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CO Word of the Week #5

This week I’ll keep things brief and focus on what’s happening on modding. As suspected, modders wait for no-one and they have already achieved really cool stuff like maps and code mods which is amazing!

Cities: Skylines II release build included an unfinished version of the Editor and it didn’t take long for it to be found. The modders took almost no time to figure out how they could create maps and started to advance the Editor tools to their liking. Again, just like with the first Cities game I am astonished by the effort you are all putting into modding the game. I love it!

However, I must ask for caution because any work done with the hidden unfinished Editor may break since there are still going to be changes to it. This is not to discourage you from working on your mods but rather to try and openly share what to expect. Some of the most notable changes will be in how the maps are saved so we can’t guarantee the maps saved on an unfinished version of the Editor will work with the game in the long run. We’re currently testing the map Editor and there are already changes to the water placement and landscaping tools so any tools made touching upon these are also likely to break. The Editor will be released early next year, so until then don’t let that stop you, just be aware that you may need to rework some things later on.

To further help the modding community we’ve updated the wiki to include more information on asset creation. You will notice there are no instructions for the level of detail models. This is because we’re working towards an automated system where you wouldn’t have to worry about the LODs unless you actually want to make them by hand (or the complexity of the asset requires it). Any other information will be added to the wiki as it becomes available.

We would like to invite all mod, map, and asset creators to join early access to the Editor for a few weeks before its release so you can see what it is like, test out your already created mods, and share your feedback with us. If you have experience creating mods for Cities: Skylines please sign up here.

I can’t wait to see all the things coming for Cities: Skylines II from the modding community!

And finally a quick update on the higher priority items mentioned last week: Performance improvements are on their way as we’re reducing the cost of rendering geometry. Bug fixing is going forward nicely and the mail and export bugs are getting sorted out. We are also working on a fix for some achievements not unlocking, statistics bugs, and a taxi getting stuck because someone left their child in it. Parenting is hard. A full list of fixes is introduced with each patch, so check the patch notes if you are interested in more details!

You may expect a bigger patch coming out in December before we go on a holiday break in three weeks. During the break, there are no patches and limited responses from the team while we take time off work. But until then, we’re working our hardest!

Sincerely,
Mariina
 
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I have problem with high density res building stucking to level 3 and not upgrading to 4and 5 and I think Is a bug because they are happy and rich and the other problem i seem to have in my 2 cities i have like 4 precent teens and my highschool elegable students are 500 for 80 000 population which is unrealistic thank you for the hard work ❤️
 
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I'm glad you finally provided an approximate date for the larger performance improvement update. This is extremely happy news for the entire community. I hope that this time it will really do something, and not just 5fps more.
However, I still think this game should be released in Early Access. Now we know when one of the major optimization fixes will be released. The question is: how many revisions will there be? And how long will we wait for them?
This performance fix should be your top priority. The rest is in the background.
 
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If the Editor is planned to be released early next year, does mean that official support for script mods (publishing via Paradox mods etc) won’t be till then too? Could script mods be available via paradox mods earlier or is it depending on Editor too?
 
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Performance improvements are on their way as we’re reducing the cost of rendering geometry. Bug fixing is going forward nicely and the mail and export bugs are getting sorted out. We are also working on a fix for some achievements not unlocking, statistics bugs, and a taxi getting stuck because someone left their child in it.
You may expect a bigger patch coming out in December before we go on a holiday break in three weeks. During the break, there are no patches and limited responses from the team while we take time off work. But until then, we’re working our hardest!
Sounds like that patch is shaping up to address most of the problems I have in my game.

Thanks for the update, looking forward to the patch.
 
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thanks for the update
can we expect the next patch in the first week of December?
Their message indicates "before they break in 3 weeks", so that would be "week ending dec 15". They have said many times, that they can't give exact dates, but if you want to start a pool, then I suggest Dec 13, 14 or 15 as "most likely" and not first week of Dec.
 
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I'll just pop in and answer a few questions.

thanks for the update
can we expect the next patch in the first week of December?
We don't have a release date set for the patch yet. Essentially, as soon as it's approved for release, we release it, which means we don't have a date to announce before you have the patch.

I have problem with high density res building stucking to level 3 and not upgrading to 4and 5 and I think Is a bug because they are happy and rich and the other problem i seem to have in my 2 cities i have like 4 precent teens and my highschool elegable students are 500 for 80 000 population which is unrealistic thank you for the hard work ❤️
If you haven't already, please make sure to report this on the bug forum so we can investigate it.

Please take a look at the flickering shadows bug with day night cycle enabled.

I am desperately wait for it to be fixed before enjoying the game
We're aware of this issue, however, performance improvements and gameplay fixes are taking priority over visual issues like this one.

If the Editor is planned to be released early next year, does mean that official support for script mods (publishing via Paradox mods etc) won’t be till then too? Could script mods be available via paradox mods earlier or is it depending on Editor too?
The initial release of the Editor will come alongside support for code modding and sharing of content through Paradox Mods. As evident by the mods already available, official support for code modding isn't required, but we hope to make life easier for modders in the future.
 
When you announced Cities Skylines 2 would not have support for Steam Workshop but another platform, Paradox Plaza I didn't care too much. I mean, its modding anyway and if that help other players to acess it, better. But then laucnh the game without the modding platform being ready???

The modding tools didn't need to be ready, but the Paradox Plaza yes.

Now we are installing third part mod managers and going on games folders to install mods and "thrusting" different websites for it.
You know mod is what made Cities in Motion and Cities Skylines and decided to launch the game without it? Weird move.
Modding community is split in many different websites already. "Your" early access influencers are already incentivizing mods. It's a mess, just because couldn't postpone the launch.
 
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