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About the missing road upgrade icon, you can switch language and/or reduce the text scaling to 100% as a workaround until the issue can be patched.

Thanks for the info link, disabled a ton of mods but eventually got sick of having to restart the game to figure out which if any cause the issues since the update.

I (We) understand with a game that supports such variable mods that some will need to be updated in line but the whole having to restart the game is going to get tiresome co_avanya over time with the quality of life updates/patches. Is there some other way that the team at CO could possibly look at implementing to rid the need of a full restart every time you add/remove a mod with the upcoming Asset Editor?
I'll pass on the feedback but as far as I know, the restart is there to ensure mods load correctly and will likely always be necessary for code mods. While the original Cities: Skylines didn't force a restart, many mods also required it to load correctly or unload when disabled.
 
About the missing road upgrade icon, you can switch language and/or reduce the text scaling to 100% as a workaround until the issue can be patched.


I'll pass on the feedback but as far as I know, the restart is there to ensure mods load correctly and will likely always be necessary for code mods. While the original Cities: Skylines didn't force a restart, many mods also required it to load correctly or unload when disabled.
Ok Thanks for that co_avanya

Hopefully there could be some sort of system that could be put in place with mods so it takes the work out of having to either disable/enable one by one with a restart like a system that finds conflicts with mods after an update and shows the warning icon like when keybinding conflicts happen to narrow down the mods that maybe affected with the update, that way all mods that are flagged can be temporarily disabled by the user until the author has time to bring the mod inline with any changes and saves the player removing mods that might not cause any issues and then forget to reinstall them.

I understand this might be a challenge but in my other mind I'm worried that modders might get frustrated when the hours of work they put into a certain mod can be lost when players uninstall because of an official update then lose spots on the Mods page etc. The amount of work put into the Mods is pretty amazing and really adds a great value to the game.

I noticed that the Bye Bye Homeless Mod was automatically disabled and had a nice Watch this space message, something like that would be a good start, or if it's a major road or infrastructure mod a message or the likes that this should be disabled until the author has updated.

Again thanks and looking forward to building some more Cities
 
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Что касается отсутствующего значка улучшения дороги , вы можете переключить язык и/или уменьшить масштаб текста до 100% в качестве временного решения, пока проблема не будет устранена.


Я передам отзыв, но насколько мне известно, перезапуск нужен для того, чтобы моды загружались правильно, и, скорее всего, он всегда будет необходим для модов кода. В то время как оригинальный Cities: Skylines не требовал перезапуска, многие моды также требовали его для правильной загрузки или выгрузки при отключении.
Switched the language. The problem seemed to be solved, but another one arose: the game now crashes after 5 minutes of play

Why do you release such "crooked" updates? You don't test them at all? We paid money to be beta testers?
 
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Ok Thanks for that co_avanya

Hopefully there could be some sort of system that could be put in place with mods so it takes the work out of having to either disable/enable one by one with a restart like a system that finds conflicts with mods after an update and shows the warning icon like when keybinding conflicts happen to narrow down the mods that maybe affected with the update, that way all mods that are flagged can be temporarily disabled by the user until the author has time to bring the mod inline with any changes and saves the player removing mods that might not cause any issues and then forget to reinstall them.

I understand this might be a challenge but in my other mind I'm worried that modders might get frustrated when the hours of work they put into a certain mod can be lost when players uninstall because of an official update then lose spots on the Mods page etc. The amount of work put into the Mods is pretty amazing and really adds a great value to the game.

I noticed that the Bye Bye Homeless Mod was automatically disabled and had a nice Watch this space message, something like that would be a good start, or if it's a major road or infrastructure mod a message or the likes that this should be disabled until the author has updated.

Again thanks and looking forward to building some more Cities
Might I suggest that you look into installing the Skyve mod/program which is an external mod manager with PDX Mods integration & several additional features (such as compatibility management) that will help you with troubleshooting mod issues: https://mods.paradoxplaza.com/mods/75804/Windows
 
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I’ve noticed significant changes in my unemployment rate, going from <5% to almost 15% post-patch, and my office demand has disappeared entirely.

Should I wait out the changes to the game in the background or should start massively zoning new industrial and commercial zones? Thanks!
 
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Would it be possible to put the option to choose passenger trains or freight trains on the train lines, like in CS1?
My train station is full of unnecessary freight trains and it's causing a big impact on the passenger lines.
Same for me ! I made some under-earth train lines, and if I want except the freight trains or forreign trains, I have to make a parallel line shorter than the first, and then these trains use it because it is shorter, so faster.
But IT SUCKS !!
 
