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Behind the Scenes #1: Modding

Greetings everyone. We have a new mini-series of development diaries as we count down to the release of Cities: Skylines II. In this series, we take you behind the scenes of development sharing some of our processes and philosophy behind certain features as well as give you a sneak peek at our plans for the future.

To start with, we’re going to talk about modding in Cities: Skylines II. While modding isn’t supported at release, we want to share what modding means to us and how we approach modding support, so you know what to expect. Modding in Cities: Skylines played an important part in making the game a success, so it was obvious to us that Cities: Skylines II also has to be moddable, and we can't wait to see what the modders come up with this time around!


MODDING IN OUR GAMES
Our journey with modding started in a somewhat unexpected way with our first game, Cities in Motion. Back then, we hadn’t initially planned extensive modding support, but as the game used our own technology and was very accessible to players, a modding community grew surrounding the game. While not intentional we soon discovered how much modding can add to a game with players customizing their gameplay experience, creating and sharing content with each other.

We carried that lesson forward to Cities in Motion 2, though it wasn’t until Cities: Skylines that we really realized the full potential of supporting modding. As we were developing the game, we had one of our two programmers focus on creating tools to mod the game. When Cities: Skylines was released, we had a map editor, that let you create your own maps to build cities on, and an asset editor to import custom 3D models to the game. These, along with code mods, could then be shared on the Steam Workshop and downloaded by others. Through the years we expanded the capabilities of the asset editor to include more options, and as map themes and scenarios were added to the game, we included editors to make your very own.

Today, the Cities: Skylines Workshop has over 400,000 mods with everything from maps and themes to buildings and code mods changing the rules of the game. We were absolutely blown away by the creativity and dedication of our modding community, and throughout the game’s lifetime, we have continued to improve how we interact with the modders.

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The built-in editor and easy sharing through the Steam Workshop brought more modding opportunities to Cities: Skylines than our previous games had.

CITIES SKYLINES II
When we started developing Cities: Skylines II, we knew we wanted the game to support modding as much as its predecessor did. In 2019, as part of our 10-year anniversary celebration, we invited a group of prominent modders to Tampere to help us determine how we can best support their modding efforts. We introduced them to the features Cities: Skylines II would come to include, as well as the level of detail and realism of its art style. We discussed their experiences modding Cities: Skylines and they provided great feedback on how we could support the community in Cities: Skylines II. As an example, our map creators expressed a wish to be able to create taller mountains and deeper valleys, and as you may have seen from our Maps & Themes development diary, this is possible in Cities: Skylines II.

We support modding to celebrate the community and we want everyone to be able to take part in it. This is the reason why we focus on making sure that the modding tools are available on all possible platforms while respecting the limitations that individual platforms may have. To offer the same content for all the players we have chosen Paradox Mods as our portal for sharing your amazing creations across all platforms.

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Access the Editor and Paradox Mods directly from the main menu


MODDING BETA
We have always tried to offer as much support for the modders as possible and the modding beta was created for Cities: Skylines as a part of our efforts. The purpose of this was to ensure the modders could prepare updates for mods that might break with game updates. Having the opportunity to access the upcoming builds prior to release provided them time to familiarize themselves with the changes and work on and test updates to their mods.

As the Cities: Skylines Modding community grew, this group was expanded to include asset creators and its purpose expanded to provide direct feedback on the modding tools. The beta gave us the opportunity to get feedback on the road editor before it was released to the public and have direct conversations with our modders about what improvements to the game’s API would be useful to them.

As the updates for Cities: Skylines have ended the modding beta shifted more towards testing and providing feedback on the modding tools in Cities: Skylines II. Currently, the modding beta is testing the Cities: Skylines II Editor, which we'll dig into in the next development diary.
 
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We just need Find it Mod or Rico then can put more then one of Signature Buildings. We could just copy and paste to Addons Buildings from City Skylines to this version here \Cities Skylines 2\Addons\Mods.
 
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Steam workshop is just a simple distribution platform, I don't understand people can get so emotional over this. You guys never used Nexus / Vortex for mod management before? Its not rocket science.
it's not... but why go back to a more difficult thing... just crazy... they all think they have to control it..
 
