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      Need your donations for May & June!   05/01/2017

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      About our affiliation with GOG.com   05/23/2017

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  • Similar Content

    • By boformer
      In this tutorial, we will create a basic mod in two different ways: With a simple text editor, and with the Visual Studio IDE.
      Cities: Skylines uses the Unity Engine, which is based on Mono, an open source implementation of the .NET framework that runs on Windows, Mac and Linux. That means the same code can be used on all of these platforms. The .NET framework is comparable to Java. It's basically a set of libraries and a virtual machine that runs your .NET applications.
      C# is the most common programming language that can be used to create .NET applications and libraries. It's very similar to Java (just better!).
      After writing your mod in C#, you have to compile it to create machine readable code. Cities: Skylines comes with an integrated compiler. It works like this:
      [.cs files containing raw C# code] → [COMPILER] → [compiled .dll file] The .dll file is your compiled mod (what you usually download from the Workshop).
      Alternatively, your can use an external compiler like the one provided by Visual Studio (see Method 2).
       
      Method 1: Using Notepad, let the game compile
      First we will create a mod with the tools provided by the game.
      The game searches for mod source folders in the directory C:\Users\<YourName>\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods.
      In this folder, create a new directory named "FirstMod". Inside of the new directory, create another folder named "Source". That's the directory for the .cs files

       
      Open Notepad (or your favourite text editor) and enter this code:
      // Makes UnityEngine and Cities: Skylines API classes available for use using ICities; using UnityEngine; // the namespace makes the names of your classes unique. // Naming: You can just use the name of your mod, it doesn't really matter. Spaces are not allowed. namespace Tutorial { // This defines a class that implements IUserMod. // The class defines the name and description displayed in the content manager. // The game searches for these classes. Every working mod must contain one class implementing IUserMod. // Naming: Just append "Mod" to the name of your mod, like "NetworkSkins" -> "NetworkSkinsMod". Spaces are not allowed. public class MyFirstMod : IUserMod { // this defines the title of your mod displayed in content manager public string Name { get { return "My First Mod"; } } // this defines the description of your mod displayed in content manager public string Description { get { return "Hello World, this is my first mod!"; } } } } (Lines starting with "//" are comments. You can add your own or remove them without affecting anything.)
       
      Save the file in the "Source" directory. Name it FirstMod.cs (in the file type dropdown, select "All Files").

       
      Now just start your game. The game compiles your mod on start up. You will find it in the content manager:

      You will also notice a new .dll file in your mod directory. That's your compiled mod:

      So far we didn't add functionality to the mod. It only spawns the item in content manager.
      The big problem of Notepad and the game compiler is that it is hard to find errors in your code. You will have to restart your game many times. That's where Visual Studio comes into play...
       
      Method 2: Using Visual Studio (recommended)
      Visual Studio is a specialized IDE for C#/.NET development. It helps you to find errors in your code, and it autocompletes code statements for you, and it compiles your mod much faster than the game. It is also a requirement for advanced modding techniques like detours. The following tutorials will be based on Visual Studio.
      First of all, download and install Visual Studio Community 2017 for free.
      Make sure that the .NET desktop development feature is checked. Also enable the individual component .NET Framework 3.5 development tools.
      Create a new project in VS2017:
      Select File > New > Project On the left, select Templates > Visual C# > .Net Standard Select "Class Library (.NET Standard)" In the top, select ".NET Framework 3.5" in the dropdown menu (Important!) In the bottom, enter "SecondMod" as the name and solution name. and choose a location for your project files (e.g. your desktop) Press OK
      Visual Studio will create a project that looks like this:
      On the right, you can see the Solution Explorer with a list of .cs files. Visual Studio created a file named Class1.cs to get us started.
      If you want, you can rename the .cs file to match your mod name (Right click in solution explorer > Rename).