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beyond the disappointment about the content of this poor guy's patch, I am appalled that the bug of the pedestrian underground passages is not fixed between 2 subway entrances for example. And what about the slowness of the simulation? (and don't bring up the excuse of mods, I don't buy it!). And all these morons at the wheel of their vehicles still haven't learned to drive, it seems!
Otherwise, in your world, bicycles don't exist or what?
On the other hand, one absolute certainty: dogs, they do exist! There are more of them than humans!! We can't stand all these f**king dogs anymore!
 
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I can't run the game with mods, and it crashes without a crash dump with a blank playset (no mods). I've tried posting a crash report, but it doesn't seem to save.

logs.zip contains my latest logs, plus crashWithMods.txt, which is the error I get when running my normal playset with mods.
 

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Played for an hour last night, the hotel rooms are filling up a bit now which is good. Still haven't found a tourist though, but with thousands of people that is maybe not surprising.

Hotels that are empty complain about not enough customers which seems sensible.

New issue of unknown significance is that I'm actually seeing pop-ups for Resource Costs too High for certain goods. Looks like I do have a production shortage of those goods, but fulfilling that need will be a challenge. Never had those before the patch.
 
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I'd appreciate a word about Geforce Now mod support. Something like "we have someone working on it" or "not any priority before console release" or "never going to happen" or "we leave it up to Nvidia" (which basically means "will happen as likely as a lottery jackpot").

As a fallback, I'd appreciate a word about FSR 3 with frame gen.

The issue is that some of us players with limited budgets are locked out of the full experience. Some of us might go for a cheaper AMD GPU if FSR 3 was to be expected, and cancel GFN.

Since you're now releasing asset packs, I also wonder if you have any ambition to develop proper slope mechanics. Like having separate sloped assets/buildings for uneven ground. Or at least improve the automatic terrain shaping when a building spawns. I dislike the need to micromanage terrain just to prevent a building from breaking immersion.
 
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A general reminder to everyone that this thread is NOT the place to report issues. They will get lost. Please make sure to report any issues you have in the bug report forum:

Will the team eventually reach 2023 or even Unity 6?

Super random question. lol.
We'll have to see. We always consider if an update to the engine will benefit the game and of course weigh how much work it takes to upgrade/what might potentially break.
 
Same for me ! I made some under-earth train lines, and if I want except the freight trains or forreign trains, I have to make a parallel line shorter than the first, and then these trains use it because it is shorter, so faster.

But IT SUCKS!!

Absolutely sucks! ‍♀️
My train lines are under-earth too, I know exactly what you talking about.
It would be so much simpler if they just put the option to choose which type of train we want.
The best part is seeing the train depot launching freight and forreign trains to lines that we won't made.
 
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Hi everyone. We have a new patch for you today with a bunch of fixes highlighted below and some back-end changes to enable the upload (and download) of the upcoming Region Packs. While the asset editing features are not fully complete yet, we’ve found a workaround to make these uploads possible. The Paradox team is putting in extra effort to bring each pack from the amazing creators around the world to you. They’re working diligently, preparing each pack one at a time. Check out the roadmap here! We’re excited to see their creations and we hope you are too.

Now let’s talk bug fixes. This patch includes several fixes related to tourism and addresses the lack of hotels appearing in commercial zones. While hotels won’t replace existing commercial buildings, you will see them appear in newly zoned commercial areas or if you bulldoze existing commercial buildings.

If you were among the players who kept seeing homeless tents all over your city parks despite doing everything you could to resolve homelessness, you’ll be glad to know that tents will now clear out once the homeless people have left your parks. If your city is still struggling with a sizeable homeless population or you see citizens who appear to be stuck, don’t hesitate to make a bug report listing any mods that have been used and attach the save for us to look at.
https://forum.paradoxplaza.com/forum/forums/cities-skylines-2-bug-reports.1162/

Last but not least, this patch includes adjustments and fixes to pollution. While we don’t expect you to see massive changes in your city, it’s worth noting that road-based noise pollution from highways has increased. If you have residential areas near highways, you may want to add sound barriers to reduce the noise pollution.

If you use mods, keep in mind that they may need to be updated for the patch to work correctly, so please be patient with the modders. If you encounter any new issues in the unmodded game, we’d really appreciate a bug report so we can dig into it. And with that out of the way, let’s get to the actual patch notes:


