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    • Dirktator

      Please help us for July   06/30/2017

      This month we're hoping for a little bit of a boost this month or next, in addition to covering the regular bills, we could benefit from some hardware upgrades. STEX Collector's Set gifts can now be sent to you via digital download as well as regular mail if you wish! Every donation dollar goes toward keeping Simtropolis online and humming along. Your contribution counts! Hardware Upgrades As our website community software improves with more and more features, and as we bolt on additional features such as chat, the increased load to handle all these new toys is taking the server a bit to task. You may have noticed that we'd been forced to temporarily disable the chat as we worked out allocating resources for more optimal performance. Following this, we've applied a number of 'soft' changes such as caching options and experimented with server configurations (nginx as proxy, for example), so the hardware aspect is also an area we'd like to focus on. The last time we upgraded hardware was back in 2012, prior to the release of SC13. Your contribution means a lot! Your donation will go toward helping us to 1.) migrate to a newer server or 2.) at least get some ram/cpu/storage updates and any other infrastructure hardware or services. Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins

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  • Undella bay. a city story.
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  • NAM 32 won't install
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  • The & Region
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  • (SC4)。Gwaanjyut。関越。
  • SC4 Fan
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  • Japan Recreation(日本作成日時)
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  • FUTURE CITY JOURNAL
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  • region borgo
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  • Vista Del Mar: Simcity 4 Artiste
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  • COLUMBIA
  • Mymyjp's City Journal
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  • Cities Skylines: First Look at Gameplay
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  • Let's Play Cities: Skylines
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  1. Hi ladies and gents. I am a reasonably experienced asset maker with around 100 models built for Cities XXL. Sadly the game is no longer supported , the player base has dwindled and what is achievable by modding in that game appears to have reached its limits. I bought Skylines upon release but neglected to note the system requirements ( 64bit only) so could not play it for nearly a year until upgrading to a decent modern PC which I now have. I suppose I am looking for a new home. I have several hundred hours experience in 3dsmax and have recently gravitated towards Substance Painter and Substance Designer for texturing as the system is faster and more intuitive for me and enables the creation of all the required maps in one go rather than making them individually in PS which I used to do. I have some limited programming experience but am not up to speed with C# . I am however motivated to learn enough to be productive on the modding side as I can see great potential for Skylines in the years ahead. About 6 weeks ago I revisited Skylines and also reviewed what has been achieved by the modding community since release. Simply amazing. Also the quality of the user made assets appears to be rising continually. This has inspired me to seriously re- engage with the game. I have out around 90 hours play so far and have grown cities to 100K so I have reasonable grasp of the game dynamics but am not an expert. I got fed up with vanilla after about 30K and started introducing mods, mainly the gameplay ones such Move It, Road anarchy , Find it, RICO etc . I am now at the stage where I want to move more towards realism as my instincts are more in the City painter camp hence my interest in making assets. I have studied most of the tutorials on asset creation and have learned a lot, I have also read through a number of prominent modders threads on here noting their progression from their first attempts to the amazing stuff more recently created. I recognize a few names on here from Xlnation . I wonder if I could start by importing some of my CitiesXXL assets into Skylines?. Anyone else done this and can pass on any knowledge/tips before I start would be appreciated. Is it worth the effort or is it better to start from scratch? I obviously already have all the 3DSmax files and textures , it would seem that the Cities XXL lod 4 can be re -used as it carries the same target spec ( ie less than 100 triangles). Then a case of choosing which of the 3 other Lods to use for the main model. Then striping out the bases of the XXL models as not required in C:S . Then redoing the nightlighting to comply with the C:S standard. Will mostly need to be RICO stuff i think, most of my existing models do not have a multiple of 8M footprint, some are at the CXL standard of 40m x 40m (5 x 5 in skylines language). You can review my back catalogue here http://xlnation.city/resources/authors/pauljchris.19/ to see if there are any models in there that people would like to see in Cities Skylines and I will attempt some conversion work before I move on to making fresh stuff. Please bear in mind that some of my earliest work is of lesser quality, I like to think I improved a bit with practice over time. Thanks for reading . I hope to be able to get up to speed with C:S and to be in a position to contribute something decent for the community fairly soon. Regards PJC
  2. There's some minor chatter on reddit about pursuing a potential OpenSC4 to open up a whole slew of modding possibilities that have thus far been impossible. It's currently mostly a faint dream, but the more people who know about it and are talking about it, the higher the chances of it becoming reality. I personally know the square root of nil about coding, so I'd be about as useful as a mobility scooter in a Formula one race, but I can be on the grand stand to cheer everybody on! https://www.reddit.com/r/OpenSC4/ https://www.reddit.com/r/simcity4/
  3. This thread will focus on improving and revamping the Transport Lines Manager mod, as well as potentially adding features from IPT and/or unique new features if possible. Transport Lines Manager Reborn 6.0.2 now in the workshop. Bugs as of 6.0.2: Renamed depots are not working in the TLM listing and in depot details windows. Not show cable car stations on linear map as near transport. Ticket price changes not being implemented. Sort lines by colour not working. TLM Unknown Error on Evac Routes trace OP is below: The creator of IPT hasn't been online in over 5 months, and the creator of TLM hasn't been online in nearly 1 month. Mass Transit DLC is coming out in a few weeks, and I don't know how either of these mods will fare with changes being brought to the transit system. Is anyone in touch with either of these authors? I would especially hate to see TLM go to the dustbin of modding history considering how many options and useful configurations it provides (plus the aesthetics!) such as changing frequency depending on time of day (such a no-brainer), and IPT has excellent debunching. Now that these two mods are nearly incompatible, and with the DLC coming out soon potentially rendering both useless, something must be done. They're far too valuable to go to waste. If we can't get the authors to update their mods or publish their code for others to carry it forward, can we all maybe pitch in and create an entirely new mod from scratch? Is someone working on this already? Even with the improvements being brought with the free upgrade/DLC, I feel TLM/IPT features will still be vital to many player's C:S experience. What do y'all think?
  4. Welcome! Seeing as we now have a brand new Cities: Skylines section on the STEX, it's time to get the ball rolling. Whether you'd like to see a specific building or change in the game, here is the official place to request anything custom content related! Thread Guidelines When making a request, it helps to be as specific and descriptive as possible (e.g. what you'd like to see & why you think it'd be useful in the game).Pictures & links to resources are welcome, as long as they're directly relevant to the request (e.g. about a building / structure).Please don't request items from another exchange to be uploaded here (e.g. from Steam Workshop).As described in the STEX Code of Conduct, this requires permission from the original author. Such posts may be removed without notice. This thread is intended to be an ideas base for prospective creators. Please remember, this isn't a place to demand content to be made!
