Jump to content

Klyte45

Member
  • Content Count

    104
  • Joined

  • Last Visited

Community Reputation

173 Grand

About Klyte45

  • Rank
    Backpacker

Recent Profile Visitors

2,740 Profile Views
  1. Version 0.0.4

    123 Downloads

    This mod is the successor of the CS1 homonimous mod. It allows changing vanilla methods of name generation to custom name sets. You can find several name files at Addresses Files repository at GitHub. These files will work for both CS1 and CS2 versions of this mod. NOTICE: Surname files are not compatible with the CS2 version. To make them compatible, open the file and remove all text like {0} from the file. This is done automatically when using the ingame Addresses Files' GitHub importer. Installation & Prerequisites This mod requires BepInEx 5 (the support for v6 is being considered for next months) This mod also requires Extra UI Screens installed After having BepInEx and EUIS installed, just unzip this folder under plugins folder. The mod will be automatically enabled in the game News in 0.0.4 Addresses Files repository integration ingame: Now you can browse by the repository searching for files that will fit your city needs without needing to get out the game! There's a button in bottom of Nameset Management tab to import files directly from there. Warning: Due this using an simple GitHub integration, this only will work for 60 requests/hour. If this limit get exceeded, you shall wait an hour to retry or download the files manually via OS browser. Ingame file editor/creator: You also not need to open an external editor to edit a namefile. Just select the option to create a new file or edit an existing one to open the editor screen. Add one entry each line to make it work ingame. Other current features In-game filename viewer, showing the weight of each word. Words with a higher weight tends to appear more frequently Raise word weight by creating several lines with same content in the name file. Organize your file names using subfolder in the namesets folder (NEW) Choose files to override name generation of: Male cims Female cims Surnames (are last names as default, but may be inverted to follow oriental standard) Dogs (NEW) Roads (Global and by district) Districts Roads qualifier rules editor (NEW) Use ingame UI to create several rules to differentiate streets, avenues, highways, etc by their characteristics Very limited options to customization at this moment, might be enhanced later Use district and road names to name your public transport stations! (experimental) Experimental mod warning! This mod may cause issues in the game due their early stage of development. This may be updated in the future until the official platform PDXMods get done and released Support The most up to date information about installation and known issues and bugs is at the XTM Support Topic inside of Cities Skylines Modding Discord Server. As well, follow Kwytto bot at Twitter to get news about updates.
  2. Version 0.0.5

    247 Downloads

    This is successor from both Transport Lines Manager (TLM) and Improved Transport Manager (ITM) from CS1. The overall idea is bring some tools to better manage and visualize the public transport of the city. Installation & Prerequisites This mod requires BepInEx 5 (the support for v6 is being considered for next months) This mod also requires Extra UI Screens installed After having BepInEx and EUIS installed, just unzip this folder under plugins folder. The mod will be automatically enabled in the game Current Features Auto color - import palettes to the city then apply to transport type 20+ default palletes included. Create your own palettes using the game UI Palettes can be grouped in "folders" to organize better your library Palettes used in the city are now saved along them. No more issues if changing the global palettes! Line listing - Very simple by now, might be improved in the future Detailed linear map - View detailed info about stops, vehicles and also transport integrations Customize line naming - You can use the game name pattern to use the route identifier as you wish, using any kind of characters Lines shields - like it was in TLM: Hexagon for buses Trapeze for trams Square for metro Circle for passenger trains Diamond for passenger ships Pentagon for passenger airplanes Octogon for freight trains (NEW) 8-point star for freight ships (NEW) Thick square cross for freight airplanes (NEW) Experimental mod warning! Since it's a very complex mod, it may cause issues in the game due their early stage of development. This mod may take months until get the same number of features it had in CS1. Support The most up to date information about installation and known issues and bugs is at the XTM Support Topic inside of Cities Skylines Modding Discord Server. As well, follow Kwytto bot at Twitter to get news about updates.
  3. Version 0.0.7

