Cities: Skylines

Cities: Skylines

Container Port (Animated)
48 Comments
Baldovino Trevisano 14 Jun @ 10:52am 
Does this still work?
owenconnerthomas 2 Dec, 2024 @ 12:00am 
uhhi cant find it
George Abitbol - Bac+2 3 Jun, 2023 @ 2:28am 
@jc21539 : your asset disappear when the camera is close to it. Can you fix it ?
MasnySunshine 5 Oct, 2022 @ 8:07am 
@Silva it won't apply the animation
Silva 10 Apr, 2021 @ 6:46am 
If I don't use the animation MOD, does it stay still / static or doesn't it work?
Kastalia 30 Jul, 2019 @ 1:14pm 
is it possible to get a ''standalone'' version without the crane, so we can place several in a row without cranes everywhere? :)
jc21539  [author] 13 May, 2019 @ 5:53am 
Thank you @ernstbert - yes I agree, that seems like good practice!
Ernstbert_Fool 13 May, 2019 @ 4:06am 
Maybe it is better to install and try things before writing comments and not only watch the Video. I love it and i think the animationspeed is perfect, thank you
jc21539  [author] 12 May, 2019 @ 1:22pm 
@Alecthelm thank you, means a lot :)
Alecthelm 12 May, 2019 @ 9:22am 
speechless. about the *censored* users in the Comments. Thx for your assets! great one, already love it !. thx again.
Meesmoth 12 May, 2019 @ 2:24am 
@boformer My bad if it's not CAL that's causing it, but I have read it somewhere in the past a mod related to custom animations is causing huge FPS drops.
Cloud 10 May, 2019 @ 10:10am 
Also if you ever make a realistic speed version also make one for the industries DLC warehouse version
jc21539  [author] 10 May, 2019 @ 8:44am 
thanks boformer for clearing that up, misinformation spreads like the plague these days
boformer 10 May, 2019 @ 7:50am 
@Meesmoth Aquilasol told me that she never said that CAL assets cause FPS drops. Not sure where you got that. It's definitely not true, better read the CAL description.
Cloud 10 May, 2019 @ 6:57am 
I know
jc21539  [author] 10 May, 2019 @ 6:44am 
@buttio Thank you. I apologize for assuming anything. A lot of modders get downvoted with no explanation why and for whatever reason, steam decided that a downvote should be worth the opposite of about 15 upvotes. I think people forget that most of us are doing this solely for the sense of appreciation and community.
Cloud 10 May, 2019 @ 6:37am 
You got downvoted? I'll upvote
jc21539  [author] 10 May, 2019 @ 6:32am 
@buttio you weren't the only commenter I was responding to. But it is a little weird that after my comment, I get immediately downvoted and then you reply right after. Even though I said I would include a slower version for you in the next release. But ok, maybe that's just coincidence. Thank you for the comments.
Cloud 10 May, 2019 @ 6:25am 
"maybe a hair on the quick side but most the animations in the game are. My main goal was to make it fit well within the game, not to make a perfect replica of real life."

That's why i asked for a slower version that would fit in with the realistic movement speed mods.
jc21539  [author] 10 May, 2019 @ 5:44am 
I added another video to give a better sense of how it compares to some of Colossal Order's animations. The animation speed depends on the game level speed, and also the FPS your computer is getting. The first video I uploaded was at max game speed, maybe that's where there is some confusion? I should have been more clear about that point for sure, that's a lesson learned. But I do think the animation speed matches very nicely with the rest of the game's animations and is fairly realistic at slow speed, maybe a hair on the quick side but most the animations in the game are. My main goal was to make it fit well within the game, not to make a perfect replica of real life.

I am going to release the animated gantry crane as a standalone asset so people can detail their own stacking yards to their liking, and I am planning on including a few different variations (like cell width and color). I will include at least one slow version - do you think that is 1/2 speed is slow enough?
Cloud 10 May, 2019 @ 5:18am 
It should move pretty slow like in irl
Cloud 10 May, 2019 @ 5:18am 
John thank you so much, this is an epic idea but wouldn't fit with thosem ods which i use they really help with realism
Oldhip 9 May, 2019 @ 10:45pm 
Way to fast in the video, I give it a miss
jc21539  [author] 9 May, 2019 @ 3:36pm 
@buttio mashuina - thanks for the feedback, I don't use that mod so I was unaware. It's something I will certainly consider making in the future.
Cloud 9 May, 2019 @ 2:19pm 
We need one that animates SLOWER! It's so fast especially with realisitc vehicle and people walk speed mod!
jc21539  [author] 8 May, 2019 @ 5:20am 
@meesmoth Just the gantry crane and a couple rectangles for containers - check out the video included above! Can you post a link to the info about it dropping fps? I haven't seen that myself, with CAL or with any of the animated assets that come with the game. Thanks!
Meesmoth 8 May, 2019 @ 4:58am 
I like this, but I was wondering which features are animated? The crane or the containers? I don't want to use CAL as according to AquilaSol it is causing huge FPS drops.
MjolnirRecon 7 May, 2019 @ 2:02pm 
Ok, THANK YOU @johncomerford !!!
jc21539  [author] 7 May, 2019 @ 1:54pm 
@carbon - really appreciate the feedback! Re: a non-animated version - I do want to be cognizant of not flooding the workshop, but what you can do is create a new asset in the built-in asset editor using this one as the template, and just save it with a new name. It will then be a non-animated version of the same asset. This will work with any asset that uses the CAL mod.
Lee the Yote 7 May, 2019 @ 1:53pm 
Very good
MjolnirRecon 7 May, 2019 @ 1:02pm 
I second the request for an empty version for people who enjoy hyper detailing their city builds, even if placed props don't move with the animation.