  5. Door Markers are useful for pedestrians/residents of a building. But for commercial deliveries, and service vehicles, they all seem to use one single entrance of the building. Is there any way to add different entrances of a building, like trucks going to one entrance for deliveries and service vehicles to another? Or adding multiple entrances for trucks and service vehicles, since Door Markers won't work? Also, I'm hoping to make some buildings with multi-level functionality, so that it can be placed somewhere with steep slopes (e.g. informal communities (slums) on the hillside). This way, someone 3 stories above can enter the building as well as someone on the ground floor, they can access the same building through different entry points. Or, let's say a building has an office as its main building, and the cafeteria as a sub-building. I want someone from a road 3 stories above the ground floor to be able to enter the main office, and someone from the ground floor to enter the cafeteria (which occupies the ground floor), and both cims can go to both parts of the building without having to exit the building (since that would render the point of multiple entrances useless). Is this possible by setting indoor paths between the sub-buildings? tl;dr: How can I add multiple entrances to a building for service vehicles to use? Is it possible to have functional multi-level, multi-purpose buildings with entrances on different levels? Can they be made so cims don't have to leave the building and use another external entrance, they can just stay in that building?
  6. EDIT: Turns out the below issue is caused by RICO and WP Realistic Population mods not playing nicely with each other; whenever local settings are added to any type of commercial and Realistic Pop is disabled for that particular building, that building will always be "not operating" despite having workers. Only way for it to operate is to have Realistic Pop enabled for it, which would render your local settings for it useless. The workaround solution so far seems to be enabling Realistic Pop for that asset, plopping it in-game to find out its generated worker amount, and then going into WG_RealisticCity.xml to add something along these lines: <meshName bonus="-311">651651763.Alliance_Data</meshName> to add/subtract however much is needed to get it to be the amount of workers you want. Hopefully this will be fixed in the upcoming RICO version @AJ3D? OP below: ----------------------- I tried making a bunch of buildings into mixed-use by loading this underground parking lot asset into Asset Editor, resize it into the building size, save it under a new name, and then load the building into Asset Editor and add this resized parking lot as a sub-building. Saving the building under a new name, I now go into RICO to assign properties to its new sub-building. Results? Residential, Industrial, Office, Park, even School = works great, as intended, and "operating normally". Commercial (low, high, tourist, leisure)? Not Operating. Always. They get plenty of workers, and always have a "happy face", but always not operating. I even have the Resilient Owners mod to make sure it's not just a UI bug, but it also says "Clients served: 0" aka the business hasn't made any money or sold any goods, so it really isn't operating and it's not just a UI bug. I have no idea why! The main building functions no matter what it is (commercial or otherwise), but sub-buildings only function properly if they're not commercial. The odd thing is, I have the new Imperia Tower building which is mixed use and comes with RICO settings for its sub-building, and its commercial sub-building works great -- Operating Normally and no problems. How does this asset have functioning commercial sub-buildings and mine don't? How do I get my commercial sub-buildings to function properly, since all my other sub-buildings are fine?
  7. so I've been waiting for sub buildings to become native so I could finally finish off Flinders Street Station (from Melbourne) here's a quick WIP look - probably will release sometime soonish - maybe next week. Let me know what you guys think!
  8. As I gazed at the peeks of MrMiyagi's Paradise Reef green mountains, I said to myself, it would be nice if we could have clouds that brushed against the mountains like we see in the Caribbean and many tropical locations where some clouds hang low. Or even look down through clouds at our cities and regions. Or how about taking a first person flight through them in a plane or helicopter. Then @RonyX69 provides us with a script for the rotor shader so we can have semi-transparency and eventually it hit me to try and make 3D cloud billboards just to see what would happen. I also took inspiration from the cloud billboards in Flight Simulator X. I have mixed feelings about the results so far and I'm not sure if this will go all the way to a workshop item. But I think it's worth a try. Starting the billboard method: First thing is to make a plane and map it with the desired cloud texture. Then it's important to duplicate the plane, flip it so the normals are facing opposite directions, offset it a bit so no z-fighting, and then mirror the UV in both X and Y (in Blender). At this point there is a lot more experimenting to do in order to get an good billboard orientation to see a seamless cloud when rotating the best we can so we don't see too many edges from the sides. I will be studying cloud billboard methods and share any interesting info I find. There are many possibilities with all kinds of cloud formations. How the game renders them...so far: The clouds do not have a smooth transition between the closeup intended look and the LODs. At LOD distance, they develop hard edges and lose the fluffiness.They also disappear off and on I think when in LOD transition. I don't know if this is a permanent limitation with the rotor shader or if we can overcome it. If not, the best this kind of asset can be is screenshot candy. Also it would be a good idea to make some kind of anchor like a rock so when you want to bulldoze the clouds, you know where the base is since it's high above. Current challenge: To make better cloud billboards and see if the LOD transition can be improved. Below are some screenshots of my experiment so far. I did the mesh as a quick test model so please excuse the shape. The rest are shots I took forcing good angles with the camera Next I will make better billboard formations. Maybe some can be simple flat meshes for shots right under or over them. All thoughts and suggestions are welcome.
  9. I'm attempting to import an airport model into Cities: Skylines but all I have tried has failed. I have used 3ds Max but every single time I try, the textures are messed up in-game. I haven't tried Blender because I just don't know how. Has anyone got any tips? I've been trying to do this for at least 8 hours now. Please help me out.
