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Hi Everyone!

We got the proofread localization files and managed to fix some other bugs last week. QA also had the time to go through the patch and verified the fixes. This means the patch is going live today! See the full notes below.

The team continues their normal work this week, except for Karoliina who is attending Quo Vadis conference in Berlin as a speaker and on Thursday I will be attending the Finnish Game Awards where Cities: Skylines is nominated in two categories. It's rather exciting!

Just to be sure I ordered cakes for next week so we can either celebrate the win or drown our sorrow in delicious and unhealthy sweets. I think that's only fair, right?

Cheers,
Mariina

1.4.1-f2

  • Fixed: Assets editor ignores vertex colours when a mesh is imported
  • Fixed: Buses can enter and exit bus stations located at highways with sound barriers
  • Fixed: Rocks, Trees, and Shrubs can clip through elevated roads and paths when terrain is elevated with Shift Tool
  • Fixed: Building a Cargo Hub also add weekly Train expenses
  • Fixed: Expansion 1: Text: The default names of the Souvenir Shops have the word "Souvenirs" misspelled.
  • Fixed: Text overlap in New Game panel when using Polish language
  • Fixed: Text goes out of bounds in Load Game panel in several languages
  • Fixed: Road maintenance pickup has misplaced headlights
  • Fixed: Placing a Six-Lane Road to the edge of a Train Track cause it to clip through it
  • Fixed: Map Editor: Environment props could be sorted in different tabs.
  • Fixed: Asset Editor: UI: Map Editor Environment assets could be sorted in a different tab of the Building Asset Importer.
  • Fixed: custom water normalmap issue
  • Added newly proof read and fixed strings
  • Fixed: localization issues
  • Fixed: Hovering / floating cars going across map
  • Fixed: Changing elevated pedestrian path to ground level near elevated road causes visible path level issue
  • Improvement: Added confirmation window when unsubscribing Steam Workshop items from Content Manager
 
D68E0BA3948EDD01F8AD098EB2E5BD65C097E5EB
that lane function (selecting vehicles allowed per lane)
and toggling lights etc is very very nice to work with.
but the one that is best is the lane connector (made me think of making this ring based city that prolly wouldnt run without it with the ane changing 'bug' on wide roads where cars just go sideways on the freeway to reach another lane and totally kill traffic :) this mod actually fixes that thing if you disconnect that interconnectivity and only allow 1 lane to change instead of say 4 at once

also the function for making service only sections is vital to building grids seperately from each other without blocking services like busses or emt
 
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also the function to use buslanes for public transport and services while working with not connected grids with all there own exit / entrances to a ring and the ring connecting to other parts of the city / freeway
without having busses and service having to hop on the ring at all.
i really really hope CO takes a good look at the traffic manager mod. honestly it kicks up the depth a notch
656DEA41FA671A3E8A330AB1818B60DB498EC94C
 
that city is incredible!
 
i really really hope CO takes a good look at the traffic manager mod.
I'm sure they have taken a good look at it as well as everything else in the Workshop. However, don't expect them to implement it within the base game. I have tried that mod, I like it, but I don't need it nor do I use it in most of my cities and so I would not appreciate finding it in the base game.
I prefer to play CS the way CO have made it and that allows me the freedom to pick and choose which mods I will use at any given moment on any given city.
If a couple of those mods become unusable for at most 10 days after an update then so be it. I'm patient and I can wait until the mod's author updates it.
If it breaks a current save or a mod becomes obsolete because the author never updates it, no problem, I'll just roll back to an older save that I made before enabling mods.
 
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I'm sure they have taken a good look at it as well as everything else in the Workshop. However, don't expect them to implement it within the base game. I have tried that mod, I like it, but I don't need it nor do I use it in most of my cities and so I would not appreciate finding it in the base game.
I prefer to play CS the way CO have made it and that allows me the freedom to pick and choose which mods I will use at any given moment on any given city.
If a couple of those mods become unusable for at most 10 days after an update then so be it. I'm patient and I can wait until the mod's author updates it.
If it breaks a current save or a mod becomes obsolete because the author never updates it, no problem, I'll just roll back to an older save that I made before enabling mods.

Agree with your philosophy. What one person finds an "essential" mod might be of no interest to the next 10 folks. The "oh my god my game is broken, the new patch has been live for 10 minutes and a mod still hasn't been updated, its the end of my world" mentality that is a recurring theme on forums is naïve impatient & irrational. Sit back relax or go do something else and allow modders space and time to work their magic at their convenience. Meanwhile the world hasn't stopped turning.