Also, would it be possible for a non-animated version? Even a busy port area wouldn't be 100% active at all times. It would help to break up the visual noise a bit and draw the eye to the animated buildings.
jc21539  [author] 7 May, 2019 @ 9:55am 
@aubergine - it wouldn't be able to pick up any of the containers, but the crane could still move back and forth and "pretend" to pick stuff up. But for the container to actually move, it has to be part of the building itself.
leftbehind 7 May, 2019 @ 9:50am 
This is awesome, would it be possible to get version without the containers so that we can add put in our own containers?
jc21539  [author] 7 May, 2019 @ 7:09am 
thank you for the compliments!
boformer 6 May, 2019 @ 1:29pm 
@john Unloading takes longer when there are more goods on the ship. not sure how big the factor is, but it is def. there.
KnightsCross 6 May, 2019 @ 1:17pm 
Great asset! thanks
jc21539  [author] 6 May, 2019 @ 1:12pm 
Awesome, don't know how I missed that post (several times) but I did. And thanks for the suggestion on the cargo hold fix mod, I will check it out - I just assumed that it was changing the capacity and drop-off frequency of the cargo vehicles - didn't think it had to do with the time it takes to unload it.
boformer 6 May, 2019 @ 12:33pm 
A roller coaster would also be cool, I think Ronyx did a rough experiment.

Regarding the cargo station, here are the different supported states: https://community.simtropolis.com/forums/topic/757951-custom-animation-loader-cal-mesh-animations-for-buildings/?do=findComment&comment=1709255

In Unity in the Animator Controller you have to define the "State" integer parameter which has one of the values 0, 1, 2, 3. You can use the value as a transition condition.

I think with the new Cargo Hold Fix mod ships and trains might stay in loading position for a longer time.
jc21539  [author] 6 May, 2019 @ 11:20am 
Yeah that would be great if you could explain how to trigger an animation based on the AI state - I'm guessing it is by using a parameter condition in the inactive-to-active transition that looks for it? Then I could play around with it, I like your ideas about a terminal with conveyor belts, it could look pretty cool to see a ship or train come in and then have that trigger a whole bunch of "life" in the city!

I also want to do a merry-go-round, just because. With the animals going up and down and whatnot, as well as around.
boformer 6 May, 2019 @ 11:08am 
What do you have planned? I guess cargo stations/harbours would be popular, but you are right, it's impossible to animate them in a realistic way. Maybe something like a coal terminal with conveyor belts? I can get additional info how to animate the different states of the cargo stations if you haven't already.
jc21539  [author] 6 May, 2019 @ 7:55am 
Ah, too bad. Thanks buddy, the mod is still a game changer IMHO. It will take a while for asset creators to get comfortable with their own ability to do it if they haven't rigged/animated anything before.

I am not trying to create masterpieces, but I would like to make a few more animated assets just to remind people of the possibilities.
boformer 6 May, 2019 @ 7:44am 
props are not supported, only buildings and maybe sub-buildings can be animated.
jc21539  [author] 6 May, 2019 @ 6:01am 
hey boformer! I was actually going to last night and then I got distracted by something, it might have been my cats lol. Yeah you absolutely can add it to the mod description!

I started out working on a whole terminal setup, but realized the ship doesn't really pause at the dock long enough to get a decent loading/unloading animation.

Any thoughts on making the mod work for props as well as buildings?
boformer 6 May, 2019 @ 5:40am 
OMG it moves! Why didn't you tell me!

Am I allowed to add your video and the asset to the CAL description?
jc21539  [author] 6 May, 2019 @ 4:25am 
Re:using other people's port assets, they would need to give their permission. It has to be built into the model in order to animate, i.e. not be a prop.
NoirMoutton 6 May, 2019 @ 2:01am 
Awesome!
vic.foras 5 May, 2019 @ 9:05pm 
Could you do this but with avanya's container pack?
Londsw 5 May, 2019 @ 7:08pm 
very cool =)