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CO Word of the Week #15

Let’s discuss the status of the modding support today. The Editor has been in the works and we have shared versions of it with a closed group of a few selected modders for feedback. We are very fortunate to have this dedicated group of people eager to try experimental solutions and voice their opinions on them. Their feedback helps us understand how tools are used and how we can improve them. We have been surprised by the modders so many times in Cities in Motion and Cities: Skylines that we have stopped trying to guess what you might want to do or achieve. It’s much more helpful for us to just ask directly how to support those efforts instead.

Collaboration with the closed group has been going on behind the scenes for months now. Together, we have put a lot of effort towards the beta version of the modding tools, and we really can’t wait to share them with you! We believe modding is a pivotal part of the experience with a Cities: Skylines game and we want to encourage everyone to be as creative as possible.

As we’re preparing for the public release with support for Code Modding and the Map Editor, Paradox is running a broader Early Access for modders and creators chosen from the sign-up earlier this year. This gives creators the early opportunity to give the team direct feedback on using Paradox Mods, the new Modding Toolchain, and the Map Editor. We’re looking forward to seeing their feedback, and having the first Code Mods, Maps, and Savegames uploaded to the platform and ready for you on its release! This is all to support the quest of making sure we have a robust start when the tools are released, and this is a good opportunity to test Paradox Mods as well. We’ll be sharing more information on each part: Paradox Mods, Code Modding, and Map Editing later on so you’ll know what to expect.

I would like to emphasize again that there is still a lot of work still to be done: Asset editing is not in a shape or form to be used as-is. We’ll still need more time to make importing the assets work. The Region Packs teased at the end of last year are bundles of assets of varying sizes and content made by some of your favorite creators from the community. These assets rely on us finalizing the asset editor to a point where we are happy that the import pipeline and saving will be in a future-proof state. This is an ongoing effort, alongside improving the Code Modding and Map Editing based on the feedback we’ll receive from the Early Access and eventually from all of you. We have dedicated devs working on the modding support, eager to tackle bugs and implement improvements, so we’ll keep patching the tools throughout the public Beta phase until we have Modding 1.0 available. Naturally, the work will continue even past that as we receive more feedback and suggestions from you.

The creators and modders of Cities: Skylines brought so much cool and innovative content to the game, and we can’t wait to see what you come up with for Cities: Skylines II. There are already some exciting mods and beautiful maps out there (yes, we see you!) and it will be very exciting to see what you create with the added support!

Sincerely,
Mariina
 
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Wow this is sad. They waited a week to tell us something exciting to announce and it is just more we are working on it and still needs time. At this point just do steam workshops cause the paradox mods seems like a mess and might be CO downfall. We have unofficial mods of over 200 mods that include code mods and maps. Here we have CO devs who can't figure it out for 6 months. Smh. Just embarrassing.
 
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We believe that modding is a crucial part of the game experience and will be an important factor in determining the success of the game on PC as well as on consoles

Tbh modding being a "crucial part of the game experience" and "an important factor in determining success" sounds like part of the core product to me.
 
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I bought CS2 Ultimate edition and played it a few days because mods were “a few days away”, that never came. Continued playing cause the first expansion wasnt far away, that never came either. Stopped playing since they announced that delay. Im in the discord server so i get pinged for news, and even tho i dont play the game anymore i still feel disappointed reading all this bunch of nothing. Get yourself together team.
 
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Who's in charge of getting PDXMods ready for C:S2? If Paradox created the platform, why isn't it ready? Where's the disconnect happening that the platform still can't be put into the game and "just work"? This is getting ridiculous; being ready "shortly after launch" does not mean almost 6 months or more post-launch. Some wording (and grammatical choices) needs to be adjusted to better convey what will soon be announced. Today's WOTW was not "cooking"; it sounded more or less like some previous WOTWs that were "less than well-received". I'm really hoping something good comes out of this, but I'm getting tired of getting excited, only for it to, more often than not, be a "nothing burger"... :/
I think the PDXmods thingy itself work. Reading CO post about this, it seems to do with getting assets in the game which seems totally unrelated to the way those assets are distributed (steam workshop or PDXMods). The non-asset mods working would seem to confirm this. I think it is more of the typical way CO refuse to be accountable, so they diffuse responsibility. I feel a bit bad for PDX as people will think their mods platform is broken, while it is probably just fine.
 