       
      Before we continue, we have to set up two things in the project. You always have to do it when you create a new mod project:
      First, we will add the modding API (ICities), UnityEngine, ColossalFramework and the game assembly (Assembly-CSharp) as dependencies.
      In the solution explorer, right click the "Dependencies" item and select "Add reference..."). Now use the "Browse..." button in the bottom to select the following .dll files. The files are located in the folder: Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed

       
      Secondly, we will add a so-called post build script: It automatically puts the compiled dll file into the C:SL mod directory when you compile with Visual Studio:
      Right-click your project in the Solution Explorer and choose Properties Select Build Events on the left hand side of the property sheet Paste the following in the Post-build event command line: mkdir "%LOCALAPPDATA%\Colossal Order\Cities_Skylines\Addons\Mods\$(SolutionName)" del "%LOCALAPPDATA%\Colossal Order\Cities_Skylines\Addons\Mods\$(SolutionName)\$(TargetFileName)" xcopy /y "$(TargetPath)" "%LOCALAPPDATA%\Colossal Order\Cities_Skylines\Addons\Mods\$(SolutionName)"
       
      Now we are finally ready for the creation of the actual mod.
      Replace the contents of Class1.cs with this code:
      using ICities; using UnityEngine; namespace Tutorial { public class MySecondMod : IUserMod { public string Name { get { return "My Second Mod"; } } public string Description { get { return "I made this with VS2017"; } } } }  
      Press F6 (or Build > Build Solution) to compile the mod. The mod should appear in your mod directory.
      Now start the game and enjoy the listing of your useless mod in content manager
       
    • By Lee Towers
      Hey all! I've been following this forum for a while now and all your amazing creations inspired me to start building assets myself. The first building is almost finished - a 3 track train station, as seen below (props for the person to recognise the station it's based on). I still have a few problems with it though, so bear with me:
      1. The game is creating floors inside the building on its own. There's not even a vertex with the same z-coordinate where it's creating an xy plane inside the building. Is this something that's generated on purpose by the game? The floors are assigned the same textures as the roof of the building. They can be seen through the windows and are positioned about halfway behind the windows.
      2. My sims are not using the third platform. I'm using the single station track with a platform on the left side of the track (relative to the direction it was laid). I thought it had to do with the pedestrian connections that I've laid down, but they are using the second platform which is accessed by the same pedestrian connection.
      3. Speaking of pedestrian connections... I'd much prefer a rendered underground tunnel to the half-assed building I have there now but the game isn't letting me (it pushes the whole model upwards). How do I go about doing that? I know Joak uses them in his train stations, how did he do that?
      Any help regarding one of these questions would me much appreciated! Feedback on the model is also welcome by the way... it's my first time using blender and gimp. The textures aren't final either (mainly the roof and supports need work) but I've yet to learn how to use bump maps.

    • By Chief ZDN
      Hello everyone,
      I'll ask you with 2 question. Can we create network from scratch now or in the future? If available, will it included in the NAM?
      I hope you make solutions to above questions (especially first question). I'm not arrogant or have the knowledge. I know this is difficult. But, starter pieces system has some minuses, like must place the starter piece.
      Thank you.
    • By espee04135
      These are TRAIN MODS made by Dearnen that have been in the MODD forums for a long time. The downloads have stopped working on some of the links so I emailed Dearnen and got his permission to put them up here so everyone could enjoy them. With this set you get Two Short Line Roads. New England Central and Genesee & Wyoming. Short Line railroads for those of you who don't know are SMALL rail companies that serve usually lesser traveled tracks to pick up/deliver freight to larger railroads. There are 4 locomotives in all, 2 replace the original game locomotive (YOU CAN ONLY USE ONE OF THESE AT A TIME) and then there are 2 extras that will show up at random (USE AS MANY AS YOU WANT). Read the README that comes with the download for more information. Place the files of your choice in: ProgramFiles/Maxis/SimCity4/Plugins THANK YOU Dearnen for allowing me to post these great locomotives!
    • By espee04135
      These are TRAIN MODS made by Dearnen that have been in the MODD forums for a long time. Some of the downloads have stopped working so I emailed Dearnen and got his permission to put them up here so everyone could enjoy them. With this set you get KCS's standard Grey paint scheme. There are 2 locomotives in all, 1 replaces the original game locomotive (YOU CAN ONLY USE ONE OF THESE AT A TIME) and then there is 1 extra that will show up at random (USE AS MANY AS YOU WANT). Read the README that comes with the download for more information. Place the files of your choice in: ProgramFiles/Maxis/SimCity4/Plugins THANK YOU Dearnen for allowing me to post these great locomotives!
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