Thứ Sáu, 7 tháng 8, 2015

Mod Building Themes (Beta)

Mod Building Themes make possible applicable building or topic for an entire city district in game Cities: Skylines. Only the building is contained in one of the selected topics will grow up in a district.
Mod Building Themes are not compatible with:
– 81 Tiles
– Runways and taxiways
– Develop simulation Overhaul
This Mod Themes Building what can be done:
– Add tab ‘Themes’ district policy panel
– Filter the buildings in the district are operating under the theme districts.
– Provides two built-in themes, “Europe” and “internationalization”
– Store building topic in an XML file ({Steam folder} \ steamapps \ common \ Cities_Skylines \ BuildingThemes.xml)
– Allows to add custom themes and extensions built into the theme through the XML configuration file (The latter will be able to user interface – see section ‘upcoming feature “)
– Saving data in XML files districts for every game saved (buildingThemesSave_ {ID} .xml). They can be found in the Steam folder {} \ steamapps \ common \ Cities_Skylines \ Cities_Data. Cloud saves support too. To delete the assignment topic just delete the files are stored. Cities Skylines Mod
– Use the tab ‘Themes’ Themes Building in mod to enable or disable the theme districts. Players can assign any number of active threads. Without the active theme for the district it would mean that any growable allowed.
– Biome’s native theme will be enabled by default (theme ‘Europe’ for the biomes ‘Europe’, topic ‘international’ to ‘Boreal’, ‘moderate’ or communities organisms ‘tropical’).
– Topic is specified across the city in the game Cities: Skylines will be applied to each new district players added automatically.
– If the player redraw district boundaries of the buildings of the district, not issue will not disappear. When it is time for them to upgrade them to level up to a building permit in the district. Themes Building mod should be compatible with most other mods to achieve the best performance.
Note:
It will not be broken by the player if the player saved games to disable it
It does not unlock European growables biomes outside Europe or vice versa. Use Unlocker European Buildings for that.
How to Add Custom Themes Themes Building mod:
We created some “Theme Mods” which automatically adds new themes. The mods do not include building model requirements! Track construction Collection is mentioned in the description mod Building Themes! Players will find new topics in policy tab ‘Themes’. Construction Theme: English terraced house. Add a theme restaurant build Britain. Do not forget to upvote rik4000 creative! Without his great work, this topic will not be able to afford it!
– Build Theme: The Neo-eclectic
Add a low-density houses built American theme. Do not forget to upvote Gutattos creative! Without his great work, this topic will not be able to afford it!
– Build Theme: The American Trailer
Add a low-density houses built American theme. Do not forget to upvote DethKwok creative! Without his great work, this topic will not be able to afford it!
– How to Add Custom Themes And Fixing The Built In Topic: Configure XML
Players can also add custom themes by editing an XML configuration. It can also disable the buildings were built in the theme.
– To find the internal name of a warehouse property, use this mod Themes Building.
– Upcoming Features:
Develop UI Manager: Allows the player to create his theme without editing XML files (supported vanilla and custom properties)

Thứ Hai, 3 tháng 8, 2015

Mod [Aris] Enhanced Garbage Truck Ai

Monitoring services to ensure that trash dumpers are sent efficiently. See more:
– [ARIS] Enhanced AI Hearse
– [ARIS] Clear Car Stuck
Overview
Compared with vanilla AI, AI this:
1. Official much as garbage trucks as needed, as long as the landfill / incinerator is incomplete. Players will no longer see the landfill / incinerator not send out machines running the garbage truck, while your city is being overrun by spam.
2. garbage truck to scavenge efficiently. For a model for trash pickups, waste collection vehicles will be dispatched to solve the model as quickly as possible. This AI will even automatically send a “backup”, if it looks like garbage trucks could not celebrate finishing work. Cities: Skylines
Outside a district
If a landfill / incinerator does not belong to any district, then:
1. Its main welcome area includes all areas within the area of ​​its effective that does not belong to a district
2. Park welcomed its side is the rest of the region with its performance
Within a district
If a landfill / incinerator is within a district, then:
1. Its primary areas are welcomed districts
2. Park welcomed its side is the area with its efficiency, is indicated by the game as a radius with the center building. The area is about 50% of a tile.
Efficiency vs urgent
The pick-up on existing priorities to achieve a good balance between work and garbage trucks as efficiently as possible vs keep your CIMS as happy as possible. When you see a sign of spam, which means that a building has become a nusance and CIMS of you are not happy about it. But if we prioritize trash removal signs as quickly as possible, we will take a big hit on overall efficiency. On the other hand, if we do the opposite, then we will ensure the maximum efficiency of the risk of loss of the abandoned buildings. The benefit is set from both approach by prioritizing the buildings have problems for the overall direction, but also allow pickups of nonproblematic buildings along the way.
Why ask Overwatch sky?
Skyline Overwatch is a highly effective surveillance framework that mods can attach to. By using it, mods attachments without having to monitor your city. This not only makes coding easier mods, but also reduces the burden of each mod on the system.
Priority
Dumpers will always give priority to the building of their own welcome area. However, there are some provisions in this general rule:
1. Between the buildings have problems (these show signs of trash) and nonproblematic people (those with no visual clue), dumpers will give priority to those who have problems with pickup
2. However, if they go through a nonproblematic along their path, they’ll pick it up first; but only if it is not behind them
3. If you have a closer building priorities, they will move toward a closer; but only when it is brought along the original
Conflict Resolution
Each landfill / incinerator is its own dispatcher. Dispatcher will try to maximize the effectiveness of all of its garbage trucks, ie reducing the chance that two garbage trucks to be sent to the same location to take. HOWEVER, just like in real life, the dispatchers of different landfills / incinerators will not call each other constantly to ensure they are not all running for the same building.