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Still waiting on that apology for contioniously lying to the player base about the timeline, the state of the game, the missing features, the false promises and the horrendous communication.

You out-shittified KSP2. That's some talent, in all honestly.
 
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No, it wasn't. It clearly states on that post that modding is not a part of the core product. It then goes on to say that modding SUPPORT will be an important part of SC2. That is not the same as being a part of the core product. Let's stick to the facts.
By definition, modding can't be a part of the core product, so it's obvious everybody's talking about modding support. Well... everybody except you, I guess.
 
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Still waiting on that apology for contioniously lying to the player base about the timeline, the state of the game, the missing features, the false promises and the horrendous communication.

You out-shittified KSP2. That's some talent, in all honestly.
KSP2 is in early access. I knew exactly what I was getting into with that one… and there might even be some light at the end of that tunnel. What I have now with Cities is a statement on what this team considers good enough to sell as complete. There is no trust left, and the people who do their PR are abrasive, too. Great combo.
 
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KSP2 is in early access. I knew exactly what I was getting into with that one… and there might even be some light at the end of that tunnel. What I have now with Cities is a statement on what this team considers good enough to sell as complete. There is no trust left, and the people who do their PR are abrasive, too. Great combo.

To be fair here, KSP2 was only put into Early Access because they knew the shitshow they produced and wanted to deflect some of the criticism by pointing to the Early Access label. I honestly don't think you can charge 50 bucks and still use "It's Early Access" as a defense.

But at least KSP has at this point put out actual new content, have managed to adress bugs without creating a plethora of new ones, and have at least somewhat communicated in an apologetic fashion to the community, and faced the criticism instead of accusing the fans who are rightfully disappointed and angry as "being toxic".

Edit: To clarify two things: For one, I am not defending any threats against the devs of any kind, that behaviour is never acceptable. But CO have actively gone further and critisized the entire community just because (to paraphrase) the vibe seems bad - Oh wonder, of course the vibe is bad, the game you took money for and hyped beyond belief turns out to be barely functioning and failed to deliver on most of the things you advertised it with, and the communication has been intransparent and frustrating on all fronts.
And secondly, I am not saying KSP2 is in a good state, whatsoever. It's still bug-ridden, lacks basic features and is miles off of the promises that were made. And yet, at this point they somehow still look better than CO. That is saying something.
 
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Honestly, I feel like the community does have to chill a bit.

At this point, it is obvious the devs have heard our complaints and are actively working on it. Development takes time, so now all we can do is just wait for the work to come out when it does. I have faith that the game as not been abandoned.

Can we all just chill a bit? It honestly does sound a little childish how demanding everyone is being. No one can possibly meet all expectations that the community seems to have placed.
Is it obvious they’ve heard us and are working on it? Because I haven’t seen a single shred of evidence to suggest that’s the case
 
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Is it obvious they’ve heard us and are working on it? Because I haven’t seen a single shred of evidence to suggest that’s the case
Even if it would be obvious that they heard us (which, I agree, it isn't), none of that excuses the state the game released in, nor the last 5 months. You simply cannot release a game in this state and then expect to be cut some slack.
And I don't understand why so many players then go on to defend it, too. If you went to the cinema and the movie had a bunch of missing scenes and the ending was just a screen saying "we can't provide a timeline on when we will provide this movies ending, the studio handles that, we all need more patience" - Would you think that's acceptable?
 
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Will Mods be supported for GeForce Now users? Since you've completely abandoned macOS as a supported platform, this is the only reliable way to play the game. Really hoping your bespoke Mod platform will work with GFN.
 