Gameplay Fixes & Improvements
  • Fixed homeless citizens waiting endlessly for public transport at the International Airport.
  • Fixed homeless tents not disappearing from the Park when the Homeless Citizens stop inhabiting the Park.
  • Tourism fixes:
    • Fixed hotels not spawning in Commercial Zones, despite high City attractiveness.
    • Fixed City Statistics panel displaying 0 for the used/available Hotel Rooms while Hotels are present in the City.
    • Fixed tourists idling inside buildings indefinitely.
    • Fixes to Seasonal Weather Effect values. Comfortable temperatures have a positive effect, while very hot or cold temperatures have a negative effect.
  • Increased preference for straight paths for vehicle pathfinding to reduce Buses and Trams taking unnecessary detours on their routes between stops.
  • Adjusted fire spreading probability from 0.05 to 0.3 to ease the fire spreading to nearby buildings.
  • Adjusted air pollution. Overall, more air pollution is generated, it spreads slightly more, and dissipates slower.
  • Fixed issues related to road-based noise pollution and balanced road-based noise pollution to account for the changes. This results in similar noise pollution from non-highway roads with highways producing slightly more noise pollution.
  • Fixed Pollution emitted by vehicles being visible only above roundabouts and the edges of the map.
  • Fixed transport stop icons within stations sometimes disappear when highlighting one of them.
  • Fixed cars parking in Motorcycle Parking Lot.
  • Fixed Subway Stations' workplaces and garbage accumulation values to match the design with other stations.
  • Fixed issues with company and city service worker calculations and unified the calculations.
  • Fixed Disaster Response Units unable to reach the destination when sub-buildings are burned down.
  • Fixed a bug in worker and workspace-related data leading to inconsistencies in numbers found in population infoview, workspace infoview, chirps, and statistic graphs.
  • Fixed crash to desktop when pressing cancel action while holding apply action over net segments in bulldozer tool.
  • Fixed crash to desktop related to mixed residential buildings.

UI Fixes & Improvements
  • Updated infomode background to be darker for better readability.
  • Updated leisure type icons.
  • Updated resource icons to remove excess empty space.
  • Improved Ore icon to be more visible.
  • Improved RCIO zoning infoviews to clearly show empty buildings.
  • Changed European Theme icon to more readable and distinguishable from North America.
  • Fixed issue causing the road length tooltip to quickly change position and display different length values when building a straight road.
  • Fixed road length tooltips can disappear off-screen. If the middle of the road segment is off-screen, the tooltip will now be shown at the mouse position next to the cost tooltip.
  • Fixed citizens' destinations showing the prefab names instead of the city names when "moving away" or "going to school" in the Outside Connection.
  • Fixed text of a city name can get truncated if it's long enough and if it doesn't contain spaces.
  • Fixed the text "share of the city's monthly income spent on loan interest" disappearing if the spent income is higher than 100%.
  • Fixed controller hints in multiple places.
  • Fixed City Attractiveness in Info View can exceed range 0-100.
  • Fixed Selected Info Panel title bar not growing with text scale.
  • Fixed info menu tooltips opening behind the menu.
  • Fixed leisure type for ChirpX from 'meals' to 'city indoors'.
  • Fixed Tree tooltips display incorrect cost.
  • Fixed 'Hide UI' option does not hide a mouse cursor.
  • Fixed Evacuation Bus uses the transportation service icon in Selected Info Panels.
  • Fixed Temperature value can be shown as negative 0.
  • Random traffic personal cars show at least one passenger.
  • Fixed Emergency Battery Station upgrade Diesel Generator not showing power generation (MW) value in the build menu tooltip.
  • Fixed grid mode being available when building bridges.
  • Fixed the value of residential suitability in residential info view is changing rapidly.
  • Fixed the Citizens tutorial popup sometimes rendering outside or at the edge of the screen.
  • Fixed some tutorial tasks appearing minimized and cannot be expanded while using a Controller.
  • Fixed tutorial for services selection displaying out of the screen with bigger text scaling.
  • Fixed Milestone pop-up card can be obscured by a tutorial balloon if the mentioned card pops up when the tutorial is displayed on the screen.
  • Fixed issue with chirps in the chirps panel being cut off.
  • Several text and translation fixes.

Audio Fixes
  • Fixed several missing sound effects.
  • Fixed the sound effect of Terraforming does not stop after closing the Landscaping menu while terraforming.
  • Fixed an unrelated whoosh sound that can be heard during the loading screen when a game is started or loaded.
  • Fixed active gameplay sounds can be heard in the background of the main menu.
  • Fixed Office, Commercial, and Industrial Signature Buildings playing audio were not rented by a company.
  • Fixed Residential Signature Buildings playing sounds when they are not functional.
  • Fixed destroyed building upgrades keep playing their sound effects.
  • Fixed deactivated building’s upgrades playing sounds.
  • Fixed Overground Parking's Car Wash upgrade not playing sounds.
  • Fixed Subways' Station Services upgrade sounds.
  • Fixed missing sound effects indicating an issue when attempting to build an upgrade directly adjacent to the main building while it is "On fire.”
  • Fixed Vehicle sounds persist at a large height in Photo Mode, vehicles get inaudible in Photo Mode after moving horizontally.
  • Fixed crashed vehicles having idle engine audio.
  • Fixed missing night ambience sounds.
  • Fixed forest fire audio loop does not stop despite trees being burned down.
  • Fixed multiple radio ads playing without their corresponding companies present in the city.
  • Fixed radio emergency broadcast triggers and adjusted their delays.
  • Fixed missing host talk segments on the Smooth Beat radio channel.
  • Fixed missing radio event "Celebrity Interview" with Rock Musician Mansion.
  • Fixed Tourism-related radio events not triggering despite meeting the criteria.
  • Fixed the “Free public transport” Radio Event not playing when transportation fee is set to 0.

