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I wasn't sure that was even an option. I was just hoping to have the Comdemned check be a toggle, since this mod completely disables it.
I really don't know how to understand this, sorry. Can you try explaining differently what you want?
I apologize for the late replies, as life can get in the way.

In the beginning of this mod's description it states that this mod "disables growable building zone checks" so that the growable assets can be placed without worry of despawning for any reason; the buildings still need a road to function but won't despawn without one. At least, that's how I interperet the description. I was asking for those checks to be an option that can be toggled in the Options menu, much like the Abandonment check.
I just did a small test to see if I could place a building with just the Find It mod and I could; the game complained about a lack of zoning and the building had the Condemned icon above it, which is what I was seeking. This mod has features for building levels and abandonment but they don't suit my playstyle, so I may have to follow your advice and not use this mod in my game.
 
I apologize for the late replies, as life can get in the way.

In the beginning of this mod's description it states that this mod "disables growable building zone checks" so that the growable assets can be placed without worry of despawning for any reason; the buildings still need a road to function but won't despawn without one. At least, that's how I interperet the description. I was asking for those checks to be an option that can be toggled in the Options menu, much like the Abandonment check.
I just did a small test to see if I could place a building with just the Find It mod and I could; the game complained about a lack of zoning and the building had the Condemned icon above it, which is what I was seeking. This mod has features for building levels and abandonment but they don't suit my playstyle, so I may have to follow your advice and not use this mod in my game.
Yep, that's how the mod works - zoning becomes irrelevant to buildings. It's basically intended for those who prefer to plop their buildings manually rather than rely on zoning, especially where the zoning doesn't align with what the player wants. It's kind of the whole point of the mod, really, and it inherits its name from the longstanding Cities Skylines 1 mod of the same name to make that clearer to long-term players.

As you've discovered, you can still place buildings using Find It without this mod, if you're placing them onto the correct zoning, and then they'll behave just like normal buildings, including despawning when the zoning underneath changes (either by direct player action or due to changes in the roads around them).
 
Hi, this might not be relevent to this Mod as I use this mod and Findit together.
I'm having difficulty filling industry specific buildings and I'm unsure if I'm using the mechanic correctly.

I've created a forestry industry (standard process) drawing an area etc.
When looking at the Production tab, I can see that I'm generating Wood, but not processing anything - only exporting.

Thinking that I need to have forestry processing buildings, I used Findit to locate Forestry specific buildings and have plopped them on the map. But after a period of time, these remain vacant...

Is there something I'm doing wrong here?
Unfortunately it appears to me that the game looks at industrial buildings as an "empty lot" and the actual goods consumed and produced aren't determined until AFTER the building is plopped. Which means even with PtG and FindIt, you're plopping empty industrial and have no control over which industry moves in.

This means you have to play infinite whack-a-mole to actually get specific industries to move in. This game desperately needs a mod to allow this focus to be set to stop the whack-a-mole subgame.
 
Unfortunately it appears to me that the game looks at industrial buildings as an "empty lot" and the actual goods consumed and produced aren't determined until AFTER the building is plopped. Which means even with PtG and FindIt, you're plopping empty industrial and have no control over which industry moves in.
Yes, that's right. In CS2 the creation of the building and the occupation by companies are two separate things. 'Forcing' a specific industry is something that some modders have been looking at, but it's not trivial, and nobody's worked out a viable solution yet.
 
Hi there, my commercial buildings are not being populated despite full demand. When I place commercial zoning the demand bar depletes and buildings begin contrustion. But plopping commercial buildings does not result in buildings getting occupied nor does zoning decrease. Thanks!
 
Hi there, my commercial buildings are not being populated despite full demand. When I place commercial zoning the demand bar depletes and buildings begin contrustion. But plopping commercial buildings does not result in buildings getting occupied nor does zoning decrease. Thanks!
This mod is only about plopping buildings, and doesn't do anything with demand or occupancy (obviously placing empty buildings will take demand away, but the mod itself doesn't modify those areas of the simulation in any way). Anything to do with demand or occupancy is explicitly out-of-scope for this mod, and is left to the other mods.
 
Hi there, my commercial buildings are not being populated despite full demand. When I place commercial zoning the demand bar depletes and buildings begin contrustion. But plopping commercial buildings does not result in buildings getting occupied nor does zoning decrease. Thanks!
This mod is only about plopping buildings, and doesn't do anything with demand or occupancy (obviously placing empty buildings will take demand away, but the mod itself doesn't modify those areas of the simulation in any way). Anything to do with demand or occupancy is explicitly out-of-scope for this mod, and is left to the other mods.
Thanks for the response algernon!
For a bit more context: I plopped a first round of residential, commercial, and industrial buildings, and they all got occupied.
Later after the simulation ran for some time demand increases to full and I plop more buildings but no one moves in. I've seen this in commercial and industrial buildings, not sure about residential.
Have you encountered this before?
I can try to repro with only Ploppable and its dependencies to rule out other mods in the meantime. Love the mod!
 
Thanks for the response algernon!
For a bit more context: I plopped a first round of residential, commercial, and industrial buildings, and they all got occupied.
Later after the simulation ran for some time demand increases to full and I plop more buildings but no one moves in. I've seen this in commercial and industrial buildings, not sure about residential.
Have you encountered this before?
I can try to repro with only Ploppable and its dependencies to rule out other mods in the meantime. Love the mod!

I've seen it before (both for plopped and growable buildings) when aggregate demand is high but the specific conditions at those specific locations aren't amenable to any of the available industries or retail - but that's nothing mod-related, it's how the game works (at least currently).

This is obviously more likely to be encountered if manually placing buildings, but is up to the specific dynamics and particular point-in-time situation of the city (and that specific location). This is an issue that you'd need to address via gameplay and city design - work out what the underlying issue is and then address that (with both cause and solution being one of the range of options available).
 
Thanks for the response algernon!
For a bit more context: I plopped a first round of residential, commercial, and industrial buildings, and they all got occupied.
Later after the simulation ran for some time demand increases to full and I plop more buildings but no one moves in. I've seen this in commercial and industrial buildings, not sure about residential.
Have you encountered this before?
I can try to repro with only Ploppable and its dependencies to rule out other mods in the meantime. Love the mod!

I've seen it before (both for plopped and growable buildings) when aggregate demand is high but the specific conditions at those specific locations aren't amenable to any of the available industries or retail - but that's nothing mod-related, it's how the game works (at least currently).

This is obviously more likely to be encountered if manually placing buildings, but is up to the specific dynamics and particular point-in-time situation of the city (and that specific location). This is an issue that you'd need to address via gameplay and city design - work out what the underlying issue is and then address that (with both cause and solution being one of the range of options available).
Ok that makes so much sense -- I should have checked the view that informs about zoning suitability! I bet if I look at it it will inform me that where I zoned is entirely unsuitable. Although when I paint in that same area buildings start to get constructed, but I guessing the game logic might be treating an empty building differently than a painted zone. And maybe the building in the painted zone would eventually get abandoned becuase its in an unsuitable location. Thanks again!!!
 
Thanks for the response algernon!
For a bit more context: I plopped a first round of residential, commercial, and industrial buildings, and they all got occupied.
Later after the simulation ran for some time demand increases to full and I plop more buildings but no one moves in. I've seen this in commercial and industrial buildings, not sure about residential.
Have you encountered this before?
I can try to repro with only Ploppable and its dependencies to rule out other mods in the meantime. Love the mod!

I've seen it before (both for plopped and growable buildings) when aggregate demand is high but the specific conditions at those specific locations aren't amenable to any of the available industries or retail - but that's nothing mod-related, it's how the game works (at least currently).

This is obviously more likely to be encountered if manually placing buildings, but is up to the specific dynamics and particular point-in-time situation of the city (and that specific location). This is an issue that you'd need to address via gameplay and city design - work out what the underlying issue is and then address that (with both cause and solution being one of the range of options available).
Ok that makes so much sense -- I should have checked the view that informs about zoning suitability! I bet if I look at it it will inform me that where I zoned is entirely unsuitable. Although when I paint in that same area buildings start to get constructed, but I guessing the game logic might be treating an empty building differently than a painted zone. And maybe the building in the painted zone would eventually get abandoned becuase its in an unsuitable location. Thanks again!!!
Update: commercial suitability is green, but customer traffic is grey. Commercial demand is still maxed. I would imagine that tenants would move into a highly suitable commercial building when there is max commercial demand, regardless of customer traffic.
 
Thanks for the response algernon!
For a bit more context: I plopped a first round of residential, commercial, and industrial buildings, and they all got occupied.
Later after the simulation ran for some time demand increases to full and I plop more buildings but no one moves in. I've seen this in commercial and industrial buildings, not sure about residential.
Have you encountered this before?
I can try to repro with only Ploppable and its dependencies to rule out other mods in the meantime. Love the mod!

I've seen it before (both for plopped and growable buildings) when aggregate demand is high but the specific conditions at those specific locations aren't amenable to any of the available industries or retail - but that's nothing mod-related, it's how the game works (at least currently).

This is obviously more likely to be encountered if manually placing buildings, but is up to the specific dynamics and particular point-in-time situation of the city (and that specific location). This is an issue that you'd need to address via gameplay and city design - work out what the underlying issue is and then address that (with both cause and solution being one of the range of options available).
Ok that makes so much sense -- I should have checked the view that informs about zoning suitability! I bet if I look at it it will inform me that where I zoned is entirely unsuitable. Although when I paint in that same area buildings start to get constructed, but I guessing the game logic might be treating an empty building differently than a painted zone. And maybe the building in the painted zone would eventually get abandoned becuase its in an unsuitable location. Thanks again!!!
Update: commercial suitability is green, but customer traffic is grey. Commercial demand is still maxed. I would imagine that tenants would move into a highly suitable commercial building when there is max commercial demand, regardless of customer traffic.
Another update: I just plopped a gas station of which I previously had 0 and it was occupied immediately. I think what is happening is that I plopped buildings with demand for their type. I'm not exactly sure how this works but maybe certain building sizes and type like EU Commercial Low 01 2x2 always satisfy a specific commercial need, of which there was none. I dont really get how commercial demand works internally -- are there different classifications of commercial buildings that satisfy some internal game logic algorithm for demand? Maybe this is why people complain about seeing a lot of gas stations when they paint lol. I will experiment more. Maybe this is a bit of a gotcha when plopping commercial and industry buildings.

Algernon would love to hear what you know about this.
 
Thanks for the response algernon!
For a bit more context: I plopped a first round of residential, commercial, and industrial buildings, and they all got occupied.
Later after the simulation ran for some time demand increases to full and I plop more buildings but no one moves in. I've seen this in commercial and industrial buildings, not sure about residential.
Have you encountered this before?
I can try to repro with only Ploppable and its dependencies to rule out other mods in the meantime. Love the mod!

I've seen it before (both for plopped and growable buildings) when aggregate demand is high but the specific conditions at those specific locations aren't amenable to any of the available industries or retail - but that's nothing mod-related, it's how the game works (at least currently).

This is obviously more likely to be encountered if manually placing buildings, but is up to the specific dynamics and particular point-in-time situation of the city (and that specific location). This is an issue that you'd need to address via gameplay and city design - work out what the underlying issue is and then address that (with both cause and solution being one of the range of options available).
Ok that makes so much sense -- I should have checked the view that informs about zoning suitability! I bet if I look at it it will inform me that where I zoned is entirely unsuitable. Although when I paint in that same area buildings start to get constructed, but I guessing the game logic might be treating an empty building differently than a painted zone. And maybe the building in the painted zone would eventually get abandoned becuase its in an unsuitable location. Thanks again!!!
Update: commercial suitability is green, but customer traffic is grey. Commercial demand is still maxed. I would imagine that tenants would move into a highly suitable commercial building when there is max commercial demand, regardless of customer traffic.
Another update: I just plopped a gas station of which I previously had 0 and it was occupied immediately. I think what is happening is that I plopped buildings with demand for their type. I'm not exactly sure how this works but maybe certain building sizes and type like EU Commercial Low 01 2x2 always satisfy a specific commercial need, of which there was none. I dont really get how commercial demand works internally -- are there different classifications of commercial buildings that satisfy some internal game logic algorithm for demand? Maybe this is why people complain about seeing a lot of gas stations when they paint lol. I will experiment more. Maybe this is a bit of a gotcha when plopping commercial and industry buildings.

