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I would like to see official mods which the user can apply to change the limits of this game based on what they are willing to do with their computer so not everyone has to endure the pain of what the the mega-pc users can do. Just a thought and I hope that can be even done.

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On 28.1.2019 at 5:14 PM, KillrChicken said:

I would like to see official mods which the user can apply to change the limits of this game based on what they are willing to do with their computer so not everyone has to endure the pain of what the the mega-pc users can do. Just a thought and I hope that can be even done.

It won't happen while the game is in development. When they made the game, they decided to use a certain type of pointer that only supports ~65000 different values.

To change this, a mod would have to rewrite every function that contains or uses such a pointer, and even worse, it would have to modify the data structures of the game.

Basically this is only possible when you (or a mod) completely replaces the assemblies (.dll files) of the game. This mod would be conflicting with most other mods, especially the big ones, because they also use those stupid pointers. So you would have to create a separate version of every mod.

Also, the "Unlock the limits" mod would break after every update. That's why it doesn't make sense to create the mod before the development of the game stops.

Now what if CO would write a patch that changes the pointer type? That also break all current mods, it might break savegames, and a mod that unlocks those limits would still be super hard to make for other reasons.

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On 1/29/2019 at 1:35 PM, boformer said:

It won't happen while the game is in development. When they made the game, they decided to use a certain type of pointer that only supports ~65000 different values.

To change this, a mod would have to rewrite every function that contains or uses such a pointer, and even worse, it would have to modify the data structures of the game.

Basically this is only possible when you (or a mod) completely replaces the assemblies (.dll files) of the game. This mod would be conflicting with most other mods, especially the big ones, because they also use those stupid pointers. So you would have to create a separate version of every mod.

Also, the "Unlock the limits" mod would break after every update. That's why it doesn't make sense to create the mod before the development of the game stops.

Now what if CO would write a patch that changes the pointer type? That also break all current mods, it might break savegames, and a mod that unlocks those limits would still be super hard to make for other reasons.

Oh, alright then. I am not familiar with Unity3D at the core, so I did not know that.

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On 1/29/2019 at 4:35 PM, boformer said:

It won't happen while the game is in development. When they made the game, they decided to use a certain type of pointer that only supports ~65000 different values.

To change this, a mod would have to rewrite every function that contains or uses such a pointer, and even worse, it would have to modify the data structures of the game.

Basically this is only possible when you (or a mod) completely replaces the assemblies (.dll files) of the game. This mod would be conflicting with most other mods, especially the big ones, because they also use those stupid pointers. So you would have to create a separate version of every mod.

Also, the "Unlock the limits" mod would break after every update. That's why it doesn't make sense to create the mod before the development of the game stops.

Now what if CO would write a patch that changes the pointer type? That also break all current mods, it might break savegames, and a mod that unlocks those limits would still be super hard to make for other reasons.

 

There is a recent mod that (supposedly) finally allows the vehicle limit to be increased. I'm not entirely sure how they got around the 64K pointer types within Unity, but I believe this is an issue that Unity themselves fixed in later versions of the game engine. If Cities skylines updated their game to use a newer Unity engine, it would have theoretically been possible. It's unclear whether this is the case, or whether some different means was used. (Or whether the limit simply re-allocated, as the actual vehicle limit is only 16K out of the 64K agent limit in the base game. It seems this is more likely). 

I'll look into some actual stats next time I pull up the game, but it's had interesting results so far. I did have a ~200,000 pop city that had real time enabled. And of course real time generally creates massive traffic jams that can saturate 6+ lane highways (each direction), but being that the city was approaching larger populations, it was starting to hit the "ghost town limit" with the vehicle counts/traffic where previously congested roads were nearly empty. I will say that this mod made a noticeable difference and put traffic back on the roads. Not quite at the level of a new save game, but the traffic definitely did get heavier. 

Might be worth us doing some more research into this and seeing how it works. I suspect they simply re-allocated the agent limits so that the vehicle limit was no longer capped at 16K out of the 64K agent pool. Even if this is the case, it's still a welcome change (though it's worth noting that pedestrians count towards this 64K limit as well). 


Makestation.net - Creative Arts Community

Saturn Moon - A Modern Day Time Capsule (under construction) 

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I'd like an extension to the 'Districts' tool, which basically operates in the same way but creates a city boundary. Each city can then give you individual residential, industrial and commercial demand and perhaps have it's own ordinances and budgets.