Mod Toggle Traffic Lights

Tool helps remove or add traffic lights at the intersection. Traffic lights can be added and removed any crossroads include highway and off- and on ramps of them.
There are many ways to operate this tool:
Users can click the menu button in the tool path beneath roads
Button decommissioning of the road menuActivated button in the menu path
Or users can use the shortcut Ctrl + T. This also works like pressing the button. If the menu path is not open when you press the shortcut menu opens. Press Ctrl + T again will deselect tools Convert traffic lights and close the menu path.
The keyboard shortcut Ctrl + Shift + T will enable the tools too, but not open the menu path. That means that there is no visual indication as a strong push button, but this tool is fully active. Press Ctrl + Shift + T again (or Ctrl + T) to disable engines and reenables Traffic Light tool last used. This shortcut is therefore very useful for quick changes. Press the shortcut key while the unit is operating road will act as clicking or pressing Ctrl + T – with one exception: Press Ctrl + Shift + T while the engine is operating in the menu path will not close the menu (like Ctrl + T) but chose the road-building tool.
So this shortcut similar behavior mod Turn off traffic lights before a node is added. Cities Skylines
When this tool is active, the user can hover over an intersection. This intersection will be highlighted. The highlight for the current status of traffic lights: green light means the traffic light while dark blue shows that there are no traffic lights. Notify same information is shown in the tooltip. Add it will display the original state of the traffic lights on this intersection.
To turn off traffic lights left click on an intersection. Or the user can reset the traffic lights to its original state via a right click.
Refer Shortcut:
Ctrl + T: Enable / Disable TTL by selecting the menu button in the path TTL
Ctrl + Shift + T: Enable / Disable TTL without using the buttons
Left Mouse: Turn off traffic light
Right Click: Reset the traffic lights to the default state
PageDown: Activation mode to switch the light in the tunnel
PageUp: Activation mode to switch the light on the ground
PageUp + PageDown: Activation mode to convert light above and below ground
In version 0.4.0 batch commands (add / remove / reset all the traffic lights) were introduced. These commands can be accessed via a single click on the Toggle button in the menu Traffic Light road. Please note: The command is executed right click button is clicked – there is no return.
In version 0.7.0 toggling the light in the tunnel (city skyscraper :. v 1:10) is possible. Tunneling through PageDown, go up again through PageUp, or using PageUp + PageDown if you want to convert light above and below ground on simultaneously.

Thứ Ba, 28 tháng 7, 2015

Rival Cities: Skylines Reach 50 Million Downloads

Join the game SimCity BuildIt, gamers will play a mayor role to shoulder on the construction and management of cities. Developed by EA (Electronic Arts), SimCity game BuildIt bring gamers the building features and management of cities similar original version on PC. Access to gamers through simulation game genre, the game allows players to do all what they want on their vast lands. With all the details is designed to bring true feeling of intimacy, recently hit game SimCity BuildIt landmark 50 million downloads on Google Play Market and iTunes app, a truly enviable figure. Join the SimCity BuildIt, gamers will play a mayor role to shoulder on the construction and management of cities. With his leadership, players will balance the financial, planning an empty piece of land into a bustling urban center. Additionally, gamers must solve common problems in the city really as fire, transport, evils, …
Besides, gamers will need to give your city the basic needs to ensure the happy life of the people here as electricity, water, etc .. In addition, people Players can connect with other players in order to carry out the sale, exchange resources, bring more resources to our city. SimCity is a game version BuildIt developed for smart phones and tablet PCs, game BuildIt SimCity gameplay has been changed to better suit the specific characteristics of this mobile platform. SimCity BuildIt start, players are offered a few blocks of houses, where residents of the players will build their homes. The plot is completely free, but is limited in quantity and can only build after each level up. The same applies to roads. Another difference compared to the pc version, which is the size, direction construction of these buildings can not be freely changed. This makes the city planning will become easier and easier, but on the other hand will limit the player’s creativity. Next is the factories and shops, instead of a direct contribution to the budget in taxes the city, the facility will directly create the necessary raw materials for the development of residential areas. These materials need time to build, while the amount of storage is limited, and if you do not want to wait, the player will have to spend real money unit to accelerate the production process. Cities Skylines Mod
During development of the city, the later stages will need more materials more expensive and rare, and requires much time. These materials can also be purchased from other players when you visit their city, and also can sell their surplus materials to empty warehouses or simply earn some money small.
For players looking forward to an entertaining game to kill time while waiting in public places, such as while waiting for bus, lift or break time in the classroom with your smart phone, the play brings Steam user’s social network game SimCity game BuildIt extremely appropriate. It takes only seconds to harvest, rearranging the production resources, and you will not get too concerned about his city for several hours.
Overall, the game SimCity BuildIt built on the foundation of beautiful 3D graphics, giving players the true feelings. Plus, with a 360 degree rotating camera, gamers can embrace the whole city to resolve issues quickly see the most success as he had lost, strength building.

