EssentialShops
Every new city gets a Sync Clinic, a pawn shop and all three black market shops, even 2x2 cities, with more as the city grows. Every city keeps its City Hall, hotel and diner too.
| Date uploaded | a week ago |
| Version | 1.1.6 |
| Download link | Sm3gm-EssentialShops-1.1.6.zip |
| Downloads | 362 |
| Dependency string | Sm3gm-EssentialShops-1.1.6 |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.755README
Essential Shops
A BepInEx (mod loader) plugin for Shadows of Doubt. Every new city gets a Sync Clinic, a pawn shop and all three black market shops (the trader, the underground Sync Clinic and the weapons dealer), even the smallest 2x2 city. Bigger cities get more of them, and every city keeps its City Hall, hotel and diner.
If it saved your small city run, please leave a like on its Thunderstore page. It keeps me motivated to make more mods. Donations are welcome too:
What it does
Small cities often generate without a Sync Clinic or a pawn shop, which leaves no way to install sync disks or sell loot, and sometimes without the black market shops at all.
- Shops in every city: while a new city is generated, Sync Clinics and pawn shops are placed first. Every city gets at least one of each, plus one more per 8 city tiles (the largest vanilla city, 5x4, gets 3 of each). One of each black market shop is always placed: the trader, the underground Sync Clinic and the weapons dealer.
- No clutter: at most one of each black market shop per city (configurable), so the forced ones never pile up.
- Spread out: the shops are spread over the city instead of lining up in one street.
- Grows with the city: one more Sync Clinic and pawn shop per 8 city tiles, so a big city has several of each.
- The right buildings in every city: City Hall, a hotel, a diner and the commercial tower with its offices and stores are placed first, in every city size. A 2x2 city has only four building plots, and the game used to fill them with buildings that have no shop spaces at all (a Chemical Plant, an industrial block, a shanty town) and could even leave out City Hall, so murder cases could never be handed in. Every plot still gets a building, so generation never gets stuck.
- Only new cities: cities loaded from a save are never changed.
Config
After one launch, edit BepInEx/config/sm3gm.sod.essentialshops.cfg with the game closed.
| Setting | Default | Meaning |
|---|---|---|
| General / ShopTypes | SyncClinic,PawnShop,BlackmarketTrader:1,BlackmarketSyncClinic:1,WeaponsDealer:1 | Shop types every new city gets. A name alone grows with the city size, Name:count is a fixed number. |
| General / MinimumPerCity | 1 | Every new city gets at least this many of each shop type. |
| General / OneMorePerTiles | 8 | One more of each shop type per this many city tiles. 0 = only the minimum. |
| General / MaxBlackMarketsOfEachType | 1 | At most this many of each black market shop in a new city. The listed ones are always placed. 0 = no limit. |
| General / SpreadAddresses | 25 | Addresses filled between two forced shops, so they spread out. 0 = no spacing. |
| Buildings / AlwaysHotel | true | Every new city gets City Hall, a hotel and a diner, whatever its size (also when SmallCityLimits says Hotel:0). |
| Buildings / SmallCityTiles | 4 | A city with this many tiles or fewer counts as small (a 2x2 city has 4). |
| Buildings / SmallCityLimits | ChemicalPlant:0,BrandyNetherland:0,MixedIndustrial:0,Hotel:0,AmericanDiner:1 | Building types small cities get at most this many of (0 = none). |
| Buildings / SmallCityMustHave | EdenTower,AmericanDiner | Small cities are checked for these right after the buildings are chosen, and the result is written to the log. |
| Buildings / SwapInEdenTower | false | Experimental: if a small city still has no commercial tower, replace a townhouse with one. |
Install
Use Thunderstore Mod Manager or r2modman and install as normal. BepInEx is installed automatically.
To install by hand:
- Install BepInExPack IL2CPP version 6.0.755.
- Put
SoDEssentialShops.dllinBepInEx/plugins/EssentialShops/inside your existingBepInExfolder.
Then generate a new city.
Feedback
Found a bug or have an idea? Post it on the official Shadows of Doubt Discord: https://discord.gg/shadows
Also by sm3gm
All my mods are on Thunderstore.
Support
This mod is free and always will be.
Likes are greatly appreciated and keep me motivated to release more mods, so if you enjoy it, please leave one. You give a like on the mod's Thunderstore page while logged in to Thunderstore. If you installed through a mod manager, open that page in your browser to find the button.
And if you love what I do and want to support future projects, or just want to send a friendly thought, you can do so here:
Thanks for playing.
CHANGELOG
Changelog
1.1.6
- Every new city gets City Hall, a hotel and a diner, also 2x2 cities. A 2x2 city now has exactly City Hall, a hotel, a diner and the commercial tower with the shops. Before, a large city could lose its hotel, and a 2x2 city could lose City Hall, so murder cases could not be handed in.
- These buildings are placed first and may go on any plot while the city is made, so cheap filler buildings no longer take their place.
- City size from the menu is counted correctly (it included the edge ring).
- New setting
Buildings.AlwaysHotel(default true).
1.1.1
- Page text only, no code changes: links to my other mods, and "All my mods" now shows the modpacks too.
1.1.0
- All three black market shops are now placed in every new city: the trader, the underground Sync Clinic and the weapons dealer.
- New setting MaxBlackMarketsOfEachType (default 1): at most one of each black market shop per city, while the listed ones are still always placed.
- A config still on the old ShopTypes default is updated by itself; a list you changed yourself stays as it is.