Algernon would love to hear what you know about this.
Yet another update: Just plopped all level 1 EU Commercial Low * n x m type buildings and all EU Commercial Motel buildings and none of them got occupied.

When I plop a gas station it immediately got occupied.

Next experiment: paint and see what specific commercial buildings get constructed.
 
Thanks for the response algernon!
For a bit more context: I plopped a first round of residential, commercial, and industrial buildings, and they all got occupied.
Later after the simulation ran for some time demand increases to full and I plop more buildings but no one moves in. I've seen this in commercial and industrial buildings, not sure about residential.
Have you encountered this before?
I can try to repro with only Ploppable and its dependencies to rule out other mods in the meantime. Love the mod!

I've seen it before (both for plopped and growable buildings) when aggregate demand is high but the specific conditions at those specific locations aren't amenable to any of the available industries or retail - but that's nothing mod-related, it's how the game works (at least currently).

This is obviously more likely to be encountered if manually placing buildings, but is up to the specific dynamics and particular point-in-time situation of the city (and that specific location). This is an issue that you'd need to address via gameplay and city design - work out what the underlying issue is and then address that (with both cause and solution being one of the range of options available).
Ok that makes so much sense -- I should have checked the view that informs about zoning suitability! I bet if I look at it it will inform me that where I zoned is entirely unsuitable. Although when I paint in that same area buildings start to get constructed, but I guessing the game logic might be treating an empty building differently than a painted zone. And maybe the building in the painted zone would eventually get abandoned becuase its in an unsuitable location. Thanks again!!!
Update: commercial suitability is green, but customer traffic is grey. Commercial demand is still maxed. I would imagine that tenants would move into a highly suitable commercial building when there is max commercial demand, regardless of customer traffic.
Another update: I just plopped a gas station of which I previously had 0 and it was occupied immediately. I think what is happening is that I plopped buildings with demand for their type. I'm not exactly sure how this works but maybe certain building sizes and type like EU Commercial Low 01 2x2 always satisfy a specific commercial need, of which there was none. I dont really get how commercial demand works internally -- are there different classifications of commercial buildings that satisfy some internal game logic algorithm for demand? Maybe this is why people complain about seeing a lot of gas stations when they paint lol. I will experiment more. Maybe this is a bit of a gotcha when plopping commercial and industry buildings.

Algernon would love to hear what you know about this.
Yet another update: Just plopped all level 1 EU Commercial Low * n x m type buildings and all EU Commercial Motel buildings and none of them got occupied.

When I plop a gas station it immediately got occupied.

Next experiment: paint and see what specific commercial buildings get constructed.
Just painted in commercial zoning and two 4x6 gas stations appeared. I guess there is a hidden comerrcial sub-type demand in the simulation (which is cool).
 
Yes, it's not like CS1 where 'generic industry' and 'commercial' are homogeneous categories; there's multiple goods types and supply chains in effect 'behind the scenes' with different effects on demand and profitability for each type. Which can lead to misunderstanding, as in when aggregate commercial demand is high but there's insufficient capability within any of the available "supply chains" to support any of the specific options available, in which case the issue isn't one of demand but more one of the city's ability to support specific shop/factory instances (based on goods availability, number of potential local customers, supply lines and transport links, etc.).

This may or may not be apparent to the player, but in short, the demand bars are only one part of a complex equation. You can approach this by either doing a lot of study and analysis to work out exactly what the current simulation balance is at that specific location and point-in-time, or you can just plop things down and see what works.
 
Is it not possible to have this working same way like the similar mod in C:S1 worked, where buildings still level up but don't change their appearance?
Unfortunately, no; in C:S2 the building level is tied directly to the prefab (the building model); in C:S1 this was different (the level was independent of the model); this is a fundamental game design decision (that I personally don't agree with, but I didn't make the game) that is not easily moddable.
 
Unfortunately, no; in C:S2 the building level is tied directly to the prefab (the building model); in C:S1 this was different (the level was independent of the model); this is a fundamental game design decision (that I personally don't agree with, but I didn't make the game) that is not easily moddable.
In that case, I am a little confused why a low-rent residential building that I placed at level 1 still has that same appearance, instead of the level 5 variant