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Rest assured that the time for the release of the possibility of using MODs is still far away, because if there had been something concrete for the end of the month we would have known it by now and they would have advertised it today or this week. This probably translates into another delay in the release of the expansion pack contents, the first already moved and set for the first quarter of 2024, it means that they have until April 30th to release the new contents and so at this point I'm starting to doubt this too ...sucks, because I had great enthusiasm and joy for this game, above all I paid a lot of money for the ultimate version :mad: and I will never do it again obviously...
 
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Mh, I think its about time to write the game off. Corporate communication, no dates, no releases, no patches. When will the content I already paid for be released? No matter how much the game will be improved in 6-12 months, the trust is gone. Dunno if I can bring up the will in the future to start up. Sad story, this was the first product I preordered from PDX for a long time, never again. ;)

As a skilled Blender creator I was ready to get in modding for this game and work on assets on release, already had some nice ideas. Just let it take some more months and all the modders are gone before the platform even goes live.
 
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Let’s discuss the status of the modding support today. The Editor has been in the works and we have shared versions of it with a closed group of a few selected modders for feedback. We are very fortunate to have this dedicated group of people eager to try experimental solutions and voice their opinions on them. Their feedback helps us understand how tools are used and how we can improve them. We have been surprised by the modders so many times in Cities in Motion and Cities: Skylines that we have stopped trying to guess what you might want to do or achieve. It’s much more helpful for us to just ask directly how to support those efforts instead.

Collaboration with the closed group has been going on behind the scenes for months now. Together, we have put a lot of effort towards the beta version of the modding tools, and we really can’t wait to share them with you! We believe modding is a pivotal part of the experience with a Cities: Skylines game and we want to encourage everyone to be as creative as possible.

As we’re preparing for the public release with support for Code Modding and the Map Editor, Paradox is running a broader Early Access for modders and creators chosen from the sign-up earlier this year. This gives creators the early opportunity to give the team direct feedback on using Paradox Mods, the new Modding Toolchain, and the Map Editor. We’re looking forward to seeing their feedback, and having the first Code Mods, Maps, and Savegames uploaded to the platform and ready for you on its release! This is all to support the quest of making sure we have a robust start when the tools are released, and this is a good opportunity to test Paradox Mods as well. We’ll be sharing more information on each part: Paradox Mods, Code Modding, and Map Editing later on so you’ll know what to expect.

I would like to emphasize again that there is still a lot of work still to be done: Asset editing is not in a shape or form to be used as-is. We’ll still need more time to make importing the assets work. The Region Packs teased at the end of last year are bundles of assets of varying sizes and content made by some of your favorite creators from the community. These assets rely on us finalizing the asset editor to a point where we are happy that the import pipeline and saving will be in a future-proof state. This is an ongoing effort, alongside improving the Code Modding and Map Editing based on the feedback we’ll receive from the Early Access and eventually from all of you. We have dedicated devs working on the modding support, eager to tackle bugs and implement improvements, so we’ll keep patching the tools throughout the public Beta phase until we have Modding 1.0 available. Naturally, the work will continue even past that as we receive more feedback and suggestions from you.

The creators and modders of Cities: Skylines brought so much cool and innovative content to the game, and we can’t wait to see what you come up with for Cities: Skylines II. There are already some exciting mods and beautiful maps out there (yes, we see you!) and it will be very exciting to see what you create with the added support!

Sincerely,
Mariina
The state this game was released in should be embarrassing to the CO team. Not only that, but there has been little to no progress since release and no sign of any major progress to come. At this point, it doesn’t matter what CO does. Buying CS2 was my fault, but I will not be playing it and certainly will not be buying and expansions. Hopefully others follow suit.
 
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Unfortunately I have similar issues, since the last update. In my case, I don't have any mods or any other witchcraft :) It occurred me roughly the same time, when the concrete tax revenue exploded in my city. I hope the people in charge can filter out this error too by the next update. I can't even tell you how much I'm looking forward to it. Keep up the good work! It will be excellent, at least we hope so...
thanks but im just another player
 
Doesn't any of the previous commentators come to the obvious conclusion that CO is technically overwhelmed in this game?

It is possible that CO's plans cannot be implemented with this engine.
That's why they had to start completely from scratch.
That’s not our problem. CO released the game. The fact that they have failed is on them.
 
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