• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
About playsets, please make them able to be assigned to a new city, so we can switch between cities and not worry about changing to the proper playset. It's just a little QOL change but it will make it easier to a lot of people who play different cities at the same time.
 
  • 3Like
Reactions:
Thanks. This was great. I have a request for the site...PLEASE let us input a specific page to go to when a category has multiple pages. Right now on Steam when you go to the Save Game category, there are 1,000 pages to view. But you can only advance one page at a time, beginning with page 1, or go to page 1,000 and work backwards, one page at a time! I only make it through about 10 pages before I can't take it anymore. Meaning that there are over 900 pages of Save Games, that I would like to investigate and maybe find a city to make my own, that never get seen. Thanks for considering, and keep up the good work.
 
  • 1Like
Reactions:
I like the tags feature. In CS1 biggest issue was countless "custom" assets that were just reuploads of vanilla assets with a couple of stats changed, and those people wouldn't write a description either, causing a flood of them floating in the workshop, making it hard to find real and good quality custom items. So my suggestions are,
- force the uploader to write a description of at least 30-50 charactwrs.
- force at least two pics, including the thumbnail.
- make the thumbnail editable too.
- force at least 3-5 tags.

These would make the platform much more easier to navigate around.
 
  • 7Like
Reactions:
Paradox is still underestimating how important is the comment box on the mod page instead a link to a forum or anywhere else.

When browsing Cities Skylines mods you just binge subscribing, a quick look on the page just to check if the mod is working properly or for a quick feedback. Nobody will click on external pages for that. User experience guys.
 
  • 5Like
Reactions:
Hi, Can anyone make an example of code mods in Cities Skyline?
I'm very excited that mods will come to console, because I can play it anywhere and it was something that I didn't like with CS1. So, which can of code mods are currently (the most popular or someone) in CS1?

Thanks,
Gerard
 
I like the tags feature. In CS1 biggest issue was countless "custom" assets that were just reuploads of vanilla assets with a couple of stats changed, and those people wouldn't write a description either, causing a flood of them floating in the workshop, making it hard to find real and good quality custom items. So my suggestions are,
- force the uploader to write a description of at least 30-50 charactwrs.
- force at least two pics, including the thumbnail.
- make the thumbnail editable too.
- force at least 3-5 tags.

These would make the platform much more easier to navigate around.
Yes, the new platform needs some kind of quality standards. The CS1 workshop is filled with pure rubbish with assets without pics, description etc. I really need some kind of countermeasures to reduce those mods and assets where you can clearly see no effort was put to it :)
 
  • 1Love
  • 1
Reactions:
Hi, Can anyone make an example of code mods in Cities Skyline?
I'm very excited that mods will come to console, because I can play it anywhere and it was something that I didn't like with CS1. So, which can of code mods are currently (the most popular or someone) in CS1?

Thanks,
Gerard
Traffic Manager, Prop Line tool, Node Controller, Transport Lines Manager etc.

Essentially if you look at CS1 all mods that aren't:
- Maps
- Objects (buildings, vehicles, props etc)
- Textures
 
Shall be, because:


Mods are bound to the Paradox Account, so if you log into this while on any service like GeForce Now these mods shall be installed onto the server session you use.
If that's true (it looks so, as it has sense) I should apologize to PDX and CO for overreacting this Tuesday

PDX and CO, sorry! (But I still wait to see it with my own eyes)
 
Thank You for this update. I don't really care where to download mods from and I can see the potential in this. Talking about dependencies, I lots of times downloaded buildings for cs1 and then had missing assets that I couldn't find and no links to those were in the description. Will it be possible to automatically include them with a downloaded building?
 
I take back my statements regarding why the switch to Paradox Mods was made, if it's actually better than the existing site itself. They managed to undo the backlash in the initial announcement.

This should have been the main announcement imo, it could have prevented the backlash a few days ago.
 
  • 2
Reactions:
I'm still not convinced. It looks good and the features looking great but that was never my concern about it.
I don't like the idea of the need of a paradox account, since the paradox launcher is tracking a lot, also in game.
There was a mod needed to prevent paradox from crawling the ass off of you and get rid of over 200 calls inside of the game just in the menu.

I fear this paradox mod browser is also used to collect more data I don't want them to give. That was always my biggest concerns of greedy publishers to have their own closed ecosystem. As it comes to steam, I still prefer it, since it's a more neutral space compared to a publishers owned environment.

And I still really believe this is the biggest reason for a publisher and not the "we want to include all users". I don't buy it.
Why should a publisher invest a big amount of money to host those files on their own servers instead using steams service since it's completely free of charge by the 30% fee you have to pay for each game you sell on the platform anyway? Also the traffic of those downloads. Creating the infrastructure of this is a big thing. So there is going a lot of money in there - and time. Just because they are nice? I doubt it.

You can all hate me for my opinion - I don't care.
 
Last edited:
  • 8
  • 8
Reactions: