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I had my game crashing whenever i tried to load a map after installing the map pack and trying to play for the first time in a while, turns out it was the loading screen mod which hasn't been updated for Airports yet, and there's a temp version of it someone put up on workshop that fixes it while people wait for the original mod author to update the actual Loading Screen Mod.
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# ? Feb 4, 2022 17:07 |
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# ? May 25, 2024 01:24 |
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Yeah I love having to take a month off from playing Skylines every time a DLC drops, it's great
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# ? Feb 4, 2022 17:14 |
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Eric the Mauve posted:Yeah I love having to take a month off from playing Skylines every time a DLC drops, it's great This DLC break was and is actually quite surprisingly short. The vast majority of mods were updated or confirmed abandoned - with replacements available! - before the first week was over. There's still some mods that need an update or replacement, but the most commonly used mods that were actually broken have been updated.
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# ? Feb 5, 2022 01:44 |
if I were to get back into this, what DLC is pretty much vital, especially if I want to do some mods? Seems like a lot of bullshit DLCs. I figured the Airports and Mass Transit ones are good.
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# ? Feb 5, 2022 07:38 |
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Industries adds some more interesting logistics mechanics since you need to keep your factories supplied with materials from other industrial zones, which puts a different pressure on your transit system than the usual commute stuff, and a lot of sorely needed non-urban-core stuff. Mass transit has bus blimps so uh yeah obviously. Rest really depends on what you want your cities to look like and what's missing visually, Airports, Campus, and Parks all work exactly the same where you paint a zone and plop some themed buildings and get a small bonus.
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# ? Feb 5, 2022 15:35 |
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The mandatory DLCs are whichever ones your mod list require. On their own merits the only ones you really need are Mass Transit, Park Life, and e: A relief to know because Snowfall is otherwise loving useless Eric the Mauve fucked around with this message at 18:42 on Feb 5, 2022 |
# ? Feb 5, 2022 17:32 |
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I definitely don't have Snowfall and definitely have trams anyway so either they made that a free feature or added them to Mass Transit at some point
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# ? Feb 5, 2022 17:52 |
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iirc they were added to base game with the release of snowfall
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# ? Feb 5, 2022 20:11 |
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Snowfall is ok for the winter themed maps, I think. Although I haven't ever played one for too long. It is stupid that you can't cycle through seasons in maps, and I'm not aware of mods that have enabled it. I think Mass Transit is worth purchasing and I Industries is a must-have. It doesn't change the gameplay fundamentally but the ploppable nature of the industries is vastly more interesting than the default zones.
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# ? Feb 6, 2022 16:36 |
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A Wizard of Goatse posted:Industries adds some more interesting logistics mechanics since you need to keep your factories supplied with materials from other industrial zones, which puts a different pressure on your transit system than the usual commute stuff, and a lot of sorely needed non-urban-core stuff. Mass transit has bus blimps so uh yeah obviously. Rest really depends on what you want your cities to look like and what's missing visually, Airports, Campus, and Parks all work exactly the same where you paint a zone and plop some themed buildings and get a small bonus. I'll go ahead and recommend parks. One of the most fun experiences I had in this game was turning the site of a meteor impact into a national park. Campus is... I like it, but I have a hard time giving it vocal praise because it doesn't have that same gameplay memory anchor parks has for me. But being able to build out a university that looks like an actual university campus is pretty neat, and I was amused by the sports events. One of the most realistic things in the game is putting all your university budget on sports. csidle posted:Snowfall is ok for the winter themed maps, I think. Although I haven't ever played one for too long. It is stupid that you can't cycle through seasons in maps, and I'm not aware of mods that have enabled it. What I wish they'd do is integrate a proper seasonal gameplay aspect. The "winter" maps are... not appealing to me at all because of the static season. Make me deal with seasonal snow removal and increased road maintenance cost and my ports being potentially ice-locked for a period of time. I come from Michigan, so all of these are real concerns for cities in my region. Warmachine fucked around with this message at 18:50 on Feb 6, 2022 |
# ? Feb 6, 2022 18:48 |
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My 1st city (and really only) I was playing with the progression lock. I managed to get up in the 60K pop and unlock a decent amount. I want to start a new city with the new DLC and because I haven't played a so long. I don't want to start at the beginning with nothing unlocked and i don't want to disable the progression and unlock everything. Is there a setting or a mod that allows you to keep that progression throughout new cities?
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# ? Feb 6, 2022 19:42 |
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I think unlockable unique buildings carry over from city to city by default, as long as you have placed at least one instance of the unlocked building in your old city.
