Apparently reddit for chirpy has broken people's savegames, so I'd be wary of using that one for now
Removed it from the OP for the time being. I'll add it back if it's fixed.
Apparently reddit for chirpy has broken people's savegames, so I'd be wary of using that one for now
Removed it from the OP for the time being. I'll add it back if it's fixed.
Along comes this GitHub issue with an actual error message, namely that it couldn't find RedditClient.Message... Odd. It turns out that C:S is very particular about the versions it requires. Not just any version will do, but it has to be the exact same version... and I had changed those. Fuck.
So the simple fix is to have three new projects, each for an older dll version (2-4), which only have the Message class thats exactly the same for all of them. C:S is fine though, and albeit the mod now has 4 dlls instead of 1, it works again. Great /s
TL;DR by updating my assembly version, I broke everyone's savegame. Fixed it by adding more dll that all have the same content but the older assembly version.
Also SteamApps\common\Cities_Skylines\Cities_Data\output_log.txt is a lot more informative, in case you ever want to find the actual issue.
I just ran across a mod that changes Chirp to a banner across the top. Considerably less real estate.
http://steamcommunity.com/sharedfiles/filedetails/?id=406623071
Works with Chrip Filter, which filters out the useless messages.
http://steamcommunity.com/sharedfiles/filedetails/?id=407871375&tscn=1426573760
Yeah, a deletion brush or marquee selection tool would be amazing. If no one makes one before the weekend I might give it a try.
ModTools is an in-game scene graph viewer/debugger for mod authors.
THIS IS NOT A TOOL FOR USERS. I TAKE NO RESPONSIBILITY IF YOU USE THIS AND a) LOSE YOUR SAVEGAME; b) LOSE YOUR CAT; c) PRETTY MUCH ANYTHING EVER. NO RESPONSIBILITY. NONE.
Mod authors - this is not a library or framework for your mods. Do not reference the mod DLL in your own mods and/ or distribute it to users. This will only lead to angry users who poked in the wrong place.
The main feature of ModTools is the scene explorer which allows you to examine all objects in the current scene (all GameObjects, Components and their fields, properties and methods). It works through reflection and has knowledge of most types you will encounter. You can browse deep within the object hierarchy and see and edit every variable in real-time. The scene explorer allows you to place watches on variables that are of interest which puts them in a separate window for monitoring. I advise you to check out the video above to get an idea how all of this works.
There are several other things that ModTools will do to make your life easier:
- Redirects all your mod's exceptions to the debug console (F7). Enjoy
- Place buttons on the ModTools menu without referencing ModTools in your mod (more info coming)
- Live preview of RenderTextures
Usage:
Press Ctrl + Q in-game to open the main debug menu.
Ctrl + W - watches window
Ctrl + E - scene explorer
Please note that this is not a finished product. Its current functions are pretty stable, but I do plan to add a lot more features, so stay tuned. Feature requests[github.com] are welcome (feature implementations[github.com] - even more so).
Think not what ModTools can do for you, but what you can do for ModTools!
Join the development[github.com], submit bug reports and make PRs, let's make this tool great for all modders!
I use this vibrant filter, but from the filters everyone is sharing, I can't imagine very many others will like it much
Yeah, I used that one for a bit on the first day or two. It's not bad! Just a little strong, in my opinion.
At least you aren't using Saturation.
I use this vibrant filter, but from the filters everyone is sharing, I can't imagine very many others will like it much
Yeah, I used that one for a bit on the first day or two. It's not bad! Just a little strong, in my opinion.
At least you aren't using Saturation.
Yeah, I used that one for a bit on the first day or two. It's not bad! Just a little strong, in my opinion.
At least you aren't using Saturation.
It seems that the No Pillars mod has been updated. Now you can switch off the collision detection of the pillars so you can build elevated networks without tearing your hair out.
See I'm not getting that mod, that's borderline "unrealistic" for me. Automatic emptying? Makes it more fun. Pedestrian zoning? Realistic. No pillars? Eeeeeeeh.
FUNCTIONALITY:
- Build elevated railroad, roads, and pedestrian paths without pillars
- Build elevated roads that use the railroad pillars instead of the clunky concrete ones
- Disable collision detection while building roads
- Build railroad tracks in the asset editor
IN GAME:
This mod adds two buttons in the bottom left.
Click the button that says "Pillars" to switch to "Floating". Newly built elevated roads, railroad tracks, and pedestrian paths will now float in the air without any apparent support. Click the button again to switch to "Pillars (Side)". In this mode, elevated roads use the pillar model of elevated railroad tracks instead of their normal one. Click the button a third time to switch back to the defaults.
Click the button that says "Collide" to switch to "Overlap". Roads and other connections can now be built even if they collide with an existing object. Click the button again to switch back to the default mode.
You can choose to have pillars still in that mod.
The main use of the mod is so you can have stuff like rails built directly over roads.
That looks great. Has this mod been promoted out of beta yet then?
It's a mod to auto empty your landfills and cemeteries.
Posted in the OT thread:
It's a mod to auto empty your landfills and cemeteries.
This sounds like there no need for the road upgrade mod anymore.road upgrade tool now works between two-way and one-way roads and right mouse-button changes direction of one-way roads
does the achievement mod work after patch? I really want to enable that auto-bulldozing thing
This sounds like there no need for the road upgrade mod anymore.
does the achievement mod work after patch? I really want to enable that auto-bulldozing thing
Me too. I tested it by building the one Monument I was entitled to that I didn't have the achievement for. This will make it easy to just get the achievements out of the way so I can stop caring about them.It does, I just tested it with The Safest Town achievement and it worked just fine.
No tunnel mods yet? Would solve most of my traffic problems and keep the surface looking clean.
Tunnels are basically adding an entire new system that they have to code into the game.
I would rather have Colossal Order do that in order to get a good working baseline before modders get their hands on it.
How about Westeros map from Game of Thrones?
http://steamcommunity.com/sharedfiles/filedetails/?id=406462141
There's a new version of the Cologne map since the old one is broken
http://steamcommunity.com/sharedfiles/filedetails/?id=410690894
Thanks, updated.
edit: Someone is making a bunch of medieval stuff for the inevitable CK2/Skylines crossover mod =P
I want my Rome/Egypt graphic overhaul.
Thanks, updated.
edit: Someone is making a bunch of medieval stuff for the inevitable CK2/Skylines crossover mod =P
Pharoah 3, fucking finally.