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Yo this game is a joke. Its unfinished, does not have the same level of detail or usability as the old game. Not even mods to fix the stuff that the developers cant... sux :)

Are you comparing CS2 Vanilla to CS1 Vanilla?

Or.... are you comparing CS2 Vanilla to CS1 + 8 years of patching, 8 years of DLC, 8 years of mods, and 8 years of assets.

While CS2 has its bugs and problems, CS1 in 2015 when it was released had similar bugs and issues that were fixed over time in patches and DLC's. You can't compare a game that was written from scratch to a game that has had 8 years of development attached to it. If you want to make a comparison, you have to compare CS2 to CS1 Vanilla. No mods. No DLC. No assets.

Because that is what we have with CS2 at this moment: No mods. No DLC. No assets.

CS2 was released 6 days ago. Most games released less than a week ago have had issues, and those issues will be fixed. Paradox has already rolled out one patch, and I am certain they are working on another.
 
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I thought moving mods from Steam was the wrong move at first, but it makes more sense as I think about it. With Paradox mods console users can get them which is a ton of people. It also keeps them in house, which is smart for the company, free mods or not. The downside is creating some anger and disappointment by adding a hurdle for the steam modders that arguably kept the first game alive, plus an imperfect release of CS2.
 
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With all due respect to the dev and all the amazing work they have done to bring this game to completion, I still strongly believe that the modding community would be able to fix the issues plaguing this game currently. Much like CS1 the game was saved by modders in the community, which then the devs used in updates to the base game. I understand how hard it is to make a game and how hard it is to make it stable on so many systems, but that's why day one support for mods is important IMO.
 
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Another disappointing "design" choice for Skylines II.

If the game had shipped with Steam Workshop support, we'd probably already be seeing mods to fix some of the major issues with C:S2 (which are largely not performance issues, but design issues). I suspect that the entire announcement about performance was actually to detract attention from the gameplay. Bugs are one thing, but a game designed without any real failure conditions is not actually a game.
 
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Wish they would really answer if "soon" means 6 months or 6 days. The uncertain delay on mods is a real insult to the community, as this game is heavily dependent on mods. Especially as half-baked as the release is.
 
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Are you comparing CS2 Vanilla to CS1 Vanilla?

Or.... are you comparing CS2 Vanilla to CS1 + 8 years of patching, 8 years of DLC, 8 years of mods, and 8 years of assets.

While CS2 has its bugs and problems, CS1 in 2015 when it was released had similar bugs and issues that were fixed over time in patches and DLC's. You can't compare a game that was written from scratch to a game that has had 8 years of development attached to it. If you want to make a comparison, you have to compare CS2 to CS1 Vanilla. No mods. No DLC. No assets.

Because that is what we have with CS2 at this moment: No mods. No DLC. No assets.

CS2 was released 6 days ago. Most games released less than a week ago have had issues, and those issues will be fixed. Paradox has already rolled out one patch, and I am certain they are working on another.

If you want to do your job right, you take the previous game / software and all its features (if you do not want to explicitly remove them) and improve them or "redo"/port them to new engines. Learn from the mistakes and fix them properly and implement the most wanted features of mods. but they ended up with something worse than what already exists. and im not even talking about performance here. if the new game can not compete with the old game, why buy it? Its just a shame...
 
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Another disappointing "design" choice for Skylines II.

If the game had shipped with Steam Workshop support, we'd probably already be seeing mods to fix some of the major issues with C:S2 (which are largely not performance issues, but design issues). I suspect that the entire announcement about performance was actually to detract attention from the gameplay. Bugs are one thing, but a game designed without any real failure conditions is not actually a game.

What makes you think that modders will make difficulty or challenge mods?

If cities 1 is an indicator, the almost totality of mods are just assets.

In 8 years we had little to none mods that increase the difficulty.
 
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Good morning,

I am here to try to find out where the mods are now.

Have any been released yet?

Where do we get them from now if not Steam? I've found a website which is not Paradox called modcities2 . com, however is it safe and genuine?

