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Everything posted by DaEgi
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the only docs I know of are ronyx69's excellent website https://cslmodding.info/ which is mostly related to asset creation and http://www.skylineswiki.com which is down atm xD besides that, you should check the game code with tools like dnspy / ilspy to get the info you need. its not always easy, but doable. regarding the variables, my advice is to check out mods that already do something similar or just come up with a solution yourself. there is already infrastructure in place to get additional data into and out of savegames, so the tools are there. you "just" have to learn to use them
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not worth to make a bugfix mod for that or is it?
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Correct custom road texturing?
DaEgi replied to Feare's topic in Cities: Skylines Modding - Open Discussion
check out https://steamcommunity.com/sharedfiles/filedetails/?id=1122189715 -
My First Building
DaEgi replied to von_Maximilian's topic in Cities: Skylines Modding - Open Discussion
looks good keep it on. -
DLC Idea: The Super-Rich and Super-Poor
DaEgi replied to boformer's topic in Cities: Skylines General Discussion
haha .. though this was genuine until Growable mansion assets which are up to 6x6 in size hidden engine upgrade? ;)) anyway .. i love the ideas. i really think that the wealth mechanics that are already in the game should have more depth. I also like your ideas so far Here are a few adjustments and some ideas to make it even more realistic: The Super-Rich: They pay a lower tax rate due to tax avoidance. Most of them will not work at all, or only work occasionally in overpaid job positions. They avoid community pools at all costs because they all have their own pools. New special buildings for your city will attract the super-rich: Private clinics Private security The Super-Poor: Poor cims already living in the city can become super poor due to illness, crime, drug abuse or a mayor bulldozing their homes. Super poor cims can even live on the street or in parks without any shelter and tend to gather in spots with lots of pedestrian traffic. Living on the street they lower the tourist attractiveness of the city and the happiness of some pedestrians walking by. Most of them will not work at all, or only work occasionally in underpaid job positions. Various special buildings to improve the situation of the super poor like shelters for the night that are free of charge, or supervised injection sites reduce the cims on the street and increasing tourism attraction and cim happiness, while reducing medical care need. They come with a big NIMBY penalty though and lower land value around them. -
Make a true 1:1 map with this guide
DaEgi replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
nice, in that case i just wonder why it was assumed 18km in the first place. i guess nobody bothered to check it -
Make a true 1:1 map with this guide
DaEgi replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
How did you end up with 17.28km? -
Coder looking for a visual artist
DaEgi posted a topic in Cities: Skylines Modding - Open Discussion
Hello, I have a new mod in the making that could use some beautiful icons. Basically it is supposed to be a bigger and better version of "City vitals watch". https://steamcommunity.com/sharedfiles/filedetails/?id=410151616 Instead of bars, I am going to use icons, but I need icons for stuff that the game does not provide. Anyone here who wields some visual artist skills and is interested to contribute to a mod? -
Coder looking for a visual artist
DaEgi replied to DaEgi's topic in Cities: Skylines Modding - Open Discussion
I guess I'll just release it without icons and see if I can find someone afterwards. -
Coder looking for a visual artist
DaEgi replied to DaEgi's topic in Cities: Skylines Modding - Open Discussion
Sry, were busy. Here is a list of all the "Items" currently in the mod. The missing icons are marked. https://www.dropbox.com/s/ultfz4omk9lgxhp/Stats Icons.ods?dl=0 Mod name is not clear yet. This is just the working title Iconformat is .png though I am not sure if separate files or a sprite map is better, have to find that out. If the regular in game icons will still be used ... then the new ones should also be 36x36px in size and have roughly the same white padding. For regular game icons see http://skylines-modding-docs.readthedocs.io/en/latest/resources/UI-Sprites-1.html The used button states in the mod are 'Normal', 'Hovered' and 'Pressed'. -
Coder looking for a visual artist
DaEgi replied to DaEgi's topic in Cities: Skylines Modding - Open Discussion
Ok lets start with a screenshot of the current state of the mod. It is easier to explain that way: Atm this is what the mod looks like. These are some of the interesting values that the game provides and most of them can also be reached through the InfoView in the upper left corner. But there are more, some of which you won't see anywhere in the game UI directly but that the player should see imho for gameplay reasons, for example the sum of all ambulances currently in use / total count of ambulances. These numbers are also as important to understand what is going on with your hospitals. In the spirit of "City Vitals Watch" (CVW) and "Extended InfoPanel" I want the player to see these values at one glance. But I don't like the bars of CVW since they take too much screen space and also I want to see much more of the values that CVW provide atm. Also I normalize all values so that "high is always bad" so that the player don't have to think twice if a high value is good or bad in that case. So the 7% up there is "Traffic Jam" meaning 93% Traffic Flow. There will options to configure this panel, what to show and also when to show. And I have lots of ideas of how the mod can be improved further. But as you can see I have this major issue. The game provides only that many icons. For education the game has only one icon, but I need distinct icons for elementary, high school and university. They icons should be similar in style to what the game currently provides so that players grasp intuitively what they mean if they know the standard game icons already, but that is open for debate At least they should have a consistent look in the panel. If you are still interested, I can give you more details. A list of all icons needed, sizes (open for debate), etc. -
Badi_Dea's Workshop - Post Office Released
DaEgi replied to Badi_Dea's topic in Cities: Skylines Modding - Open Discussion
Modular buildings would be sooo awesome. I always though that it would be great, if we could start with small service buildings that are only enough for a small town and then upgrade them once the town starts growing. Tell me if I can help you somehow @Badi_Dea.- 129 Replies
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Is It Possible To Make New Powerline Pole Types?
