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City-building game(s)

Found 3 results

  1. UPDATE: This thread is no longer being maintained. Information within may be incomplete or obsolete, and is kept here for legacy purposes. CITIES : SKYLINES ASSEMBLIES REFERENCE What is an assembly? In C#, the language Cities : Skylines is written in, " An assembly is a file that is automatically generated by the compiler upon successful compilation of every .NET application. It can be either a Dynamic Link Library or an executable file. " - From CodeGuru.com In this case, I'm talking about Dynamic Link Libraries, also known as DLL files. More specifically, I'm talking about the libraries of code the game uses. They can be found inside the game installation directory, usually in "C:\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed". If you look in this folder, you'll find 18 files, only three (for now) of which we will be dealing with in this thread. They are: Assembly-CSharp.dll ColossalManaged.dll ICities.dll NOTICE: Publishing decompiled code is illegal and would get me in serious trouble, so I will be limited in what I can show you on here. In order to better understand this topic, you will need to examine these assemblies yourself. There is plenty of information on how to do this online. One good way is to get ILSpy. This topic will just be about what the classes, fields and methods are and do, and an attempt to bring light into the way the game works internally. I won't actually be showing you any of the actually code. Also, at some point this topic will get too large, so I will probably just move the entire thing to the official documentation site, if possible, and link to it from here.
  2. Welcome! In an effort to bring some organization to the CSL Steam Workshop, this thread is a showcase of key authors to watch out for. Now we can confidently plunge into this project after receiving plenty of encouragement both from the community, as well as from our friends over at Paradox Plaza. Listed authors may develop items which you think add something beneficial to the game, and you believe others may find useful (in terms of quality, stability & ease of use). In essence, it's a list of the very best authors out there, with links to their Workshop pages & examples of content. Mission To improve the gaming and modding experience of the CSL community by suggesting and encouraging quality standards. Also to provide an incentive for authors to adhere to them and adopt better practices -- both in their modelling process as well as the publication process. Vision An organized, quality-brimming Workshop and a vibrating, dynamic, constantly improving wider community of users and content creators. Please post below to suggest new authors for consideration! (Original template format created by TPB, now maintained by the CSL Info Squad). _______________________________________________________________________________________________________ The list will be organized into categories (please feel free to suggest additional ones). MODS Includes authors of any type of mod (by "mod" we mean anything that is code based, as opposed to game assets). MODELS Authors who create buildings using models from outside the game. Any asset type, including intersections, if they have custom models (yes it's possible). TRANSPORTATION Authors who create intersection assets, transit stations, or anything else transport related. There are a ton so we will limit it to the very best. TREES & PROPS Authors of eye-candy content. Flora, props, and any other asset that doesn't really affect game mechanics. RESKINS / REBUILDS Authors who are very good at re-building things using either in-game templates and props or other people's props and models, but with significant improvements in style and functionality. LUTs Authors of Colour Correction Overrides. MAPS The best map creators (in terms of realism, terrain features & playability). If you think you should be on this list and are not, please feel free to suggest yourself for consideration. However, keep in mind you'll only be added if you meet these standards: Your assets/mods are crafted with a high level of professionalism. Your assets/mods have detailed descriptions of what they do, how they work, their stats, tris count, texture size, etc. You have been seen to be active, responsive and productive.You update your mods and assets, fix bugs, respond to feedback, improve. Most of your assets/mods work as intended.They don't conflict with other mods, they don't corrupt saves, and ideally, don't cause your saves to break if removed. Most of your assets/mods are original, relatively difficult to make. At least one of your workshop items has 2000 subscribers or more.There can be exceptions to this if your content is incredibly good if still unknown. We know that a lot of the authors we'll be adding don't really conform to all these standards, but their work in general deserves recognition. Author names should be using their STEAM names always, so we can find them. _______________________________________________________________________________________________________ "Who to follow" on Steam Workshop? - Simtropolis Selection Note: the list is not in order of importance or ability. MODS MODELS TRANSPORTATION TREES & PROPS Coming soon! RESKINS / REBUILDS Coming soon! LUTs Coming soon! MAPS Coming soon!
  3. 12th May UPDATE: We're pleased to report the CSL Info Squad is now officially up and running! However, if anyone would still like to participate, you're not too late. Applications shall remain open for the foreseeable future (just reply to this thread / send me a PM). ______________________________________________________________________________________________________ Hi everyone, You may be aware TPB had been recently organising two useful resource threads for the game: Steam Workshop "Who to follow" suggestionsModding properties information However, due to personal circumstances, he's not currently able to continue updating them. Therefore, with TPB's approval we've decided to open these topics for the community, to contribute and share knowledge of CSL workshop content / modding. Basically, this would involve being given access to a shared member account. The two topics will be posted under this account, with the existing info being copied over. As a team member, you can then login and make updates (edits) to the information in the initial posts. Additional helpful resources may also be created along the way, or at a later stage. It's really designed to be a collaborative effort, making it easier for info to be consolidated. If TPB is able to return in future, he can be invited to join the effort and assist with supervision. Ideally this opportunity is best suited for those who play the game, and have either: a) Knowledge of content on the CSL Steam Workshop. OR b) An understanding of the game's modding mechanics (you don't necessarily have to be a content creator, just have some basic knowledge of how it works). OR c) Some familiarity with creating custom models for the game. If you'd like to join this initiative, please post below! (Or alternatively, you can send me a message). Once we've got a few people on board, I'll send invites to join a private discussion -- here more details about the team account will be provided. If you've got any questions about this, or would like further clarification, please ask. Thanks! -CB
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