  10. In this tutorial, we will replicate the functionality of the "Make Historical" checkbox in SimCity 4 (stop building from leveling up). The mod will utilize the same interfaces as the Control Building Level Up mod. You will learn how to inspect and modify user interfaces with ModTools, how the info panels of the game work, how to add a checkbox to the UI, how to control building level up with the official API, how to get notified when a building is added/removed and how to serialize custom data in the savegame. Once again, we will use the loading and threading hooks provided by the API. Step 1: Project Setup Create a new project named "MakeHistorical" in VS2017, following Method 2 in Tutorial 0 (working with a text editor is still possible in this tutorial, but not recommended) Your IUserMod implementation should look like this: using ICities; namespace MakeHistorical { public class MakeHistoricalMod : IUserMod { public string Name => "Make Historical"; public string Description => "Prevents the level up of buildings"; } } Step 2: Data Storage with Serialization Hook Data Structure We will store the ids (ushort) of the historical building instances in the savegame. Like in Tutorial 2 Step 4, we will create a data class that holds our data: using System.Collections.Generic; namespace MakeHistorical { public class MakeHistoricalData { public List<ushort> HistoricalBuildingIds { get; set; } = new List<ushort>(); } } The game requires additional savegame data to be in byte[] (byte array) format (basically zeros and ones, very low level). Luckily, Colossal Order provides a few useful tools to convert data classes to byte arrays (package ColossalFramework.IO). To use these tools, our data class must implement the IDataContainer interface. Extend the class like this: using System.Collections.Generic; using System.Linq; using ColossalFramework.IO; namespace MakeHistorical { public class MakeHistoricalData : IDataContainer { // The key for our data in the savegame public const string DataId = "MakeHistorical"; // Version of data save format // This is important when you add new fields to MakeHistoricalData public const int DataVersion = 0; public List<ushort> HistoricalBuildingIds { get; set; } = new List<ushort>(); // This serializes the object (to bytes) public void Serialize(DataSerializer s) { // convert ushort list to int array int[] ids = HistoricalBuildingIds.Select(id => (int)id).ToArray(); s.WriteInt32Array(ids); } // This reads the object (from bytes) public void Deserialize(DataSerializer s) { int[] ids = s.ReadInt32Array(); // convert int array to ushort list HistoricalBuildingIds = ids.Select(id => (ushort)id).ToList(); } // Validates that all building ids are active public void AfterDeserialize(DataSerializer s) { if (!BuildingManager.exists) return; List<ushort> validatedBuildingIds = new List<ushort>(); Building[] buildingInstances = BuildingManager.instance.m_buildings.m_buffer; // itertate through all building ids, filter active ids foreach (ushort buildingId in HistoricalBuildingIds) { if (buildingInstances[buildingId].m_flags != Building.Flags.None) { validatedBuildingIds.Add(buildingId); } } HistoricalBuildingIds = validatedBuildingIds; } } } What happened? We added the constants DataId and DataVersion. We will use these in the next step We implemented the Serialize method: In this method, we convert our list of ushort numbers to an integer array (the serializer does not support ushort) and pass it to a DataSerializer, which converts our array to bytes. We implemented the Deserialize method, which does the opposite of Serialize We implemented AfterDeserialize, which validates that all deserialized building ids belong to buildings (important when the mod was disabled for some time, to keep the data clean) Serialization System Colossal Order provides a serialization hook for mods (ISerializableDataExtension/SerializableDataExtensionBase). This hook is invoked when the savegame data is loaded, and when the user presses the save button. The game also provides a storage interface (ISerializableData) that allows us to write byte arrays to savegame and read byte arrays from savegame. Combined with the data class and the byte array conversion tools provided by Colossal Order, we will use this hook to save our data. Add a new MakeHistoricalDataManager class: using ColossalFramework.IO; using ICities; using System.IO; using UnityEngine; namespace MakeHistorical { public class MakeHistoricalDataManager : SerializableDataExtensionBase { // The data object of our mod private MakeHistoricalData _data; public override void OnLoadData() { // Get bytes from savegame byte[] bytes = serializableDataManager.LoadData(MakeHistoricalData.DataId); if (bytes != null) { // Convert the bytes to MakeHistoricalData object using (var stream = new MemoryStream(bytes)) { _data = DataSerializer.Deserialize<MakeHistoricalData>(stream, DataSerializer.Mode.Memory); } Debug.LogFormat("Data loaded (Size in bytes: {0})", bytes.Length); } else { _data = new MakeHistoricalData(); Debug.Log("Data created"); } } public override void OnSaveData() { byte[] bytes; // Convert the MakeHistoricalData object to bytes using (var stream = new MemoryStream()) { DataSerializer.Serialize(stream, DataSerializer.Mode.Memory, MakeHistoricalData.DataVersion, _data); bytes = stream.ToArray(); } // Save bytes in savegame serializableDataManager.SaveData(MakeHistoricalData.DataId, bytes); Debug.LogFormat("Data saved (Size in bytes: {0})", bytes.Length); } } } What happens here? The _data property stores our mod data The OnLoadData method attempts to read the saved byte array from the savegame. If the array was found, it converts the bytes to a MakeHistoricalData object (our data structure). If no array was found, it creates a new MakeHistoricalData object (new city or mod enabled for the first time). The OnSaveData method converts the MakeHistoricalData object to bytes, then saves the bytes in the savegame. Tip: To understand how data versioning works, look at this example data manager. Singleton To make the data readable from other classes, we will make MakeHistoricalDataManager implement a simple singleton pattern. We willl also add a few methods to lookup, add and remove building ids: // Singleton getter public static MakeHistoricalDataManager Instance { get; private set; } public bool IsHistorical(ushort buildingId) { return _data.HistoricalBuildingIds.Contains(buildingId); } public void AddBuildingId(ushort buildingId) { if (_data.HistoricalBuildingIds.Contains(buildingId)) return; _data.HistoricalBuildingIds.Add(buildingId); Debug.Log($"Historical Building {buildingId} added"); } public void RemoveBuildingId(ushort buildingId) { if (!