Misc Fixes & Improvements
  • Update to Unity 2022.3.44f1.
  • Improved snapping for intersection placement to be stronger.
  • Added support for snapping to existing net geometry when placing objects with built-in networks. This affects pre-built intersections, transport stations, depots with tracks, and utility buildings with power line or water pipe connection points.
  • Added options to invert mouse/gamepad stick X and Y axis.
  • Added options to change camera rotation, zoom, and moving and scrolling sensitivity.
  • Added Fast Move Camera action for keyboard (Shift+WASD).
  • Added currently selected height to a Level landscaping tool.
  • Improved view when using the terrain tool to show tunnels and pipelines.
  • Improved the bulldozer for use with a controller.
  • Fixed bug in bulldoze tool that can cause crash when trying to bulldoze roads when it's not allowed.
  • Fixed landscaping brush sizes not changing until the camera is moved when using a controller.
  • Fixed the radio ads setting resetting every time the game is relaunched.
  • Fixed selected radio network and station isn't saved between game sessions.
  • Fixed tutorial behavior when reloading a map and continuing tasks.
  • Fixed tutorial task 'Connecting Turbines' is not completed if Wind Turbine was placed as already connected to the Road.
  • Fixed construction crane being visible after the building is destroyed.
  • Fixed potential pathfinding issues or crashes after modifying areas with navigation (Specialized Industry and Landfill).
  • Fixed a crash of the UI system when placing objects supporting the brush tool in the editor.
  • Fixed some overlapping issues with elevated net pillars attached underneath roads.
  • Fixed a bug where players could turn off the 'Unlock Map Tiles' option when loading a save that had been made with the option on.
  • Fixed keyboard inputs not working after entering Steam overlay.
  • Fixed unnecessary pedestrian access notifications when Small High School and Medium Parking Lot are placed next to each other.
  • Added keyboard shortcuts for all toolbar buttons.
  • Added keyboard shortcut hints to button tooltips and the option "Show shortcut hints" to settings which allows to disable them.
  • Added keyboard shortcuts for all buttons in the Selected Info Panel like relocate building and activate building.

Modding Changes
  • Added support for custom climates for maps.
  • Fixed game freeze when putting 10 integers in object's X or Z position in Editor mode.

Paradox Mods & SDK
  • PDX SDK 1.24.0
    • Fixed language code used for Traditional Chinese when retrieving legal documents by type.
    • Remove deprecated ISO 639-1 language code "bh."
  • Mods UI Version 1.7.2
    • General: Mod sync failed modal now allows retrying the sync without going to the mod list.

Known Issues & Tips
  • Existing cities will need to zone commercial or bulldoze existing commercial buildings for hotels to appear in the city. Keep in mind that tourists will need leisure and attractions to visit, so make sure your city has these. Good public transport both to/from and within the city can help increase the number of tourists.
  • You may experience more noise pollution coming from Highways following the balance changes to pollution and may want to add sound barriers to areas near residential zones.
Annoyingly, this patch has broken the ability to select and set starting tiles in the map editor, and latitude and longitude, while they now get saved, have absolutely no impact on the position of the sun/moon in the sky. At all.

I have reported these issues in the appropriate bug reporting threads as well; but we will have to see whether those bug reports actually get noticed, or whether the answer will be "those will be fixed Soon(tm)"
 
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I'd appreciate a word about Geforce Now mod support. Something like "we have someone working on it" or "not any priority before console release" or "never going to happen" or "we leave it up to Nvidia" (which basically means "will happen as likely as a lottery jackpot").

As a fallback, I'd appreciate a word about FSR 3 with frame gen.

The issue is that some of us players with limited budgets are locked out of the full experience. Some of us might go for a cheaper AMD GPU if FSR 3 was to be expected, and cancel GFN.

Since you're now releasing asset packs, I also wonder if you have any ambition to develop proper slope mechanics. Like having separate sloped assets/buildings for uneven ground. Or at least improve the automatic terrain shaping when a building spawns. I dislike the need to micromanage terrain just to prevent a building from breaking immersion.
While we don't have news about code mods on GeForce NOW at the moment (I, too, am anxiously waiting), we know that the Region Packs will be uploaded as assets, not code mods, if you didn't know yet.
 
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