Modtools [Fixed For V1.1]

ModTools is one game scene graph viewer and a set of tools for asset mods and author.
The main feature of ModTools is the scene explorer which allows you to examine all objects in the current scene (all GameObjects, Components and their fields, properties and methods). It works through reflection and has knowledge of most types you will encounter. You can browse deep within the object hierarchy and see and edit every variable in real-time. The scene explorer allows you to place watches on variables that are of interest which puts them in a separate window for monitoring. I advise you to check out the video above to get an idea how all of this works. This version is compatible with C: SL v1.1 and has some very interesting new features. This is my version of ModTools repair nlight’s great to make it compatible with the C: SL v1.1. We have also fixed two other mods nlight of, Improvement and Improvement Panel Mods Assets Panel. My fixes can be found right here on this page. You can also check new European Buildings Unlocker my mod!
Note: Read the initial description of the guy first before use! This can mod your save games Cities Skylines Mods corrupted.
Note: To use this mod mod you must unsubscribe nlight first original, and then subscribe to my version. They are different products Workshop
Please comment. Pull reqests welcome.
Note: if you have any errors / exceptions, please, do not paste them or output_log.txt to comment. Use pastebin or similar tool.
There are several other things that ModTools will do to make your life easier:
– A much improved debug console (F7) with an integrated stack trace viewer. You should use Unity’s Debug.Log functions[docs.unity3d.com] to log to the new console and not DebugOutputPanel.
– ModTools will catch and display all of your mods’ unhandled exceptions.
– Run any C# code live from the debug console.
– Preview of textures and meshes.
– Shows the asset name for each growable building
– Allows you to easily dump the mesh and textures of any growable from its info panel
– The ModTools font as well as all colors are configurable!
– Improved Steam Workshop integration – ModTools will automatically attach the thumbnail preview image to your mod if it’s located next to your mod’s DLL and named like “PreviewImage.png”, “preview.png” or “Preview.png”. Additionally the name/ description fields will be disabled when updating your mods so they don’t erase the current ones.
– A redesigned mods list.
UPDATE 4 (7/7/2015):
Fixed: Now compatible with mods that provide options button via options API
UPDATE 3 (6/9/2015):
Added: ‘Plop’ button for BuildingInfo. Now you can plop growable assets from Scene Explorer. Just select an item from assets list (usually called ‘m_prefabs’) and put plop it to map. It will survive if it belongs to appropriate zone. Works for ploppables too.
Added: ‘Preview’ and ‘Preview LOD’ buttons for buildings, props and trees in Scene Explorer
Added: Action buttons to list items in Scene Explorer
Added: Texture size to Preview window
Added: Enabled all log channels. Now you should see more logs in output_log.txt.
Fixed: Exception in Preview window if verticles property inaccessible
UPDATE 2 (6/3/2015):
Added: Live preview of assets (mesh with textures applied)
Added: Mesh triangles count in preview window
Changed: Replaced “Dump texture+mesh” with “Preview” button in extended info panels. When “Preview” button is clicked, a preview window opens. “Dump mesh+textures” button can now be found there.
UPDATE 1 (6/1/2015):
Added: “Find in SceneExplorer” button for vehicles (thanks GitHub user Fr0sZ for this feature)
Added: “Dump texture+mesh” button for vehicles
Added: “Find in SceneExplorer” and “Dump texture+mesh” buttons and “Asset name” label for service buildings (e.g. fire departments, schools, unique buildings etc.). The buttons partially cover building description at the moment. I will probably find a better place for them.
– Source: http://citiesskylinesmods.weebly.com/blog/modtools-fixed-for-v11

