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Patch Notes for 1.21.1-f9

We have a very small update for you all today that covers the bugs reported to us over the past week. We think that this will be the last one!This update is very minor and should not affect mods and asset functionality.
  • Fixed a bug where trees placed on roads would go back to default trees when reloading the save file.
  • Fixed a bug where trolleybuses became invisible.

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Patch Notes for patch 1.21.1-f8

Race Day 1.21.1-f8 Patch NotesHello Mayors! We have a small patch for Cities: Skylines - Race Day. This patch should have little to no effects on Mods functionality. Here are the Patch Notes: All platforms
  • Added additional tooltips for the new Road Fence Tool
  • Fixed errors after loading a save game with non-Race Day events, such as Concert or Stadium
  • Fixed errors when connecting two Start-line Parks with Event Roads
  • Added sounds to occupied Race Day Stand buildings when an event is active
  • Fixed spectators not attending motor race events at the Race HQ
  • Reduced the spectator capacity at the Race HQ from 150 to 100
  • Halved garbage accumulation for Race HQ
  • Fixed Stands not being assigned the route color when placed on Pit Lanes
  • Fixed direction indicators for demolished race track segments remaining visible
  • Fixed unbuildable terrain being left by a demolished Race HQ building
  • Improved consistency of competitor positions displayed in Inspector and Results
  • Improved appearance of Parade participants when entering and exiting the parade
  • Fixed some animations for citizens competing in cycling and running races
  • Improved race competitors staying on the road instead of floating or submerging
  • Fixed the colour gradient shown in the Races and Parades Infoview panel
  • Fixed spectators on the sides of Event Roads walking back and forth
  • Fixed the camera operator remaining after demolishing or relocating a Camera Stand
  • Fixed Inspector details for various characters
  • Fixed missing asset error when loading a Snow Map with Race Day DLC active
  • Fixed snow accumulating and causing errors on Pit Lanes
  • Fixed snow accumulating on the seats within the Stand buildings
  • Removed Fireman and Farmer from cycling event
Steam
  • Improved compatibility with some older mods such as Unlimited Trees Mod v1.12
  • Resolved update issue with the Subscription button on the Main Menu so that it
  • displays current subscription status
Steam (Asset Editor)
  • Bumped package version number to 12
  • Fixed colors not appearing on Joggers
  • Fixed CitizenInfo and PropInfo not being filtered when picking references for buildings
  • Improved missing texture debug log message when importing an asset
  • Fixed custom asset serialisation of CitizenColors and CitizenInfo references
  • Fixed ColorSet and Tier information not being serialised
  • Fixed references to citizen and vehicle prefabs not being serialised in new Race Day assets
  • When selecting a reference in asset editor all custom assets are now shown
  • Added F5 to refresh template panel for cases where it could get stuck
  • Fixed order of loading Race Day assets (so Parade Group and Event load after Race
  • Team, Props, Citizens etc

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Steam :: Cities: Skylines :: Patch Notes for patch 1.21.1-f7

Hi all! We have a small patch today with several fixes listed below. Changelog:All platforms
  • Fixed the races and parade event cost to match that shown in the UI
  • Fixed Motor Racetrack with Single Curb is not being reversible
  • Fixed incorrect Uneducated values in the Employment Info View Panel
Linux
  • Fixed the issue where the placeholder 8-Gear Radio station icon was being displayed
Steam (Asset Editor)
  • Added support for new Race Day assets
  • Fixed error when importing a custom FBX
  • Added lots of tooltips to fields and other buttons
  • Added double-click select-and-continue in some panels
  • Removed unnecessary refresh of template panel when selecting same asset type again
Known IssuesAll platforms
  • Based on player feedback, we plan to improve the new Road Fence Tool with additional tooltips
Consoles
  • Crash for some users when booting into Main Menu
  • Crash when loading certain save games
  • Icons in some panels from previous DLC are not displayed correctly
We are currently working on an additional patch that includes stability improvements and bug fixes. We expect to release this update in the coming week.Note: You may see a warning that mods are out of date. This is expected, and the update should not impact your mods

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Race Day, Iconic Brutalism, and Renewed History is live!