_data.HistoricalBuildingIds.Contains(buildingId)) return; _data.HistoricalBuildingIds.Remove(buildingId); Debug.Log($"Historical Building {buildingId} removed"); } public override void OnCreated(ISerializableData serializedData) { base.OnCreated(serializedData); Instance = this; // initialize singleton } public override void OnReleased() { Instance = null; // reset singleton } Now we can use a simple statement to check if a building is historical: bool h = MakeHistoricalDataManager.Instance.IsHistorical(1234); Final code of the MakeHistoricalDataManager class. Step 3: Removing destroyed buildings from the list We have to remove buildings from the list when they are buldozed. Luckily CO added a hook just for that (not documented in the wiki): using ICities; using UnityEngine; namespace MakeHistorical { public class MakeHistoricalBuildingMonitor : BuildingExtensionBase { public override void OnBuildingReleased(ushort id) { if (MakeHistoricalDataManager.Instance.IsHistorical(id)) { // Remove demolished/destroyed buildings from the list of historical buildings MakeHistoricalDataManager.Instance.RemoveBuildingId(id); } } } } Tip: With the IBuildingExtension/BuildingExtensionBase hook, you can also manipulate which buildings are spawned, and there are hooks for building creation and relocation. Step 4: Inspecting And Manipulating User Interfaces with ModTools and ILSpy Like in SimCity 4, we will add a "Make Historical" checkbox to the building info window: To do that, we have to find out how to access the info window programmatically. ModTools supports us with its "debug view". You can toggle it with CTRL + R. Then move your mouse over the info panel (so that the tint of the panel changes to green) and press CTRL + F: The UI window component is now displayed in the ModTools scene explorer. The class name of the element is ZonedBuildingWorldInfoPanel. In the scene explorer, we can change properties like the colour, size and position of the window. We can also look at the child UI elements (buttons, text labels). The position of the child elements is determined by the relativeLayout property. Noted values: Height: 321 Left Padding: 14 (based on the child element positions) Bottom Padding: 27 (based on the child element positions) Now that we know the class name, we can locate the class in ILSpy to find out how to access it programmatically: ZonedBuildingWorldInfoPanel is a subclass of WorldInfoPanel, which contains a static Show<>() method: // WorldInfoPanel (taken from ILSpy) public static void Show<TPanel>(Vector3 worldMousePosition, InstanceID instanceID) where TPanel : WorldInfoPanel { TPanel tPanel = UIView.library.Show<TPanel>(typeof(TPanel).Name, false); tPanel.SetTarget(worldMousePosition, instanceID); tPanel.component.opacity = 1f; } After further investigation (use ILSpy's "Analyze" feature), you will find a Get<>() method in UIView.library which returns the ZonedBuildingWorldInfoPanel instance: var panel = UIView.library.Get<ZonedBuildingWorldInfoPanel>(typeof(ZonedBuildingWorldInfoPanel).Name); Note: There is only one panel instance, which is just filled with the data of the currently selected building. The panel even exists when no building is selected, it's just hidden. Step 5: Adding a Checkbox to the Info Panel Finding the right property values for user interfaces is a finicky task, especially when you have to restart the game after every little change. Using the ModTools console, we can add and modify our checkbox while the game is running. Run this script in the ModTools console (F7): var panel = UIView.library.Get<ZonedBuildingWorldInfoPanel>(typeof(ZonedBuildingWorldInfoPanel).Name); var checkBox = panel.component.AddUIComponent<UICheckBox>(); checkBox.width = panel.component.width; checkBox.height = 20f; checkBox.clipChildren = true; UISprite sprite = checkBox.AddUIComponent<UISprite>(); sprite.spriteName = "ToggleBase"; sprite.size = new Vector2(16f, 16f); sprite.relativePosition = Vector3.zero; checkBox.checkedBoxObject = sprite.AddUIComponent<UISprite>(); ((UISprite)checkBox.checkedBoxObject).spriteName = "ToggleBaseFocused"; checkBox.checkedBoxObject.size = new Vector2(16f, 16f); checkBox.checkedBoxObject.relativePosition = Vector3.zero; checkBox.label = checkBox.AddUIComponent<UILabel>(); checkBox.label.text = " "; checkBox.label.textScale = 0.9f; checkBox.label.relativePosition = new Vector3(22f, 2f); checkBox.name = "MakeHistorical"; checkBox.text = "Make Historical"; This will add everything that is required for a checkbox, giving it the name "MakeHistorical". It is still in the wrong position: Tip: SamsamTS created a very useful utility class that allows you to create various UI elements. The code above was copied from that class. With ModTools, we can experiment with the position without restarting the game. Execute this code in the ModTools console: var panel = UIView.library.Get<ZonedBuildingWorldInfoPanel>(typeof(ZonedBuildingWorldInfoPanel).Name); var checkBox = panel.component.Find<UICheckBox>("MakeHistorical"); checkBox.relativePosition = new Vector3(14f, 164f + 130f + 5f); Result: Now we just have to increase the height of the window a little bit. Execute this code in the ModTools console: var panel = UIView.library.Get<ZonedBuildingWorldInfoPanel>(typeof(ZonedBuildingWorldInfoPanel).Name); panel.component.height = 321f + 5f + 20f; Result: Now, we will put the code we just executed with the console into the loading hook of our mod: using ColossalFramework.UI; using ICities; using UnityEngine; namespace MakeHistorical { public class MakeHistoricalLoading : LoadingExtensionBase { private UICheckBox _makeHistoricalCheckBox; public override void OnLevelLoaded(LoadMode mode) { if (_makeHistoricalCheckBox != null) return; ZonedBuildingWorldInfoPanel panel = UIView.library.Get<ZonedBuildingWorldInfoPanel>(typeof(ZonedBuildingWorldInfoPanel).Name); UICheckBox checkBox = panel.component.AddUIComponent<UICheckBox>(); checkBox.width = panel.component.width; checkBox.height = 20f; checkBox.clipChildren = true; UISprite sprite = checkBox.AddUIComponent<UISprite>(); sprite.spriteName = "ToggleBase"; sprite.size = new Vector2(16f, 16f); sprite.relativePosition = Vector3.zero; checkBox.checkedBoxObject = sprite.AddUIComponent<UISprite>(); ((UISprite)checkBox.checkedBoxObject).spriteName = "ToggleBaseFocused"; checkBox.checkedBoxObject.size = new Vector2(16f, 16f); checkBox.checkedBoxObject.relativePosition = Vector3.zero; checkBox.label = checkBox.AddUIComponent<UILabel>(); checkBox.label.text = " "; checkBox.label.textScale = 0.9f; checkBox.label.relativePosition = new Vector3(22f, 2f); checkBox.name = "MakeHistorical"; checkBox.text = "Make Historical"; checkBox.relativePosition = new Vector3(14f, 164f + 130f + 5f); panel.component.height = 321f + 5f + 16f; _makeHistoricalCheckBox = checkBox; } } } Compile the mod (F6). If there are any compilation errors, use the error list in VS2017 to locate and fix the error (View > Error List) When the compilation was successful, run the game. Enable the mod in content manager (if your mod does not show up, you probably forgot to setup the post build script). Now create or load a city, open the building info window for a growable building. Et voila: Step 6: Processing Checkbox Events To process checkbox events, we will add a delegate to the CheckedChange event: public override void OnLevelLoaded(LoadMode mode) { ... checkBox.eventCheckChanged += (component, check) => { ushort buildingId = WorldInfoPanel.GetCurrentInstanceID().Building; if (check) { MakeHistoricalDataManager.Instance.AddBuildingId(buildingId); } else { MakeHistoricalDataManager.Instance.RemoveBuildingId(buildingId); } }; } Clicking the checkbox now triggers the data manager: Step 7: Monitoring the ZonedBuildingWorldInfoPanel with