• 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.
This is a must have mod for the game IMO, great job with it, but a little suggestion for the next update. Please don't have unlock all tiles as the default setting for the mod. Occasionally an update (or game crash) will reset settings back to default. I've had the unlock all tiles turn itself back on and screw my game a couple a few times.
 
Love the Mod, but small request. Can you not have unlock all tiles as the default setting? I've had my game go back to default settings occasionally after a big update or a bad crash, and then open my save just have the mod unlock all my tiles.
 
This is a must have mod for the game IMO, great job with it, but a little suggestion for the next update. Please don't have unlock all tiles as the default setting for the mod. Occasionally an update (or game crash) will reset settings back to default. I've had the unlock all tiles turn itself back on and screw my game a couple a few times.
Love the Mod, but small request. Can you not have unlock all tiles as the default setting? I've had my game go back to default settings occasionally after a big update or a bad crash, and then open my save just have the mod unlock all my tiles.

Coming in 1.3, currently in testing. Hopefully released in the next few days.
 
  • 1Like
Reactions:
next update can you see if theres a chance in making it so it unlocks the whole map where there isn't a BOREDER just no boundrys i would love that sorta like a better version of 57km mod or something as i still feel like the playable area is too small
 
next update can you see if theres a chance in making it so it unlocks the whole map where there isn't a BOREDER just no boundrys i would love that sorta like a better version of 57km mod or something as i still feel like the playable area is too small
Not with this mod, no, that's a separate mod. This isn't like CS1 where there's a "real" map outside the border. Everything you see outside the border in CS2 is just a lightweight illusion.
 
Hi.
I have this weird discrepancy between all map tiles highlighted and apparent permits availability: 365/461.
I have added some Water map tiles but they seem counted in it - there are maybe 30 of them (without green boundaries in this screenshot.
Do you know what that might be?

EDIT - I think i know why - i haven't had a starting map tile selected on the map. when i corrected it, all is counted as 365/365 map tiles now.
 

Attachments

  • 20250417062312_1.jpg
    20250417062312_1.jpg
    353,5 KB · Views: 0
Last edited:
Hi,

I am getting this error message and cant even get to game. desktop crash instantly.



[ERROR] existing Patcher instance detected with ID algernon-529Tiles; reverting

Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:Error(Object)
FiveTwentyNineTiles.Patcher:.ctor(String, ILog)
FiveTwentyNineTiles.Mod:OnLoad(UpdateSystem)
Game.Modding.ModInfo:OnLoad(UpdateSystem)
Game.Modding.ModInfo:Load(UpdateSystem)
Game.Modding.ModManager:InitializeMods(UpdateSystem)
Game.Modding.ModManager:Initialize(UpdateSystem)
Game.SceneFlow.GameManager:InitializeModManager(Boolean)
Game.SceneFlow.<Initialize>d__59:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.<>c:<.cctor>b__7_0(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()

Thanks so much for all the mods :)
 
Hi,

I am getting this error message and cant even get to game. desktop crash instantly.



[ERROR] existing Patcher instance detected with ID algernon-529Tiles; reverting

Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:Error(Object)
FiveTwentyNineTiles.Patcher:.ctor(String, ILog)
FiveTwentyNineTiles.Mod:OnLoad(UpdateSystem)
Game.Modding.ModInfo:OnLoad(UpdateSystem)
Game.Modding.ModInfo:Load(UpdateSystem)
Game.Modding.ModManager:InitializeMods(UpdateSystem)
Game.Modding.ModManager:Initialize(UpdateSystem)
Game.SceneFlow.GameManager:InitializeModManager(Boolean)
Game.SceneFlow.<Initialize>d__59:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.<>c:<.cctor>b__7_0(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()

Thanks so much for all the mods :)
Have you got extra hot keys mod? If so, remove and see if that helps.