The wait is over, mayors. The anniversary content for Cities: Skylines is live now.Starting today, you can hit the streets with Race Day, the brand-new expansion developed by Tantalus Media. Build dedicated racing venues, map out running and cycling routes through your city, and line the roads with cheering crowds as competitors speed past your skyline. Whether you’re designing a professional circuit or weaving a course through downtown, it’s time to bring a new kind of spectacle to your city. Also available today: Alongside the paid content, a free patch is now live for all players, adding road fences and a new Employment Info View, giving you clearer insight into how your workforce keeps the city running.Everything launching on March 10 will be available separately, or together in the Race Day Bundle for $23.75 / £20.15 / €23.99, which saves you 18% if you want the full set.Update your game, load up your favorite save, and let the celebrations begin.
1.21.1-f4 Patch Notes
  • Implemented Race Day DLC.
  • Implemented the two Content Creator Packs.
  • Implemented 8 Gear Radio.
  • Added Employment Infoview.
  • Added the Fence tool that allows fences to be placed along roads.
  • All fences can now be flipped in direction using the upgrade tool, in the same way road directions can be flipped.
Coming soon: we are already working on an update to expand the modding support for Race Day so players can customize the racing experience even more. Stay tuned for more info!

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Steam :: Cities: Skylines :: Race Day Patch 1.21.1-f4 - State of Mods and Patch 101

On March 10 at 10 AM CET, the latest patch for Cities: Skylines will go live. Along with the new Expansion, there is also the free patch, given to and released to EVERYONE who owns the game.There are significant changes in the code for this patch, so this update will probably break many mods. If you use mods, this is good information to have for tomorrow.While some modders have been able to update their mods before this update goes live, they might not be able to update their mods as soon as it goes live.We understand that picking up an old project from many years ago isn’t always the easiest, and with all the changes that are included in this patch, we ask that you give your favorite modders time to update their mods. Please don’t bug them to update their mods; they’re probably already working on it. 🙏With this in mind, we have dusted off the cobwebs of this old Patch 101, updated it, and adjusted the text that needed adjusting. We think that it should help with sharing the basic knowledge of what a Patch can do to your mods, and what you can do to start playing faster. BUT FIRST;! Don't Panic !
  • Do you play without custom community content?
If you play without mods, you can enjoy everything the Expansion, Content Creator Packs, and Free Update provide at the time of release.
  • Do you play with custom community content?
If you use mods, there may be issues when you try to launch the game at the time of release. This is because some mods you rely on may be broken, and if you try to play without them, the game will be altered/glitched/broken.
Table of Contents:
  1. Patch Day 101
  2. Back up your save files
  3. In-game warnings about compatibility
  4. Dealing with broken mods

1. Patch Day 101
  • Everyone receives the new patch. See [forum.paradoxplaza.com] to learn more about the content included in the free patch.
  • Because new features and code changes are introduced into the base game, mod creators may have to implement their code in a new or different way.
  • Many mod creators have been given early access and have been able to work on their mods ahead of time, but these might not update immediately.
  • Please be patient. Everyone has a personal life and might be unable to update a game mod immediately at launch. Do not bug creators to update their mod.
  • If you want to play the Vanilla game while you wait for mods to be patched but don't want to unsubscribe from your Workshop items, you can temporarily .
  • However, remember that some save files will not load if some critical mods and assets aren't enabled; in this case, you will need to wait.

2. Back up your save files
  • Make a backup of your most recent save file by copying it to your desktop so that you don’t accidentally overwrite it. Once your required mods have been patched, copy this file back to the previous folder, and you should be able to load it safely. Save file locations are listed below:
Windows:[c] %LOCALAPPDATA%\\Colossal Order\\Cities_Skylines\\Saves[/c]Mac: [c]/Users/\[username]/Library/Application Support/Colossal Order/Cities_Skylines/Saves[/c]Linux:[c] $XDG_DATA_HOME/Colossal Order/Cities_Skylines/Saves[/c]
3. In-game warnings about compatibility
  • The November 2022 Free Update introduced a pop-up and an icon to the in-game content manager stating whether or not a mod was made for the current version of the game.
  • The icon is advisory in nature; it just means that the mod you're using has been packaged up using the previous version of the game.
  • Because the game can't do automated testing against mods with unknown code, it just looks for and compares version numbers and adds the icon, just in case.
  • Many mods might work with the update, even though the icon may show it was made for a previous version.

4. Dealing with broken mods
  • If you use a mod that you know to be broken, UNSUBSCRIBE FROM IT.
  • If you use two mods that are similar or different versions of the same mod, PICK ONE, TYPICALLY THE MOST RECENTLY UPDATED ONE. Check the description of the mod on the Steam Workshop for information about compatibility.
  • Disabling mods in Content Manager is not the same as unsubscribing from them. Disabled mods might still run code, and if they're incompatible with other mods, old, or broken, they can still cause issues. Always unsubscribe from mods instead of simply disabling them.

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