a Threading Hook There is another problem: The checkbox is not updated when you select a building. We will use a threading hook to update the checkbox: using ColossalFramework.UI; using ICities; namespace MakeHistorical { public class MakeHistoricalPanelMonitor : ThreadingExtensionBase { private ZonedBuildingWorldInfoPanel _panel; private UICheckBox _makeHistoricalCheckBox; private ushort _lastBuildingId = 0; // called every frame public override void OnUpdate(float realTimeDelta, float simulationTimeDelta) { if (!FindComponents()) return; if (_panel.component.isVisible) { ushort buildingId = WorldInfoPanel.GetCurrentInstanceID().Building; if (_lastBuildingId != buildingId) { // display the right checkbox state _makeHistoricalCheckBox.isChecked = MakeHistoricalDataManager.Instance.IsHistorical(buildingId); _lastBuildingId = buildingId; } } else { _lastBuildingId = 0; } } private bool FindComponents() { if (_panel != null && _makeHistoricalCheckBox != null) return true; _panel = UIView.library.Get<ZonedBuildingWorldInfoPanel>(typeof(ZonedBuildingWorldInfoPanel).Name); if (_panel == null) return false; _makeHistoricalCheckBox = _panel.component.Find<UICheckBox>("MakeHistorical"); return _makeHistoricalCheckBox != null; } } } Step 8: Controlling Building Level Up It took quite some time to get to this point (UI and serialization are always very time consuming). The last missing piece is the ILevelUpExtension/LevelUpExtensionBase hook, which monitors and manipulates the level up behaviour of buildings. Probably the least complicated part of the mod: using ICities; namespace MakeHistorical { public class MakeHistoricalLevelUpMonitor : LevelUpExtensionBase { public override ResidentialLevelUp OnCalculateResidentialLevelUp(ResidentialLevelUp levelUp, int averageEducation, int landValue, ushort buildingID, Service service, SubService subService, Level currentLevel) { if (MakeHistoricalDataManager.Instance.IsHistorical(buildingID)) { levelUp.targetLevel = currentLevel; } return levelUp; } public override CommercialLevelUp OnCalculateCommercialLevelUp(CommercialLevelUp levelUp, int averageWealth, int landValue, ushort buildingID, Service service, SubService subService, Level currentLevel) { if (MakeHistoricalDataManager.Instance.IsHistorical(buildingID)) { levelUp.targetLevel = currentLevel; } return levelUp; } public override IndustrialLevelUp OnCalculateIndustrialLevelUp(IndustrialLevelUp levelUp, int averageEducation, int serviceScore, ushort buildingID, Service service, SubService subService, Level currentLevel) { if (MakeHistoricalDataManager.Instance.IsHistorical(buildingID)) { levelUp.targetLevel = currentLevel; } return levelUp; } public override OfficeLevelUp OnCalculateOfficeLevelUp(OfficeLevelUp levelUp, int averageEducation, int serviceScore, ushort buildingID, Service service, SubService subService, Level currentLevel) { if (MakeHistoricalDataManager.Instance.IsHistorical(buildingID)) { levelUp.targetLevel = currentLevel; } return levelUp; } } } The logic is very simple: When the building is historical, the target level is set to the current building level. And we are done! Buildings with the "Make Historical" checkbox enabled will no longer level up. The list of historical buildings is stored in the savegame. Happy Coding! Download Source
  11. I see this reddit post today where someone is showing off a movie file on a billboard. I'm extremely interested in learning how to do it if it's a thing that can be done for this game. Would love to hear thoughts, possibilities and how the heck to do this. Not only am I thinking billboards but Drive-In movies, gas station pump screens, etc. Here's a link to the Reddit post for those who didn't see it https://www.reddit.com/r/CitiesSkylines/comments/5g1f6c/a_billboard_animator_that_actually_animates/
  12. Hi, I'm trying to find the ORIGINAL package of roads parameters and proprieties, and the package of the houses (civs). I've tried the Game package, DLC, EP1, APP, Graphic, etc, but most of the parameters such as models, proprieties are no there. I don't know if I would be able to reach CapTon, Oppie or any other original SimCity 2013 "veterans" of modding, but if someone can point me in the right direction, I appreciate very much. Scaletho
  13. In this tutorial, we will create a simple mod that removes some of the ugly vanilla billboard props. You will learn how to work with loading hooks, prefab collections and the ModTools scene explorer. Step 1: Project Setup Create a new project named "CityBeautifier" in VS2017, following Method 2 in Tutorial 0 (working with a text editor is still possible in this tutorial, but not recommended) Your IUserMod implementation should look like this: using ICities; namespace CityBeautifier { public class CityBeautifierMod : IUserMod { public string Name => "City Beautifier"; public string Description => "Removes some ugly props"; } } Tip: The arrow syntax (=>) is a shorthand for the property syntax (get { return ...; }) used in the 0. tutorial. Both are equivalent. Step 2: Loading Hook The Mod API of Cities: Skylines contains various extension interfaces. You can create classes implementing these interfaces to hook into the game. The most important interface is ILoadingExtension. A class implementing this interface will get notified when the loading process begins and when it completes, and when a save is unloaded. Create a new file called CityBeautifierLoading.cs in the Solution Explorer. Add the following content to the file: using ColossalFramework.UI; using ICities; namespace CityBeautifier { public class CityBeautifierLoading : ILoadingExtension { // called when level loading begins public void OnCreated(ILoading loading) { } // called when level is loaded public void OnLevelLoaded(LoadMode mode) { // create dialog panel ExceptionPanel panel = UIView.library.ShowModal<ExceptionPanel>("ExceptionPanel"); // display a message for the user in the panel panel.SetMessage("City Beautifier", "The level is loaded!", false); } // called when unloading begins public void OnLevelUnloading() { } // called when unloading finished public void OnReleased() { } } } Tip: You can also extend the class LoadingExtensionBase. It allows you to override a single loading method instead of implementing all methods Now compile the mod (F6). If there are any compilation errors, use the error list in VS2017 to locate and fix the error (View > Error List) When the compilation was successful, run the game. Enable the mod in content manager (if your mod does not show up, you probably forgot to setup the post build script). Now create or load a city. You will see the dialog panel as soon as the loading screen disappears: Close the game (UI development requires a complete restart after every change) Step 3: Working with the Prefab Collection Our goal is the removal of various props which are attached to buildings. To do that, we have to access the collection of loaded buildings, more specifically building prefabs. Prefabs vs. Instances: Building prefabs are templates for building instances. That means when a building instance is spawned, it uses the properties, textures and models defined in the building prefab. Modifying the building prefab usually causes all building