I thought the basic ones would have been released by now, at least one to turn off the snow from October to March, which makes building the city really annoying. Which country in the world has snow from October to March? Even Canada doesn't, me being from England we get maybe 1-3 days a year of snow and that is melted as fast as it falls, thus I do not want a city simulation game with forced snow.

Seasons are good yes, but there's absolutely no reason for snow for half the year, absolutely no reason for snow at all, look at England or Wales we don't get it much, never have coz we're an island in the Atlantic with a warm jetstream, so snow is actually quite rare.
 
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Good morning,

I am here to try to find out where the mods are now.

Have any been released yet?
Modding tools have not yet been released. Currently performance improvements and general bugfixing appear to take up developer time.
Where do we get them from now if not Steam?
Paradox Mods will replace the Steam Workshop
I thought the basic ones would have been released by now, at least one to turn off the snow from October to March, which makes building the city really annoying. Which country in the world has snow from October to March? Even Canada doesn't, me being from England we get maybe 1-3 days a year of snow and that is melted as fast as it falls, thus I do not want a city simulation game with forced snow.
For most places, the year also has more than 12 days (citation needed). Such long snow periods do happen in parts of Scandinavia, though (when I lived in Luleå, it was snowy from late October to April).
It could probably be toned down a bit, though more than one consecutive snow "day" will likely be the norm at least for colder maps.
Seasons are good yes, but there's absolutely no reason for snow for half the year, absolutely no reason for snow at all, look at England or Wales we don't get it much, never have coz we're an island in the Atlantic with a warm jetstream, so snow is actually quite rare.
I guess that the current weather is set up in a way to give as wide a range as possible for each location. Which does overshoot, but can definitely be tweaked. I doubt that this is a high priority, though.
 
Modding tools have not yet been released. Currently performance improvements and general bugfixing appear to take up developer time.

Paradox Mods will replace the Steam Workshop

For most places, the year also has more than 12 days (citation needed). Such long snow periods do happen in parts of Scandinavia, though (when I lived in Luleå, it was snowy from late October to April).
It could probably be toned down a bit, though more than one consecutive snow "day" will likely be the norm at least for colder maps.

I guess that the current weather is set up in a way to give as wide a range as possible for each location. Which does overshoot, but can definitely be tweaked. I doubt that this is a high priority, though.
Thanks for our reply, however the whole of Scandinavia has a population less that just south England, so not really many people in the world who experience that kind of weather.

I've found a website which is not Paradox called modcities2 . com it looks like mods are being released. However is this a trust worthy site?

One mod is for the weather as I am clearly not the only one who does not like a completely white landscape whilst building, we should have the option to switch it off!
 
Thanks for our reply, however the whole of Scandinavia has a population less that just south England, so not really many people in the world who experience that kind of weather.
Remember that Colossal Order are located im Tampere, so they do experience this kind of weather. And at least for the visuals, snow is seen as pretty by many people, regardless of whether they experience it often. This is something that should be tweaked somewhat in the future.
I've found a website which is not Paradox called modcities2 . com it looks like mods are being released. However is this a trust worthy site?
That is not the right page. As said, this part of the game is not yet released, you'll have to be patient.
One mod is for the weather as I am clearly not the only one who does not like a completely white landscape whilst building, we should have the option to switch it off!
I completely agree with you that as pretty as snow may be, building in it is a pain, same for building in the dark. As the weather does have gameplay effects, I'd not turn it off, but at least allow the player to reset the visuals when doing construction.
 
Remember that Colossal Order are located im Tampere, so they do experience this kind of weather. And at least for the visuals, snow is seen as pretty by many people, regardless of whether they experience it often. This is something that should be tweaked somewhat in the future.

That is not the right page. As said, this part of the game is not yet released, you'll have to be patient.

I completely agree with you that as pretty as snow may be, building in it is a pain, same for building in the dark. As the weather does have gameplay effects, I'd not turn it off, but at least allow the player to reset the visuals when doing construction.
It's not the right page but looks like mods have been developed by the modding community who cannot wait for Paradox to pull their finger out and release the area on this site.
 
Does anyone know how to join the Modding Beta? I'm an author of a very popular CS1 mod (Demographics, 5 stars and couple hundred thousand installs) and would really like to dig in CS2 and start contributing. Thank you!