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ghosty20

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Everything posted by ghosty20

  1. Just got a look at the new Highrise City game as now listed on Steam and has a demo.. Does look rather interesting as it looks like it adds in a whole lot more.. https://store.steampowered.com/app/1489970/Highrise_City/
  2. I would just unsub from the District UI Tweaks: Hide Names mod and use the Toggle It mod, as I am finding that one is working and was updated a couple days ago..
  3. I have just subscribed to Toggle It! and it is working fine, could be another mod interfering with it.. Toggle It! was just updated so should be working and it has the option to turn off district names and policy icons, among other things.. https://steamcommunity.com/sharedfiles/filedetails/?id=1764637396& If you are using District UI Tweaks: Hide Names that mod will throw up an error as it is has not been updated in four years..
  4. Network Skins 2

    They are since if you read the post the link goes to, Network Skins 2 uses a newer version of Harmony and as such some mods will not work properly..
  5. Here is a list of mods that I am using that so far seem to be working alright with Campus, I have done it in image form due to the amount that I am using and so far the only one that said anything was TMPE that warned me I was using an old version of the mod.. Will let everyone know if something crops up error wise but so far so good..
  6. Sounds like the Demand Master Mod is doing it and I would turn it off, and see if things change..
  7. Cool thanks for the spreadsheet boformer makes things much clearer and is good to see the quick update for Loading Screen Mod.. One other thing your alpha 3 of Network Skins 2 works a treat..
  8. Liking also what comes part of the free patch, industry gets a boost with a new city planning policy industry 4.0.. Also cims now have where they work as standard as well as a job title, be it employee, manager or CEO and so on.. And as such work buildings can now be customized to have assigned job positions, so by the looks cims can now work their way up the ranks in which ever place they work at which is awesome.. Also there is now as standard bus line customizer so you can now assign what types of buses you want on that line, to which you will get a new school bus model as well.. Oh and to not forget you get a new public library and academic library as well.. The more I see of this new dlc the more I am liking it.. The big change is that each level of school is now assigned an age range and will fix the over education problem.. The video I linked explains how it will now work..
  9. This looks very cool, love how they are now going to expand on the higher education part of the game and make it more interesting..
  10. The last video was awesome have to wonder with that much detail you must either get a lot of lag or have a supercomputer..
  11. Network Skins 2

    Ahh k, will have another try of alpha 3 as unfortunately my game is heavily modded.. Ok I started a new game and there was no issue, so must of been something to do with going from alpha 2 to alpha 3..
  12. Network Skins 2

    Just installed the alpha 3 and got this error.. The Mod C:\Users\Name\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods\NetworkSkins2 [0Harmony.dll, NetworkSkins.dll] has caused an error [ModException] Details: System.Exception: Unknown type: NetworkSkins.Persistence.ActiveSelectionData+Data, NetworkSkins, Version=1.0.7045.15345, Culture=neutral, PublicKeyToken=null at ColossalFramework.IO.DataSerializer.ReadSharedType (ColossalFramework.IO.LegacyResolverHandler customResolver) [0x00000] in <filename unknown>:0 at ColossalFramework.IO.DataSerializer.ReadObject[Data] (ColossalFramework.IO.LegacyResolverHandler customResolver) [0x00000] in <filename unknown>:0 at ColossalFramework.IO.DataSerializer.Deserialize[Data] (System.IO.Stream stream, Mode mode, ColossalFramework.IO.LegacyResolverHandler customResolver) [0x00000] in <filename unknown>:0 at ColossalFramework.IO.DataSerializer.Deserialize[Data] (System.IO.Stream stream, Mode mode) [0x00000] in <filename unknown>:0 at NetworkSkins.Persistence.ActiveSelectionData.OnLoadData () [0x00000] in <filename unknown>:0 at SerializableDataWrapper.OnLoadData () [0x00000] in <filename unknown>:0
  13. Network Skins 2

    Okay did some preliminary testing, I am using the 81 tiles mod but not sure what you mean, with the pillars.. The road parallel tool does not work, the road guide will show two roads but once laid only one road shows up..
  14. Came across this awesome mod that simplifies roundabout creation to a couple of clicks.. https://steamcommunity.com/sharedfiles/filedetails/?id=1625704117
  15. It is possible to do that but it is to find a map that does not use them, though you may come up against traffic issues and more.. And yes you can play a city from the start with all features unlocked, infinite money, resources and soil.. So you don't have to worry much about the in depth side of the game..
  16. Simple at this point in time be selective on your mods as is always the case come a new DLC.. Well it seems that most mods are working well as is bar a few such as Loading Screen Mod (being worked on).. Also Traffic Manager President Edition, which while it sort of works, the Toll Booths do not work properly ie: do not generate income..
  17. Yeah just checked out myself the other interesting thing is the custom naming of things in the Theme Editor..
  18. And another from Biffa this time starting from scratch on a new city, is 30 minutes long so be prepared..
  19. Biffa has just uploaded a video of his first look at the new Industries DLC, it is a long one but always interesting to see the new things in play.. One thing that he does mention in the video is what will eventually happen to the vanilla game industry.. Also be aware it is a spoiler video of sorts as he does show every new item in the DLC, the one thing that I can say though by looking at this video, this DLC is going to add a whole lot of complexity into the game which is going to be very cool indeed..
  20. Here is the next in the series and this one talks about the industry zone main buildings and how they work..
  21. Here is the next dev diary for industries and the video and all I can say is this DLC is looking sweeter by the minute.. https://forum.paradoxplaza.com/forum/index.php?threads/cities-skylines-industries-dev-diary-3-supply-chain-part-1.1123961/
  22. You mentioning RICO and what CO seem to have done with industries, it does look like CO have gleaned some ideas from the RICO mod and added their version of RICO into industries.. And if so who knows what else could be done..
  23. At this point it may be down to modders to see how creative they can be with this new DLC.. You will notice how CO have added in some of those community mods such as Toll roads, there was another but can't remember what it was..
  24. From watching that second video you can have end production facilities such as a furniture factory and so on.. The video goes into how you have the forest lot, and from that you have a sawmill to process the logs from the forest lot, and there is also a lumber yard to store excess logs.. And then you can plop down a furniture or toy factory to turn those raw materials into saleable goods.. So this DLC really does look like it is going all out with adding in a lot of micromanagement into the industry side of the game..
  25. I think the whole thing for the next DLC is to expand on the 4 primary industries, to add in a lot more management of what happens from the field to factory to shop.. And another video which does give a bit more of how this DLC will work.. And as in my other post they are doing to primary industry, what they did to parks in Parklife..
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