DaEgi replied to Aaron Graham's topic in Cities: Skylines Modding - Open Discussion
awesome, thx for making the author aware of that. looking forward for an updated version- 14 Replies
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Problem LOD after Green Cities Update
DaEgi replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
you mean they sneaked in another LOD level and never told us ? XD -
Is It Possible To Make New Powerline Pole Types?
DaEgi replied to Aaron Graham's topic in Cities: Skylines Modding - Open Discussion
https://steamcommunity.com/sharedfiles/filedetails/?id=1241372591 https://steamcommunity.com/sharedfiles/filedetails/?id=1241828431 came out yesterday and today both are beautiful although I wish we could make the cables thinner.- 14 Replies
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Additional Public Transit
DaEgi replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
@Tim The Terrible forget release dates, all they do is lower product quality. its done when its done, no compromises- 1,259 Replies
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Deeper zones? Well, why not?
DaEgi replied to boformer's topic in Cities: Skylines Modding - Open Discussion
well, I am not involved so I can't say anything at all really. -
Deeper zones? Well, why not?
DaEgi replied to boformer's topic in Cities: Skylines Modding - Open Discussion
you can pick it up -
do you have some optimal settings? I am interested in a more realistic and less artsy look. but I have no idea what the optimal values for such would be. I have followed your advice regarding the settings for ultimate eyecandy and daylight classic. without a lut and in relight everything set to 0 it look as if my city has some smog issues .... which is maybe more realistic than I'd like it to be .relightaverage and .relightneutral look much better, although everything seems to dark for a sunny day at noon.
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Here are the factors for residential stuff: Available Jobs (+ | +) Available living space (free households) (- | +) Unemployment (CIMs in your workforce that have no job) (- | -) Homeless CIMs (this happens if you bulldoze houses or enjoy a tornado while CIMs are in shelters) (+ | -) Taxes ( | -) This is for resident demand, and incoming resident demand. The numbers (+ | -) is what the affect is on both. The first is what your RCI graph tells you, the second affects how many CIMs are coming into town. So for example: If you have a lot of available living space (meaning houses that are not full and where CIM can immediately move in) it has a negativ effect on RCI but a positive effect on incoming residents. The idea here is, that your RCI is lowered so that you don't build new residential zones since you have a lot of free houses or flats anyway, but since there is a lot of space to move in, more CIMs want to move in. Taxes are calculated after that and lower the demand. They seems to affect only the incoming demand for residentials at least. But I have not checked taxes very well, maybe you can find out more. So in order to verify the data yourself, or get the exact formulas you do the following: The game logic is written in c# and c# is compiled to IL. Get ILSpy or JustDecompile, both free tools that produce c# or vb out of IL. Use the tools to open 'Assembly-CSharp.dll' For me (steam-user) it is in C:\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed The methods you are looking for are in the ZoneManager, CalculateResidentialDemand(...) - the RCI part CalculateIncomingResidentDemand(...) - the influx part CalculateResidentialDemandOffset(...) - the part the applies the tax reductions just search for the methods and go from there. the tools provide you with convenience functionality, so you can find out what method is called from where etc. Programming experience is helpful but not necessary, you can find out by staring long enough at it and thinking hard
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Deeper zones? Well, why not?
DaEgi replied to boformer's topic in Cities: Skylines Modding - Open Discussion
wow, this is ... just epic!! everything i have wished for and more!!! -
Network Extensions Project
DaEgi replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
Hello together, thanks for all the great work. I have a question/suggestion regarding "dynamic roads", where you can add lanes on demand. As far as I understand the problem, there is no way to make roads "dynamic", since the pieces must be are precalculated and prerendered. But is it possible the fake this via a lot of premade roads and an more sophisticated upgrade tool? My idea would be something like this (additional upgrade buttons with nice icons and a well designed placement): (toggle left parking) (Remove left lane) (Add left lane) (increase width) (Change median) (tooggle bus lanes) (toggle bike lanes) (toggle tram tracks) (toggle decoration) (Add right lane) (Remove right lane) (toggle right parking) you could start for example with a regular 2 lane road. if you select "add right lane" and click on a 2 lane road segment, the tool should realize that it has to upgrade the 2 lane road segment to an asym. 1+2 road. another click would upgrade it to a 1+3 road, or to a narrow 4 lane road with "add left lane". the narrow 4 lane could be upgraded to a 2+2ave ("Four-Lane Road") with "increase width" etc etc. I imagined an upgrade tree with some gaps atm and the upgrade tools would skip these gaps if intuition allows, but these gaps could be filled up with time and lots of effort, and the upgrade tools would upgrade accordingly. (Add left lane) (increase width) (Add right lane) are of course the most important ones. Is something like that possible? Have not checked out the netcode yet.- 813 Replies
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- network extensions
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Cloud Assets Experiment
DaEgi replied to Mr_Maison's topic in Cities: Skylines Modding - Open Discussion
beautiful !!!- 24 Replies
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Maxis Seasonal - Residential & Commercial Lots
DaEgi commented on PaulSawyer's file in Gameplay Mods
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All industrial, no residential or commercial?
DaEgi replied to andre8's topic in SimCity 4 General Discussion
you should check if your city has enough parks and stuff like that. also check if you have build all the interesting rewards like stadiums, airports and stuff. you could also download this to get more info about your current situation: http://www.sc4devoti...php?lotGET=1831 are there enough connections to neighbor regions, maybe you have hit a demand cap? you can also play around with taxes.