instances to change. There are also prefabs for trees, props, vehicles and networks. Prefab classes of the game always end with Info (e.g. BuildingInfo, PropInfo, ...). All building prefabs can be found in the PrefabCollection<BuildingInfo>. We will now learn how to cycle through all buildings in this collection. Replace the OnLevelLoadedMethod with this code, then compile the mod and run the game: public void OnLevelLoaded(LoadMode mode) { // total number of loaded building assets int buildingPrefabCount = PrefabCollection<BuildingInfo>.LoadedCount(); // create a message string for the user string message = "Number of building assets: " + buildingPrefabCount; // create dialog panel ExceptionPanel panel = UIView.library.ShowModal<ExceptionPanel>("ExceptionPanel"); // display the message in the panel panel.SetMessage("City Beautifier", message, false); } This will output the total number of loaded building prefabs: Now we will create a list of all building names, using a simple for loop. The LoadedCount() method returns the total number of prefabs. We can use the GetLoaded(uint) method to get the prefab objects, using a number in range 0 <= index < buildingPrefabCount: public void OnLevelLoaded(LoadMode mode) { int buildingPrefabCount = PrefabCollection<BuildingInfo>.LoadedCount(); string message = "Number of building assets: " + buildingPrefabCount; // append a list of building names to the message for(uint index = 0; index < buildingPrefabCount; index++) { // get the building asset with the given index from the collection BuildingInfo prefab = PrefabCollection<BuildingInfo>.GetLoaded(index); // append a separator and the name of the asset to the message message += ", "; message += prefab.name; } ExceptionPanel panel = UIView.library.ShowModal<ExceptionPanel>("ExceptionPanel"); panel.SetMessage("City Beautifier", message, false); } The output looks like this: We learned how to access the building prefabs. In the next step, we will use ModTools to dive deeper into the structure of BuildingInfo objects. Step 4: Exploring and modifying building prefabs with the ModTools scene explorer Subscribe to ModTools and enable the mod in content manager. Create or load a city and click on a building you want to inspect. Then use the "Find in Scene Explorer" button. I picked one of the commercial buildings that is decorated with ugly billboards: The properties displayed in the scene explorer belong to the building instance. Props are defined in the building prefab. Luckily the prefab can be found right at the top (expand the "Info" property). Scroll down and expand the "m_props" property. You will see a list of prop items: Expand the items of the list to find out more about the props. Here you can change properties like position, probability and angle. Find the prop you want to remove and set the probability to 0: The prop will disappear instantly. Repeat the step for all props you want remove. Create a list of all prop names, like this: Billboard_big_variation_02 Billboard_big_variation_04 neon-yakisoba-noodles neon-burned-bean-coffee neon-morellos Billboard_big_variation Billboard_big_variation_01 Problem: The changes you applied to the prefabs are not permanent because prefabs are loaded from game/.crp files when you load your city. In the next step, we will change the probability values programmatically, in the loading class of our mod. Step 5: Modify building props programmatically We will remove the panel/message used in Step 3. Instead, we will add another nested for loop to cycle through all prop items of every building prefab: public void OnLevelLoaded(LoadMode mode) { for(uint index = 0; index < PrefabCollection<BuildingInfo>.LoadedCount(); index++) { // get the building prefab with the given index from the collection BuildingInfo prefab = PrefabCollection<BuildingInfo>.GetLoaded(index); // skip prefabs without props if(prefab == null || prefab.m_props == null) continue; for (int propIndex = 0; propIndex < prefab.m_props.Length; propIndex++) { // get the prop item BuildingInfo.Prop propItem = prefab.m_props[propIndex]; // skip trees/undefined props etc. if (propItem.m_prop == null) continue; string propName = propItem.m_prop.name; // check if the prop name equals one of the banned props if (propName == "Billboard_big_variation" || propName == "Billboard_big_variation_01" || propName == "Billboard_big_variation_02" || propName == "Billboard_big_variation_04" || propName == "neon-yakisoba-noodles" || propName == "neon-burned-bean-coffee" || propName == "neon-morellos") { // set the probability to zero to hide the props propItem.m_probability = 0; } } } } The continue keyword is a control statement of the for loop. It skips the execution of the current iteration and moves along to the next iteration of the loop. Tip: Instead of using the equals operator (==), you can use the Contains method to detect all prop names containing a certain string: if (propName.Contains("Billboard_big") || propName.Contains("neon-")) { propItem.m_probability = 0; } The result (before-after): You can see that the mod removes the billboards from all buildings. We reached our goal! Happy Coding! Tip: You can also remove trees with the same technique: if (propItem.m_tree == null) continue; string treeName = propItem.m_tree.name; Tip: You can limit the replacement to buildings with a certain name, or buildings of certain zone type: for(uint index = 0; index < PrefabCollection<BuildingInfo>.LoadedCount(); index++) { BuildingInfo prefab = PrefabCollection<BuildingInfo>.GetLoaded(index); if(prefab == null || prefab.m_props == null) continue; // filter by name if(!prefab.name.Contains("Blockhouse")) continue; // filter by building/service type if (prefab.m_class.m_service != ItemClass.Service.Industrial) continue; // ... } Next part:
  14. In this tutorial, we will create a simple mod that globally replaces vanilla road trees with custom trees made by MrMaison. Like in Tutorial 1, we will use a loading hook, prefab collections and the ModTools scene explorer. You will also learn how to add settings to your mod. Step 1: Exploring and modifying network and tree prefabs with the ModTools scene explorer Before writing the actual mod, we will apply the replacement with the ModTools scene explorer. Just like buildings, networks and trees are defined as prefabs (NetInfo and TreeInfo, see Tutorial 1 Step 3). There are various way to find these prefabs in the ModTools scene explorer. The easiest way that works for vanilla and workshop assets is the ToolsController. "Tools" in Cities: Skylines allow you to interact with the game world. The most obvious tool is the bulldozer, but there are also tools for the placement of objects, zoning, transport line creation and camera control. For this tutorial, we will access the TreeTool and the NetTool, which hold a reference to the tree/network prefab you are placing. Select a tree you in the Landscaping panel. I chose the Royal Palm made by MrMaison. While the placement mode is enabled, open the ModTools scene explorer (CTRL + E). On the left, select Tool Controller > TreeTool. You will see the properties of the TreeTool on the right. The currently selected tree prefab is stored in the m_prefab property. Press the "Copy" button to