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# ? Feb 6, 2022 19:49 |
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I too would like something that'd start you maybe halfway through the progression tree, so there's still goals to build towards like leveling your zones but you aren't forced to start every city around a highway exit + car-based suburb
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# ? Feb 6, 2022 19:50 |
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Cities can be converted between summer and winter, City Planner Plays on YouTube did it. I don't know how but it sounded like it's not too hard.
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# ? Feb 6, 2022 20:21 |
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Well, almost 7 years after purchasing the game, I've for the first time set about creating a city based in some semi-natural development with a lot of custom assets. This is Underhill, a town in the municipality of Portsmouth, MA. The backstory is that its an old, tiny fishing town that's blown up since heavy investment was made into tapping the oil deposits found offshore. In the future, it will be a tiny neighbour to the Municipal Capital of Portsmouth, a dirty, modern metropolis. I have not set about creating this, but it's coming up soon since I can't provide enough housing for a population sufficient to run the industry. The Underhill Mining Co. employs far more people than constitute the population of the city, so workers must commute from out of town. Underhill Mining Co. local administration and worker's barracks, and the Underhill Plastic Manufacture Company. Old Underhill, built prior to the discovery of oil. The view from the old church. Old fishermen's quarters known as Old Top. 'Cause it's not the top of the town anymore. Modern expansion of Old Top. Modern cargo and passenger terminals on the harbour, as well as modern small-scale fishing operations. Probably going to redo the harbour, since it's primarily vanilla assets and they're a lot more colourful than I'd prefer. Full view of my progress. Next up is building the actual old fishing docks, which I haven't established yet, as well as really, really small-time old fishermen's huts. I was going to keep expanding the suburbs up the huge mountain which this town rests at the bottom of, but it's probably not realistic. It's extremely steep and I've already done a lot of winding around hills and passes in this little town. I'm also going to be creating a couple of station towns along the rail that leaves Portsmouth (which at the moment goes nowhere). I might go the route of establishing the station towns first and seeing which one of these most naturally would grow into a large city. I'm going for a grimy dirty 70's look, and all the vehicles are 70s save for a Mercedes Benz that is 1980-ish. So the other towns are probably going to have ore and forest industry, saving high tech offices for the real big city.
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# ? Feb 7, 2022 23:56 |
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My guess is that he used theme mixer and changed the map theme. There is also built in mod in the base game to unlock all progressions that can be enabled and disabled as desired. That way you can enable for one save and disable for another.
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# ? Feb 8, 2022 02:35 |
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Looks rad overall. But the rigs so close together and to shore kinda kill the vibe. MoveIt! Would help a lot.
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# ? Feb 9, 2022 02:10 |
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Agreed. It looks a bit silly. I would prefer a main station for departures & arrivals, and the rigs far offshore. I can't move the platforms seperately from the main buildings using Moveit, unless there's a function I'm not aware of, since it's "one" building. I have been meaning to look up custom offshore oil platforms on the workshop.
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# ? Feb 9, 2022 12:54 |
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Oh now that you mention it I think i just ended up making artifical islands ala Los Angeles / Long Beach Harbor because i thought it looked silly, and was using an LA map anyways. But yeah hopefully someone has custom a asset.
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# ? Feb 10, 2022 19:21 |
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Infidelicious posted:Oh now that you mention it I think i just ended up making artifical islands ala Los Angeles / Long Beach Harbor because i thought it looked silly, and was using an LA map anyways. Unfortunately I can't find any on the workshop, which is pretty weird. Generally, there are surprisingly few specialized industry assets on there. edit: There's a thread on reddit about a pretty cringeworthy thing that's been discovered in mods by the guys behind Network Extensions 3, Harmony Redesigned and some others. https://www.reddit.com/r/CitiesSkylines/comments/spo2mn/alert_stop_using_network_extension_3_harmony/ reddit posted:Reputable modders in the community has found that the above-captioned mods contain malware which can cause bugs to your game and potentially harm your computer. TMPE crew posted:In TM:PE 11.6.4.8 we are marking _all_ mods by Chaos / Holy Water / drok (same person) as incopatible for the following reasons: TMPE crew posted:Malware in Network Extensions 3 mod Just pathetic. csidle fucked around with this message at 11:19 on Feb 11, 2022 |
# ? Feb 11, 2022 10:33 |
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Ain't no drama like the petty modder drama.
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# ? Feb 11, 2022 13:13 |
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Modder drama is especially pathetic since you're technically not even making money for your efforts to sabotage the competition. And if there was a mod to dev pipeline that was in any way reliable, the dude who made the CP2077 full rebalance mod would have been hired by CDPR already. Instead all modder drama does is show which of these socially inept weirdos is the one you should avoid because they have strong opinions about Oblivion gates or something.
