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Of the currently working Paradox Mods mods, none that I'm aware of... but that's a very big caveat in these early days of modding, as things move quickly and lots of new mods are popping up all the time. That's just the nature of modding in its current stage for this game, and applies to all mods, not just this one.

As the game and the modding scene matures, this will die down, but everything should be treated with caution and users should take appropriate steps (such as not subscribing to multiple mods at once, carefully reading mod descriptions before they subscribe, and not subscribing to mods that they don't know how they'll use).
Thank you perhaps that's what I'm doing adding too many mods at once
 
So with PloppableRICO on the thunderstore, it was possible to have buildings be plopped but still upgrade tiers from Level 1 - 5. For example, plop a level 1 NA Rowhouse at Level 1 and have it be able to move up the levels while still looking like a Level 1. Is that something that could be implemented here?
 
So with PloppableRICO on the thunderstore, it was possible to have buildings be plopped but still upgrade tiers from Level 1 - 5. For example, plop a level 1 NA Rowhouse at Level 1 and have it be able to move up the levels while still looking like a Level 1. Is that something that could be implemented here?

Not with the way the game currently works, no, and we all saw what happened with saves that were made with that mod... I'm not going to inflict that on users.

Unlike in CS1, in CS2 building levels are directly tied to the building models. So building levels and appearance are (will be) handled via custom assets, not mods.
 
Not with the way the game currently works, no, and we all saw what happened with saves that were made with that mod... I'm not going to inflict that on users.

Unlike in CS1, in CS2 building levels are directly tied to the building models. So building levels and appearance are (will be) handled via custom assets, not mods.
Shame to hear that, but thanks for the information!
 
make building zone checks optional please, hate when I can't tell if i mistakenly zoned one square, ruins the future builds on that lot if you don't use level lock
Second this. I tend to play such that when I redo an area and ultimately have to rezone things, I like to de-zone and let the game despawn the building on its own; it gives the appearance of an eviction notice, and it gives the game time to deal with the change instead of forcing it to process the population changes all at once.
 
Second this. I tend to play such that when I redo an area and ultimately have to rezone things, I like to de-zone and let the game despawn the building on its own; it gives the appearance of an eviction notice, and it gives the game time to deal with the change instead of forcing it to process the population changes all at once.
Which buildings should it apply to? Any building placed on a valid zone? Ones that haven't been placed? Something else?
 
Second this. I tend to play such that when I redo an area and ultimately have to rezone things, I like to de-zone and let the game despawn the building on its own; it gives the appearance of an eviction notice, and it gives the game time to deal with the change instead of forcing it to process the population changes all at once.
Which buildings should it apply to? Any building placed on a valid zone? Ones that haven't been placed? Something else?
I wasn't sure that was even an option. I was just hoping to have the Comdemned check be a toggle, since this mod completely disables it.
 
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I wasn't sure that was even an option. I was just hoping to have the Comdemned check be a toggle, since this mod completely disables it.
I really don't know how to understand this, sorry. Can you try explaining differently what you want?
How do you not undertsand that? Also deleted this mod because when its time to upgrade from Low res to Med res for example, it should be rezone and then the icon appears, followed by new construction once the families have moved out... I have no idea what happens when this mod is enabled, but it sure doesn't show the incorrect zoning and I'm not sure it performs a re-build either.
 
How do you not undertsand that? Also deleted this mod because when its time to upgrade from Low res to Med res for example, it should be rezone and then the icon appears, followed by new construction once the families have moved out... I have no idea what happens when this mod is enabled, but it sure doesn't show the incorrect zoning and I'm not sure it performs a re-build either.
Basically because I ask questions, but you seem to be changing the topic each time, so I can't follow and get actionable information. Plus also some of what you say, if taken on face value, isn't what the mod does at all - but I think maybe you're better off not using it, as it doesn't seem to suit your particular playstyle.
 
I appear to have encountered a bug with he mod in the most recent patch. I started a new city after the new patch. I encountered a stumbling block last night where I just wasn't getting any residential growth whatsoever. In fact my city kind of entered a death spiral. Disabled the mod and it fixed it.

Have way more detail but the aggressive spam filter wont let me post anymore than this.