copy the reference of the tree prefab to the ModTools clipboard (it does not copy the actual data, just the memory address of the prefab). Tip: For every prefab (prop, building, network, ...) there is also a "Preview" button that displays a model viewer, and more importantly, a "Plop" button that allows you to plop the asset. With this button, you can place assets which are not available in the panels of the game, like props or sub-buildings. Now, select a road with trees in the Roads panel. I chose the "Large Avenue with Grass" that was added by the MT update. Open the scene explorer and select Tool Controller > NetTool. On the right, expand the m_prefab property (the currently selected network prefab). You can now see the properties of the network prefab. The structure of a network prefab looks like this: NetInfo: Network Prefab ├ m_nodes[]: Array of objects defining meshes/textures for intersections ├ m_segments[]: Array of objects defining meshes/textures for segments ├ m_lanes[]: Array of NetInfo.Lane objects │ └ NetInfo.Lane: Defines a lane used by vehicles or pedestrians + prop/tree decoration │ ├ m_laneProps │ │ └ m_props[]: Array of prop items │ │ └ NetLaneProps.Prop: Like BuildingInfo.Prop, defines the position a prop/tree │ │ ├ m_prop/m_finalProp: The prop prefab │ │ ├ m_tree/m_finalTree: The tree prefab │ │ ├ m_probability: Probability that the prop/tree spawns │ │ ├ m_repeatDistance: Distance between two props/trees │ │ └ ... │ └ ... └ ... Expand the m_lanes array and search for the lane that contains the tree prop items you want to replace. In case of the "Large Avenue with Grass", navigate to m_lanes > m_lanes.[0] > m_laneProps > m_props > m_props.[4]: Click the "Paste" button on the right for the properties m_finalTree and m_tree. This will assign the custom tree prefab we copied earlier to the prop item: You will instantly see the result: The trees of all avenues in the city have been replaced. In the next steps, we will create a mod that automates the replacement. Step 2: Project Setup Create a new project named "RoadTreeReplacer" in VS2017, following Method 2 in Tutorial 0 (working with a text editor is still possible in this tutorial, but not recommended) Your IUserMod implementation should look like this: using ICities; namespace RoadTreeReplacer { public class RoadTreeReplacerMod : IUserMod { public string Name => "Road Tree Replacer"; public string Description => "Replaces the boring Oak roadside trees with MrMaison's creations"; } } Step 3: Loading Hook & Tree Replacement Logic Create a new file called RoadTreeReplacerLoading.cs in the Solution Explorer. This file will contain our ILoadingExtension implementation that is invoked by the game when a save is loaded (See Tutorial 1 Step 2). Like in the last tutorial, we will use the static PrefabCollection class to find our network and tree prefab. Add the following contents to the file: using UnityEngine; using ICities; namespace RoadTreeReplacer { public class RoadTreeReplacerLoading : LoadingExtensionBase { public override void OnLevelLoaded(LoadMode mode) { // Find the network NetInfo netPrefab = PrefabCollection<NetInfo>.FindLoaded("Avenue Large With Grass"); // Find the tree we want to use as a replacement TreeInfo treePrefab = PrefabCollection<TreeInfo>.FindLoaded("909448182.Royal Palm_Data"); // Check if both prefabs are loaded, cancel if not if (netPrefab == null) { Debug.LogError("RTR: The network could not be found"); return; } if (treePrefab == null) { Debug.LogError("RTR: The replacement tree could not be found"); return; } // cancel if lanes array is null (networks without lanes) if (netPrefab.m_lanes == null) return; // iterate through all lanes foreach (NetInfo.Lane lane in netPrefab.m_lanes) { // cancel if lane props array is null (networks without lanes) if (lane?.m_laneProps?.m_props == null) continue; // iterate through all lane props of that lane foreach (NetLaneProps.Prop laneProp in lane.m_laneProps.m_props) { if (laneProp == null) continue; // if the tree/finalTree field is set, replace it with our tree prefab if (laneProp.m_tree != null) { laneProp.m_tree = treePrefab; } if (laneProp.m_finalTree != null) { laneProp.m_finalTree = treePrefab; } } } Debug.Log("RTR: Replacement successful!"); } } } Tip: You can use the Debug.Log(...) method to add log entries to the output_log.txt. The log entries are also displayed in the ModTools console, which can be used for debugging your mod. Now compile the mod (F6). If there are any compilation errors, use the error list in VS2017 to locate and fix the error (View > Error List) When the compilation was successful, run the game. Enable the mod in content manager (if your mod does not show up, you probably forgot to setup the post build script). Now create or load a city. The tree replacement is now automated. You will also see the success message in the ModTools console: Before we proceed with the next step, we will move our replacement code to a separate ReplaceNetTrees method. We can call this method multiple times with a single line of code: using UnityEngine; using ICities; namespace RoadTreeReplacer { public class RoadTreeReplacerLoading : LoadingExtensionBase { public override void OnLevelLoaded(LoadMode mode) { ReplaceNetTrees("Avenue Large With Grass", "909448182.Royal Palm_Data"); ReplaceNetTrees("Medium Road Decoration Trees", "909448182.Royal Palm_Data"); } private void ReplaceNetTrees(string netName, string treeName) { NetInfo netPrefab = PrefabCollection<NetInfo>.FindLoaded(netName); TreeInfo treePrefab = PrefabCollection<TreeInfo>.FindLoaded(treeName); if (netPrefab == null) { Debug.LogError($"RTR: The network {netName} could not be found"); return; } if (treePrefab == null) { Debug.LogError($"RTR: The replacement tree {treeName} could not be found"); return; } if (netPrefab.m_lanes == null) return; foreach (NetInfo.Lane lane in netPrefab.m_lanes) { if (lane?.m_laneProps?.m_props == null) continue; foreach (NetLaneProps.Prop laneProp in lane.m_laneProps.m_props) { if (laneProp == null) continue; if (laneProp.m_tree != null) laneProp.m_tree = treePrefab; if (laneProp.m_finalTree != null) laneProp.m_finalTree = treePrefab; } } Debug.Log($"RTR: Replacement of tree in network {netName} successful!"); } } } Step 4: Adding Mod Settings Right now the functionality of the mod is fixed, there is no way to configure which trees are replaced. Adding settings to a mod is a difficult task. It will require 3 components: User interface with checkboxes or dropdown menus (using the settings API provided by CO, or a custom window) Data structure for the settings data (usually a C# class, or a set of key-value pairs) Serialization System (to .xml file, or save game) To keep it simple, we will only add a simple settings page with 3 dropdown options (Small Road Tree, Medium Road Tree, Large Road Tree), with a fixed number of trees to choose from (Default, Royal Palm, Weeping Silver Birch, River Red Gum Small). The settings will saved in a .xml file in the Cities: Skylines installation directory. The settings are global, that means the mod applies the same settings to all cities (in one of the next tutorials, I will show you how to save additional data in the save game). Serialization System Add a