Cities: Skylines
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Algernon

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GamerQuora

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About this mod

A complete ground-up rewrite of the venerable '81 tiles' mod, to increase performance and avoid the bugs in the original. 100% backwards-compatible with the original.

Requirements
Permissions and credits
Donations

Overview
A modern rewrite of the old ’81 tiles’ mod, to increase performance and resolve bugs.
Includes optional Remove Need for Power Lines, Remove Need for Pipes, and Cross the Line functionality.
Huge thanks to emf, the author of the (very) original 81 Tiles mod, and (of course) the famous BloodyPenguin who continued it – the entire community owes a huge debt of gratitude!

Unlocking tiles
By default the mod does NOT change any unlocking progression – if you’re not using "unlock all" and you’re not yet eligible to unlock another tile, this mod won’t change that.
The mod includes an option (toggleable via the mod’s options panel) to ignore the game’s area unlocking progression, enabling you to unlock as many tiles as you wish. Or just use the game’s inbuilt "unlock all" function.
There’s also buttons in the options panel to instantly unlock either the inner 25 or all 81 tiles.
Additional features
Includes optional ‘no need for powerlines’, ‘no need for pipes‘, and ‘electric roads‘ functionality (this mod needs to create its own custom electricity and water simulation to work outside the 25-tile area, and other mods that affect electricity and water won’t work properly with it).
No need for powerlines
When selected, powerlines are no longer needed for electricity transmission (you still need to produce the electricity; you just don’t have to worry about getting it anywhere).
No need for pipes
When selected, pipes are no longer needed for water/sewage/heating (as with electricity, you still need to have the supply/treatment capacity). You don’t need to attach pipe segments to any water facility buildings to stop them complaining; the mod will take care of that for you.
Electric roads
Roads will now also act as powerlines. You can have this activated at the same time as ‘no need for powerlines’ if you want (there just won’t be much point, obviously).
Klyte’s Electric Roads 3 mod is compatible with this mod – it will override this mod’s electric roads function and provides additional features (such as selecting which roads are affected).
Build outside of owned tiles
Like the ‘Cross the Line’ mod, this option does what it says, and can be toggled on/off at any time in the options panel. Note that this doesn’t change any visibility settings outside owned tiles: e.g. zoning won’t be visible, and roads will be displayed in their low-resolution version.

DON’T SUBSCRIBE IF YOU ARE USING OLD MODS
This mod can be broken by old and broken mods (these broken mods cause ‘blue screen’ loading failures or infinite loading when used with this mod).
DO NOT USE THIS MOD IN ANY EDITOR
This mod will intentionally disable the editor button in the main menu when the mod is enabled to prevent damage, because it has to patch the game code in a way that breaks maps and assets saved in the editors. To use the editors, disable the mod in the content manager and restart the game.
(Most mods should NOT be used in editors, so disable your other mods too).
DO NOT SECOND-LOAD USING THIS OR ANY OTHER MOD. ALWAYS EXIT TO DESKTOP BETWEEN LOADS.
This mod will intentionally disable the ‘load game’ and ‘return to main menu’ buttons when in-game to protect your save from second-loading. Second-loading with mods (not just this one!) can corrupt your save. See the basic guide to using mods.
Do NOT attempt to debate me on any of this or I’ll just remove your posts. Your personal anecdote means nothing, and if you actually knew what you were talking about, you’d be agreeing with me.

NEED HELP?
A lot of older unmaintained mods are now broken, and don’t work well with modern mods like this one – obviously, that’s not this mod’s fault. Make sure you CHECK YOUR MODS AND REMOVE OUTDATED/BROKEN ONES before reporting any potential issues with this mod – a good guide is to unsubscribe from all mods not updated since 2021.
If you are haviing problems with only this mod, Harmony, and Loading Screen Mod enabled, then post your output log here for help.
Comments just saying ‘it’s broken" (or similar) with no other information or evidence will be deleted.

Conflicting mods

Any other 81 Tiles or 25 tiles mods (obviously), inlcuding the (now-obsolete) EML Beta.
81 Tiles
Purchase it!
All 25 Areas purchasable
BigCity (25 tiles mod)
Extended Managers Library Beta
Remove Need For Power Lines
Remove Need For Pipes
Cross the Line
All functions of these mods are included in this mod!
This mod has been developed and tested against virtually all of the currently-maintained mods with no conflicts discovered.
Building Anarchy is subtly incompatible and can break saves over time; use Building Control as a modern replacement.
Font Selector also causes errors when used with this mod; use Font Changer instead.
No known issues currently (other than conflicts with old mods that won’t be fixed).
Bugs in the original that aren’t in this version:
  • Sinking metro tracks
  • Water displacement waves outside the 25-tile area
  • Deleted network pillars outside the 25-tile area resetting on game load
  • Airports not working properly outside the 25-tile area


Trouble loading saves created with the original 81 Tiles or EML Beta?
If you’re getting strange results, including missing districts or park areas (actually hidden away in a corner), then try loading the (original) save using the recovery option ‘Ignore expanded 81 tiles data when next loading a save’ in the mod’s options panel.


Meta
Can be safely removed at any time (you’ll just lose all the districts/areas and functionality outside the 25-tile area).
Special thanks to Mbyron26 for the great logo!
This mod uses Harmony[github.com] version 2.2 by Andreas Pardeike via the Cities Harmony mod by boformer.

Source code
[github.com].

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