    382 Downloads

    Use additional monitors This mod is designed to allow use any screen available in current PC to show other mods information. It also allows creating a new overlay over the game screen, both integrated with game and as a new separated layer (as it was an extra screen). Modders can take advantage from this mod to create complexes UI, like report tables, map drawings or advanced mod setups. This mod is just a platform for other mods, it does almost nothing in the game alone. Installation & Prerequisites This mod requires BepInEx 5 (the support for v6 is being considered for next months) After having BepInEx installed, just unzip this folder under plugins folder. The mod will be automatically enabled in the game Ingame usage If you have any additional monitor installed, loading the game for the first time with the mod will make all monitors shows an EUIS "desktop" with all EUIS applications enabled by default. You can disable monitors by configuring it at settings menu mod's section. If you have a single monitor, you can find the EUIS screen by pressing Ctrl+Tab shortcut. This is enabled by default also when you have additional monitors however. To disable it, just disable using monitor 1 at settings. The "start like" button will show all applications already installed in this session. For now I have two other mods that have EUIS support: Addresses CS2 and Extrended Transport Manager (ST links here soon). You can configure in which monitors you want to see the applications in the taskbar. Due to Unity limitations, you can have up to 7 extra screens (plus the main screen by using Ctrl+Tab) For mod creators Check the base react project at my GitHub to get instructions about how to create a new frontend application into EUIS. Soon will be available a base project for creating mods windows over the vanilla UI keeping the interactivity with vanilla UI. Also there will have a way to add simple buttons to toggle tools in the vanilla UI in a dock group - like Unified UI (UUI) used to do in CS1. The mod window over vanilla UI explained above also will generate a button there. Detailed tutorials soon! Feature roadmap - ✅ Allow using extra monitors available as UI container for mods apps - ✅ Allow selecting which app to be available each screen - ✅ Allow creating a new layer over main screen (toggle using Ctrl+Tab when enabled) - ✅ Allow each mod to create more than one app for different purpoises - 🔜 Allow creating integrated apps in the main game UI - 🔜 Allow creating a shortcut toolbox for tools like UUI did back in CS1 - 🔜 Allow have more than one app open in some screen - ✅ Disponibilize basic project for modders to create apps in extra screens/main UI overlay - 🔜 Disponibilize basic project for modders to create integrated apps to main UI Notice Cities Skylines 2 uses Coherent UI to emulate a simplified version of Chromium to render the game UI, so not all common web features are available to use in game UI. For more information check the Coherent UI documentation Experimental Mod Warning Since it's a very complex mod, it may cause issues in the game due their early stage of development. However, by the nature of this mod it's very unlikely it to break after game updates - but watch out the mods that may be using this mod as UI platform because they may be sensible to game updates. Support The most up to date information about installation and known issues and bugs is at the EUIS Support Topic inside of Cities Skylines Modding Discord Server As well, follow Kwytto bot at Twitter to get news about updates.
  4. I hope there are space for me =V Name: Klyte45 Gender: Male Zodiac: Gemini
  5. Digging using the golden shovel here... Well, the non-beta version of Custom Zone Mixer was released yesterday: https://steamcommunity.com/sharedfiles/filedetails/?id=2055972178&tscn=1586625297 Tutorial video: Well, it's not exactly what AJ3D was planning for RICO, but this mod can be a start point to change the overall zoning behavior. This mod initially allow to create 7 new zones with mixed types - various different zone type buildings can grow in a block based on the highest demand between them. But this also can evolve. An ideed mixed zone building can be created (as example: commerce + residential buildings) if the zone allows both at same time. It would require some asset configuration and a little of change on CZM mod. The medium zoning also is an interesting concept that can be added too (maybe consuming 2 of the custom zones if it get applied) using the AJ3D declared concept of getting the mesh size to reclassificate them. The demand management also can be improved inside the CZM. Don't know if it makes sense in current game stage. The only thing that I don't have idea if it's feasible to do in the game is to change the zone size. MAYBE it can be done considering that a zone block actually manages 32 tiles, not only 16 (that's the biggest lot size nowadays). But the layout only would grow along the roads, not to away from the sidewalk (at least I guess). Also, the AJ3D code could be used in this mod, most of it may be still applying to the current game version. I hope you'll like it =V PS: I still being notified from comments from here, even being away that long. So feel free to tag me =V
  6. ~Digging here using the golden shovel~ Almost 4 years after this topic being posted, finally we have a mod for this.
  7. Well, I have the old files of SimCity Brasil, the second version. If you think is necessary I can search if there's have his avatar. Also, I should have their sign info in the forums archive, there's some topic of happy birthday somewhere... Just tell me if would help and I will open that old chest
  8. KREW - Klyte's Region Exporter as Webpage

