light)
In the upper right corner of the window click the Toggle automatic vehicle despawning button to turn on despawning.
I wanted to recreate the Los Angeles Pacific Electric Railway system based on the 1947 system map in Cities: Skylines. Los Angeles at the beginning of the 20th century had hundreds of miles of electric street cars connecting downtown LA with the surrounding cities.
The map uses the 81 tiles mod by BloodyPenguin. The current version as of writing is “81 Tiles (Fixed for 1.2+)” at https://steamcommunity.com/workshop/filedetails/?id=2858871489
The map also contains Santa Catalina Island in approximate position and shape. If you want to build Avalon, you need to do some terraforming to make room for the casino, the harbor, and the rest of the city. I have not added any sandy beaches on the main land and the island, it is a fun project to recreate them with the terraforming tool. The reservoirs and rivers don’t have water sources to avoid flooding if you block any of the rivers during construction. If you want to get water from them, use Boody Pinguin’s Extra Landscaping Tools mod to add water sources.
Historic Vehicles
Get historic vehicles
Subscribe to -Historic/Veteran Vehicles- No’s all in one at https://steamcommunity.com/sharedfiles/filedetails/?id=495877905
Disable the default (modern) vehicles
Follow the instructions at https://steamcommunity.com/sharedfiles/filedetails/?id=453245152
Install the Advanced Vehicle Options mod from
In the Content Manager activate the mod
Start the game
In the lower right corner click the Advanced Vehicle Options button
For each vehicle set the Allow this vehicle to spawn checkbox.
Export the vehicle configuration if you want to be able to import it into other cities. It will be saved at C:\Users\YOUR_USER_NAME\AppData\Local\Colossal Order\Cities_Skylines\AdvancedVehicleOptions_VehicleData.xml
To transfer real life places to Cities: skylines you can use the Image Overlay 2 mod. It superimposes the selected PNG file over your layout with configurable position, rotation and transparency. See Cities: Skylines mods for more information.
To create a map using a height map in Cities: Skylines:
1. Choose a height map from a trusted source or create your own using a software like Photoshop or GIMP. The height map should be a grayscale image and must have a resolution of 1081×1081 pixels.
2. Open Cities: Skylines and click on “New Game” and then select “Map Editor.”
3. Click on “Import Heightmap” and select the grayscale image you want to use for your map.
4. Adjust the settings for sea level, water flow, and terrain height to your liking.
5. Add resources and adjust the terrain using the terrain tools.
6. Add roads, buildings, and other assets to your map.
7. Test your map by clicking on “Play” and selecting the “Map” tab.
8. Save your map and share it with other Cities: Skylines players online.
Remember that creating a map using a heightmap can be time consuming and requires patience and attention to detail. But the result can be a beautifully crafted and realistic city that you can be proud of.
Configure Cities: Skylines to use the PNG file as an overlay
Create a PNG file of the street layout
To convert a PDF file to PNG, use the free PDF to PNG converter at https://pdf2png.com/
Save the PNG file in the “C:\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Files” directory where your Steam games are on your hard drive
Install the Image Overlay 2 mod
Configure the mod to read the image files from the directory where the image file is
To display the overlay
Open the city
Press Shift + Enter to display and hide the overlay
Troubleshooting
In the old version if the image does not move, press Shift + V to unlock the image. It looks like the new version does not lock the image anymore.
When you start a new city in Cities: Skylines even if you have the 81 tiles mod installed, the map only shows one tile. To unlock all tiles
Before opening the city
Install the 81 tiles mod
Start a new city
Press ESC to open the menu
Select Options
In the Mods settings section click the 81 tiles item
Click the Unlock all tiles for free button
Important
When the 81 tiles mod is installed, it is very important to exit to the Desktop every time you switch between cities or editors, otherwise, you will get errors in the game. Always select Quit game to Desktop. Returning to the Desktop clears the memory for a fresh start for the next session.
175 ml (3/4 bögre) langyos (40-43 °C) víz ( körülbelül 20 másodpercig melegítsük a mikróban )
1/2 teáskanál cukor
1-1/8 teáskanál por élesztő ( 1/2 csomag )
250 g (2 bögre) finomliszt
1/2 teáskanál só
40 ml (1/6 bögre) oliva olaj
2 vastag nagy pizzához
350 ml (1-1/2 bögre) langyos (40-43 °C) víz ( körülbelül 30 másodpercig melegítsük a mikróban )
1 teáskanál cukor
2-1/4 teáskanál por élesztő ( 1 csomag )
500 g (4 bögre) finomliszt
1 teáskanál só
80 ml (1/3 bögre) oliva olaj
Elkészítés
Keverjük össze a langyos vizet, cukrot és élesztőt egy kicsi edényben. Várjunk 10 percet, vagy amíg felhabzik.
A dagasztógép edényében 3-5 percig keverjük össze a lisztet, sót, oliva olajat és az élesztő keveréket a dagasztó hurokkal. A tészta kész, amikor lágy és rugalmas, és tisztán lejön az edéy faláról.
Ha vékony pizzát készítünk, kelesztés nélkül azonnal dolgozhatunk vele.
Ha vastag pizzát készítünk, vagy aznap később akarunk pizzát készíteni, formázzunk gömböt a tésztából és tegyük egy kiolajozott edénybe. Olajozzuk be a tésszta gömböt is és takarjuk le az edényt fóliával vagy fedéllel.
Ha vastag pizzát készítünk, kelesszük 30 percig, vagy tegyük be a hőtőbe amíg dolgozni kezdünk vele.
Ha nem akarunk aznap pizzát sütni, fagyasszuk le a a tésztát.
Baking
Melegítsük elő a sütőt a legmagasabb lehetséges hőmérsékletre.
Ha 290 °C-on sütünk, a pizza 8 – 10 perc alatt elkészül.