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# ? Feb 11, 2022 14:42 |
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One should be wary of modders that offer replacements to widely-used mods under vague pretenses of being better but don't actually specify any new features. Also never trust a modder that has blocked comments. E: What's most stupid is that this guy uses github so all the evidence is public and unremovable short of killing the repo.
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# ? Feb 11, 2022 15:51 |
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Kyte posted:One should be wary of modders that offer replacements to widely-used mods under vague pretenses of being better but don't actually specify any new features. code:
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# ? Feb 11, 2022 16:08 |
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https://steamcommunity.com/workshop/filedetails/discussion/1637663252/4731597528356140067/#c4731597528356907380quote:Several modders are now investigating what's in the "download from github" version of the "Harmony (Redesigned)" mod, and it's not looking good. Reminder that C:S mods are DLL that do not run in a sandbox and can do anything a user can. Never forget that DLL mods are extremely dangerous.
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# ? Feb 11, 2022 16:26 |
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Wow, this guy was not subtle at all in his code, this is hilariousquote:namespace TrollControl quote:
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# ? Feb 11, 2022 16:36 |
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Vizuyos posted:Wow, this guy was not subtle at all in his code, this is hilarious In short: "This is clearly bad, but I know what I'm doing, so it's okay."
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# ? Feb 11, 2022 17:07 |
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wait, the dude commented that poo poo? That's more clearly written than any non-malicious code I've ever seen
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# ? Feb 11, 2022 17:19 |
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Vizuyos posted:Wow, this guy was not subtle at all in his code, this is hilarious I touched his code and did not consult a lawyer, jokes on him.
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# ? Feb 11, 2022 18:05 |
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Vizuyos posted:Wow, this guy was not subtle at all in his code, this is hilarious loving incredible
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# ? Feb 11, 2022 21:11 |
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I’m not sure if I’ve got a weird mod problem or just what but I’ve got a new city that I started this week and got to 130,000 population but as soon as a built out the cargo portion of my airport all of my industry immediately got hit with “not enough raw resources”. Trains and boats come in with lots of supplies, and even building out industrial districts doesn’t help. I’ve noticed that I get a BUNCH air cargo planes flying in but they’re all empty when they land but are partially or totally full when flying out. Has anyone else seen any behavior like this?
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# ? Feb 11, 2022 23:26 |
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Sounds like it's exporting all your raw material?
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# ? Feb 12, 2022 00:03 |
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Try adding some warehouses set to balanced or fill with the appropriate raw materials.
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# ? Feb 12, 2022 00:11 |
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Maybe, but it didn’t go away when i bulldozed the cargo portion of the airport. Does make me wish I could prioritize resources for importing and exporting. I figure I’ll try loading the city without any mods when I get home and see if it changes anything but figured I’d see if anyone had experienced that themselves.
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# ? Feb 12, 2022 00:11 |
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Vizuyos posted:Wow, this guy was not subtle at all in his code, this is hilarious I can't think of a Nexusmods temper tantrum that quite hits this level.
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# ? Feb 12, 2022 20:22 |
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Is it just me or are the concourse networks kinda ugly
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# ? Feb 13, 2022 23:59 |
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VostokProgram posted:Is it just me or are the concourse networks kinda ugly the classic one is, the other two are pretty decent. there's already a new one on the workshop, too, and it's pretty nice
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# ? Feb 14, 2022 00:46 |
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Posted on the steam news page:quote:An important message from the Cities: Skylines team,
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# ? Feb 15, 2022 05:35 |
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A mod can ban specific users from downloading it? How does that even work? but lol that definitely hints at some NexusMods level drama going on.
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# ? Feb 15, 2022 21:22 |
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# ? May 25, 2024 01:24 |
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Entropic posted:A mod can ban specific users from downloading it? How does that even work? You can download it, but some SteamID fuckling lets the mod go "Ahh, that <racist explicative> user 42069, I'm supposed to set all their road speeds to 10 because they left a bad review of my creator's mods once." Which seems like a great way to piss off Valve and lose your Steam account for abusing their software for malicious purposes. Which it sounds like is exactly what happened according to some commentary about the malicious mod creator's accounts getting banned. As someone who sees modding as a communal exercise in which everyone should be allowed to freely improve the work through creation of derivatives (and has always been transparent and welcoming with his own works) Warmachine fucked around with this message at 21:55 on Feb 15, 2022 |
# ? Feb 15, 2022 21:53 |