To take this a step, further, in a similar way it would be good to have a 'nations' tool to delineate national boundaries or create a micronation. There could be some additional assets for this, a flag, parliament building, embassies from other neighboring nations, border checkpoints etc.

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I posted this on the Steam forums, but this game, or more likely its sucessor at this point, requires:

- A much better mod manager. Right now it leaves a lot to be desired. They should get a page from Transport Fever 1/2 where mods can be individually activated/deactivated per save, and you can see which mods on any save are active, and if any are missing.

- Better road/track building tools. Like SC4/TpF roads should be draggable across multiple roads instead of having to click on each. Building bridges and tunnels is much easier on TpF as well.

- Get away from the ingame limits, or at least allow users the option to do so. In particular, segment, building and prop limits.

- Merge "trains" and "subways" into one single category. They are both rail-based methods of transport. I would go as far as to merge trams too. Allow users to select rail stock, electrification methods and fences if any around tracks.

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Theme Editor:

  • Take the guess work out by providing a preview window option that is basically a snapshot.
  • Add whatever road, rail, pedestrian path and a few buildings without the need for a mod, meant for sample purpose (limited to a few of each) to get a better perspective of how these will look in-game.
  • Names of files in use -- often I forget which tiled pavement I used lol, was the green cobbler? nope, hmmm.
  • Add "Shoreline" as a separate texture.
  • Add "Road Edge" as a separate texture, where the pavement blends with the road. 
  • Add #color code so that I can match a color from another asset.

Asset Editor:

  • Add "Blank Templates" with additional list to select the type and size of asset. This being the Advanced Mode for content creators to import their completely original asset on a clean slate. 
  • Advanced section for example, add scripts for transparency textures.
  • And include a spawn and paths editor that shows green edging when paths are correct, red if incorrect. 
  • Easy Mode: Select from "Existing Templates" as is already available now;
  • Add new "Texture Library" with additional list to select the type and size of asset;
  • New Templates and Texture Content Packs, addon for the Asset Editor. 
  • Improved Color Pallets, add #color code (copy/paste) to color match from another asset. 
  • Find it included by default.

In-Game:

  • Remove the limitation to plop/snap assets next to a road, I would like to see roads replaced (option) with beautiful pedestrian plazas and parks that can be drawn just like roads. With various types and sizes of plazas and park options.
  • Moving Pedestrian Walkway, these are common at airports.
  • Drones that land on commercial and apartments buildings rooftops, to replace trucks.
  • Train and Metro stations (stops) inside landmarks and commercial buildings such as shopping malls. I love compact stations with almost direct connections to underground metro networks. Trains are great for longer distance travel where as metro is best suited for multiple shorter distances ideal for residential (underground metro) and commercial zones.
  • More trees and flowers in the default game, stunningly beautiful more realistic trees and flowers. Excellent examples are from Mr.Maison and others such as the bluebells by wvnl. Greatly appreciate your contributions, thank you.
  • More planters boxes of all shapes and sizes in-game (with the game). I created my own unlike what is available in the workshop, these are 16 meters large and raised 1 meter, planter boxes with nice brick textures, these are very easy to create in Blender.
  • How about an "old settlement" just outside the city, horses and steam trains being the only mode of transport. YeeHaa!! 
  • Ultra High Speed Trains that also move under or above water via transparent tubes.
  • Find it mod available by default in-game.
  • Large welcome signs to the city (user name it), these signs can be plopped over-road or plazas.
  • Multi-Stack network system for Trains, Metro, Peds and Roads.
  • In-Game Asset Editor, specifically for changing color or choice of alternative textures (_sub.png), various additional textures and sub fbx files would have to be included or else it won't work. I guess CS could label these as "Premium Assets. 

Map Editor:

  • Bigger Map to accommodate multiple large cities and smaller zones for farming, industries and whatever. 
  • Allow more outside connections without the use of mods.
  • Allow any type of network to be drawn for better planning of the city main infrastructure.
  • Allow underground/tunnels without the need for mods.
  • New "Deep Carve" terrain tool to actually carve out deeper caves for your Neanderthal settlement lol. 
  • New "Align & Snap" tool for carving straight edges for channels and harbors.
  • Find it mod available by default.  

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I would like to see the Unity Engine updated to the current one as it is more optimised and memory/cpu friendly. Right now my poor SAndyBride-E 16-cores is struggling with 600k people and was forced to buy new cpus. Not just for Cities Skylines, but I also play Rust , which also used Unity3D, and man, that game is way more intensive than Cities

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