    I will try to make an executable version to make this command line transparent to the user, like I did before for some buses models installers. ------------ Vou tentar colocar em um executável a partir das próximas versões pra fazer esse comando ficar transparente pra quem usar o arquivo, como já foi feito nuns instaladores antigos dos meus ônibus.
  9. KREW - Klyte's Region Exporter as Webpage

    I only could start guessing something after opening the SC4 file (that's a dbpf compressed file with a lot of other compressed files inside) and then finding the object in the TGI that I mentioned in the description. I decompressed and started to read the file based in the pseudo code model I've linked in the description too. After this I've spent some time looking for that numbers and trying to understand what they mean, because not all is full known - like the RCI info's 1, 2 and 3. The budget value even doesn't appear in the pseudo code phases, but I could guess it looking for the bytes which are not full known and I find the pattern with a lot of 500,000 values in hex of new cities data, in a common offset from end of the file. And this work for many cities, not only for new, but I don't know where it is if the values are missing in that location in the city file. And because this, the budget value shall be interpreted as a beta functionality. You guess is right, it's actually compressed, indexed and compressed again!
  10. KREW - Klyte's Region Exporter as Webpage

    By now, there's no file browser. I didn't had time to make this and I chose to spend more time with the webpage. May it can be added later. Tables are a problem... They don't fit if the space is limited. I made this page based in a minimum resolution of 1280x720. Any resolution below this will break the layout. I will see if at least the x-scroll can be enabled for this table when it get limited. The city selection was done this way because the images doesn't have this border actually. The game selection mode is much better than the implemented, but is would be a lot of work for a little thing in my opinion.... May some localization is missing. It shouldn't be shown this way. I will double check. Thanks! Edit: there's a bigger problem: I don't know what that data really is. I know it's about residential or commercial or something like it, but I can't ensure what that's relates to. I can't find the correlation yet. The same for the info 1, 2 or 3 columns groups. I don't know what them really means.... Any help is welcome!
  11. KREW - Klyte's Region Exporter as Webpage

    The scroll is done by clicking with the middle button. The budget value is in beta (it's described on city detail tooltip) because it's a floating address at the end of region file which isn't completely decrypted. I will update this in the next map version. Thanks!
  12. Version 1.0.0r3

    656 Downloads

    This tool allows to export the region view as a local webpage, with a default template. This extract almost all data from TGI 0xca027edb, 0xca027ee1, 0x00000000 which was almost decrypted entirely. Most of the data shown at webpage have this real label inaccurate or unknown and can be reviewed when some new info get researched. The region data lies in a json file generated in the output folder and can be used in other places if you want. An example of the generated map can be found here. (Beware: very heavy page because of the image data) NOTICE: only created cities are shown in the map. If there's no file for the city in the region folder, it won't be exported! The region file is described here. Requires Java 7 or newer. Be a Patron and help me to keep making more stuff.
  13. *** cleaning the dust in this topic *** The Transport Lines Manager (TLM) is now in version 11.1. The new functionalities are explained in this video I recorded yesterday. I hope you like. =V
  14. Well, I forgot to post here, but last weekend I reposted the Transport Lines Manager Reborn and the Service Vehicles Manager because of a new common dependency: Klyte Commons. In this toolbox mod, I will put the common functions of the mods which I release since now. Some rebuild in the old mods (like Touch This and Ship/Airplane lines) must be done later in this year. The toolbox must help in the performance of game, since this common code will be loaded only once (and not in each mod subscribed).
  15. Service Vehicles Manager was released! This is an option for SVS to those which uses Transport Lines Manager Reborn. It haves the main functions of SVS and more. Main Features: Asset selection: By District or by building. Note the district configuration inherits from whole city configuration, if isn't set! Vehicle color selection: By District or by building. Note the district configuration inherits from whole city configuration, if isn't set! INFO: Isn't possible to set custom colors to vehicles with lights effects (like police and ambulance) because the color layer is used by those effects. Building lists: Each service vehicle type have their own building list in a new panel. Building window: Each building can open a new window with extra information about jobs and local configuration. The models and the color can be inherited from district or can be customized by building. District configuration tabs: You can set the default models for all the buildings at district - or to whole city - for those districts/buildings which have no configuration set. World Info Panel shortcut: Any service building have an yellow button which opens the new SVM window with the new controls. Notes: The train, airplane and ship tabs are used for the regional lines. But, the passing vehicles (which goes from an outside connection to another) aren't managed for this mod. The regular train lines (also ship and plane if you're using the Airplane Lines or Ship Lines tools) still managed at TLMR.
×