Thứ Năm, 23 tháng 7, 2015

Mod Challenges

The challenge is a mod that is designed to introduce some difficulty to the city skyline.
How to register before using the mod:
Click the green button “Subscribe” above. Next time, the city skyline is booted up the mod will be available in Content Manager in the main menu. This step is necessary and mandatory for you to use this mod.
Using mod:
Once the mod is challenging installation settings can be selected by navigating to the mod in content management and click on “SELECT”. A menu will appear showing all available challenges. Then you may choose a challenge and it will be activated with the next map you loaded.
Once in the game, press Ctrl + C will switch the interface.
I can make my own challenges?
YES! All the challenges are in the “Challenges.xml” file in the root game directory. Feel free to modify it to allow for the challenges more difficult or complicated.
If and when you start making your own challenges, you will need to review the main menu to update the list.
Feel free of course to submit your own challenges in the topic being discussed.
Some issues need to know:
Currently, there is some problem with loading state challenges from saving map. I would highly recommend you to start a new city or to try the challenges in a city you do not care about until I get lined up with more stable.
Plan of attack:
A rule will be additional time limit as soon as I can finish testing them. This allows the challenge to have a specified timeframe to be completed within.
Other resources / stats will be added. If you want to have an additional resource requirements of your post in the discussion thread titled “Resource Requirements / Stat”. I will update in batches, hoping week.
I want to add additional ways to create goals in each trial to allow more complex regulation requires players to constantly be in a range of values.
This mod will assist you greatly when gaming Cities: Skylines. City building game also has many other useful mod we featured on the site:http://citiesskylinesmods.weebly.com/ This will be a useful tool to help you play the game easier.
Additionally, the mod also instructions on how to play and easy to use that you use them in the most appropriate time without spending a lot of time.
All mod are inserted links to download the player can quickly update. All to be provided free to users.
Cities: Skylines of the game is a fascinating and alluring. Earlier, Cities: Skylines has sold 250,000 copies in its first day of release and 500,000 copies in its first week, becoming the best selling game in the history of Paradox Interactive.
Also, ities: Skylines also achieved two other impressive figures is the number of game mods touched 33.569 and numbers of players participating at the same time an average of 21,000 – the figure shows the passion maze of players for Cities: Skylines.

Chủ Nhật, 19 tháng 7, 2015

Mod Building Themes

This mod support players can apply for a building topic the entire district or the city where you are engaged construction. Only the building is contained in one of the selected topics will grow up in a district.
Some features of this mod:
– Add tab ‘Themes’ district policy panel in game.
– Filter the buildings in the district are operating under the theme districts.
– Provides two concepts are built in the theme, “Europe” and “internationalization”
– Store building topic in an XML file ({Steam folder} \ steamapps \ common \ Cities_Skylines \ BuildingThemes.xml)
– Allows players to add custom themes and extensions built into the theme through the XML configuration file (The latter will be able to user interface – see section ‘upcoming feature “)
– Saving data in XML files districts for every game saved (buildingThemesSave_ {ID} .xml). They can be found in the Steam folder {} \ steamapps \ common \ Cities_Skylines \ Cities_Data. Cloud saves support too. To delete the assignment topic just delete the files.
Players can use the tab ‘Themes’ to enable or disable the theme districts in this game. You can specify any number of active threads. Without the active theme for the district it would mean that any growable allowed.
Biome’s native theme will be enabled by default (theme ‘Europe’ for the biomes ‘Europe’, topic ‘international’ to ‘Boreal’, ‘moderate’ or biomes animals ‘tropical’).
Topics are specified across the city will apply for each new district you more automatic in the game Cities Skylines.
If you redraw district boundaries of the buildings of the district, not issue will not disappear. When it is time for them to upgrade them to level up to a building permit in the district.
The advantage of this mod:
– It will not corrupt your save games if you disable it
– It does not unlock European growables biomes outside Europe or vice versa. Use Unlocker European Buildings for that.
Upcoming Features:
Develop UI Manager: Allows you to create your own themes (supports vanilla and custom properties)
This mod should be 100% compatible with all other mods. If it’s not just for us.
Mods need to do to use this with a:
European buildings Unlocker (+ reverse): It fixes the biggest disappointment I had with the C: SL v1.1 – Euro building environmental limits ‘Europe’. I have also fixed assets Improvement Panel, Panel Mods improved and ModTools to make them compatible with v1.1 + add some new features. They can be found in my workshop
Check Building Level Up: This mod you to Control Your bật city development by preventing buildings from upgrading to A Certain Level. Simple select a (growable) building of your choice and click on one of the level-up and the building will not progressbars Exceed this over lock-level selected. If you select a lower level the actual coal level of the building will be bulldozed it after a while.
Note:
There are some errors in the core game code (not related to this mod) that only occurs when you download a city, then go to the main menu / esc, then load another city. We recommend that you restart the game when you want to load a different city / creating a new city!