new file called Configuration.cs and paste this code. It is a very minimalistic serialization library that I've written some time ago. It does all the heavy lifting for you (loading and saving of .xml files, transformation from/to C# objects). It is not important to understand what happens internally, you just have to understand how to use it. The library provides a method to load your configuration data: YourConfiguration config = Configuration<YourConfiguration>.Load(); And to save it: Configuration<YourConfiguration>.Save(); You only have to provide the data class that defines the structure of the .xml file. Data Structure Add a new class named RoadTreeReplacerConfiguration. This data class contains the string options we want to save: namespace RoadTreeReplacer { [ConfigurationPath("RoadTreeReplacer.xml")] public class RoadTreeReplacerConfiguration { public string SmallRoadTree { get; set; } = "909448182.Royal Palm_Data"; public string MediumRoadTree { get; set; } = "909448182.Royal Palm_Data"; public string LargeRoadTree { get; set; } = "909448182.Royal Palm_Data"; } } The [ConfigurationPath] attribute is read by the serialization library. The strings on the right are the default values used when a new configuration is created. User Interface Some time ago, CO added a simple settings API that allows you to create simple setting menus with a few lines of code. To use it, add a new method called OnSettingsUI to your IUserMod implementation: using System; using System.Collections.Generic; using ICities; namespace RoadTreeReplacer { public class RoadTreeReplacerMod : IUserMod { public string Name => "Road Tree Replacer"; public string Description => "Replaces the boring Oak roadside trees with MrMaison's creations"; // The strings displayed in the dropdown private static readonly string[] OptionLabels = { "Default", "Royal Palm", "Weeping Silver Birch", "River Red Gum" }; // The corresponding prefab names private static readonly string[] OptionValues = { "Tree2Variant", "909448182.Royal Palm_Data", "765126845.Weeping Silver Birch_Data", "742114726.River Red Gum small_Data" }; // Sets up a settings user interface public void OnSettingsUI(UIHelperBase helper) { // Load the configuration RoadTreeReplacerConfiguration config = Configuration<RoadTreeReplacerConfiguration>.Load(); // Small Roads int smallSelectedIndex = GetSelectedOptionIndex(config.SmallRoadTree); helper.AddDropdown("Small Road Tree", OptionLabels, smallSelectedIndex, sel => { // Change config value and save config config.SmallRoadTree = OptionValues[sel]; Configuration<RoadTreeReplacerConfiguration>.Save(); }); // Medium Roads int mediumSelectedIndex = GetSelectedOptionIndex(config.MediumRoadTree); helper.AddDropdown("Medium Road Tree", OptionLabels, mediumSelectedIndex, sel => { // Change config value and save config config.MediumRoadTree = OptionValues[sel]; Configuration<RoadTreeReplacerConfiguration>.Save(); }); // Large Roads int largeSelectedIndex = GetSelectedOptionIndex(config.LargeRoadTree); helper.AddDropdown("Large Road Tree", OptionLabels, largeSelectedIndex, sel => { // Change config value and save config config.LargeRoadTree = OptionValues[sel]; Configuration<RoadTreeReplacerConfiguration>.Save(); }); } // Returns the index number of the option that is currently selected private int GetSelectedOptionIndex(string value) { int index = Array.IndexOf(OptionValues, value); if (index < 0) index = 0; return index; } } } What happens here? Load the config data with the Load method provided by the library Get the index of the dropdown option that should be selected at first Add a dropdown option with label, options, selected index and a callback (called when selection is changed) (Repeat 2. and 3. for medium and large roads) The OptionLabels array contains the strings displayed in the dropdown menus. The other array, OptionValues, contains the internal names of the prefabs. The callback is a lamda function that takes the selected index (0-3). It saves the value that corresponds to the selected index in the configuration file. The game automatically creates a settings page for mods which are implementing the OnSettingsUI method. No further steps are needed. Tip: Other methods for UI element generation: AddButton(), AddCheckbox(), AddGroup(), AddSlider(), AddSpace(), AddTextfield() Step 5: Using the configuration values in our loading hook In the RoadTreeReplacerLoading class, replace the OnLevelLoaded method: public override void OnLevelLoaded(LoadMode mode) { // Load the configuration RoadTreeReplacerConfiguration config = Configuration<RoadTreeReplacerConfiguration>.Load(); ReplaceNetTrees("Basic Road Decoration Trees", config.SmallRoadTree); ReplaceNetTrees("Oneway Road Decoration Trees", config.SmallRoadTree); ReplaceNetTrees("Medium Road Decoration Trees", config.MediumRoadTree); ReplaceNetTrees("Avenue Large With Grass", config.MediumRoadTree); ReplaceNetTrees("Avenue Large With Buslanes Grass", config.MediumRoadTree); ReplaceNetTrees("Large Road Decoration Trees", config.LargeRoadTree); ReplaceNetTrees("Large Oneway Decoration Trees", config.LargeRoadTree); } This will replace the trees of all vanilla roads with the trees selected in the settings. And we are done! After changing the options for the first time, the settings are saved to .xml: Note: To apply the changed settings, you have to reload your city. Happy Coding! Download Source Next part:
  15. Right now I only have little time, and I'm not able to write new mods. But I want to share my knowlege about Cities: Skylines mod development with you! Mod Development Tutorials
  16. Version 1.0.0

    36 Downloads

    Source Code of the Make Historical Mod Tutorial for Cities: Skylines. Created with Visual Studio 2017
  17. I would like to have some cats in my city but can't seem to find many cat stuff in the Workshop. Dazflint made this Kitties Skylines collection awhile back but the assets don't seem to work anymore. The cats (prop and tree) turn out black with no texture whatsoever when I plop them on my map. If someone could make some cat stuff for the community, that would be so awesome. I can't wait to paint my city with a Cat Brush. Thank you!
  18. In this tutorial, we will replicate the functionality of the Show Limits mod. Like in Tutorial 1, we will use the default alert window to display the limits. You will learn how to use ILSpy for reverse engineering, how to access singleton manager objects, how to work with building/tree instances and how to listen to keyboard shortcuts. Step 1: Exploring the game source code in ILSpy Download the latest version of ILSpy (select "Download Binaries"). ILSpy is an open source decompiler that allows you to take a look at the source code of the game and other mods. It's basically the opposite of a compiler: [compiled .dll file] → [DECOMPILER] → [.cs files containing raw C# code] The restored source code is not exactly the same as the original code. Names of variables defined in methods are lost, which makes the code harder to read. Some parts of the loading code are not readable (enumerators), but that won't bother us. Open the Assembly-CSharp.dll file in ILSpy (C:\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed). On the left, expand the source