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compatibilityreport's Issues

[Mod Compatibility] Real Time vs. Natural Disasters Overhaul

Information about compatibility between two mods.

First mod

Natural Disasters Overhaul [Steam ID 1801953480] by Zenya

Other mod

Real Time [Steam ID 1420955187] by dymanoid

Compatibility

  • Issues - using both mods together gives minor issues (please describe below).

Natural Diasters Overhaul (NDO) is designed for use with vanilla game and gets confused by the altered flow of time caused by Real Time mod. Most notably forest fires will be much more common because NDO thinks there have been long periods without rain; set the fire probability low as a workaround.

[Mod Compatibility] `Control It!` vs. `Less Steam`

Information about compatibility between two mods.

First mod

Control It! by Keallu

Other mod

Less Steam by thale5

Compatibility

  • Same Functionality - the mods provide the same functionality / change the same thing, making them incompatible.
  • Incompatible - the mods are incompatible; they shouldn't be used together.

Additional information

Control It uses Harmony 2.x mod by boformer so it is slightly better for overall mod compatibility / management.

However, Control It overlaps (maybe conflicts?) with Hide It, Bobby! mod (will make separate issue for that) so probably best not to treat it as a successor to Less Steam just yet.

[Mod Info] CSUR Loader

Information about missing or incorrect information in the current catalog about a mod, in relation to the current game version (but unrelated to other mods; use another form for mod compatibility). You only need to included info that is now missing or incorrect. Add 'NOT' anywhere if you want current info removed.

Mod:

CSUR Loader

Stability:

  • Broken: it doesn't function anymore.

Other Information

[Mod Info] Crash FM Radio Station (OLD) [Steam ID 2065332413] by johnyTahn

Mod:

Crash FM Radio Station (OLD) [Steam ID 2065332413] by johnyTahn

Stability:

  • Stable: it simply functions fine.

I use this; not had any problems.

Statuses:

  • Deprecated: users are discouraged to use this any longer; it won't be supported or updated.

Not acutally deprecated - author stated they were working on a new version, but I couldn't find it so still using this old one. IMO deprecated warning should be removed.

  • Source code: bundled with mod in Source folder

Note that CSL Music Mod music packs almost always bundle their source with the mod.

Other Information

  • Required mods/DLC: missing, or listed ones are not needed. Specificy which one.

Requires CSL Music mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2474585115

Might also be worth noting that at least one of the songs in the mod contains profanity ("Girlfriend" by Avril Lavigne).

[Mod Info] Decal Hover Area [Steam ID 793346248] by Ronyx69

Mod:

Decal Hover Area [Steam ID 793346248] by Ronyx69

Stability:

  • Stable: it simply functions fine.

Compat report currently states:

 - There is not enough information about this mod to know if it works well.
    * There are hardly any comments on the Workshop over the last few years.

While it's true there aren't many comments, the mod does work fine - it changes the size of the hover/select circle for decals based on their size to make it easier to work with them when using mods such as Move It. It's a somewhat niche mod, used mostly by detailers.

Original announcement is on reddit with image showing what it does: https://www.reddit.com/r/CitiesSkylines/comments/5b4ym1/decal_hover_area_mod_useful_when_big_decals_get/

It became less useful when Move It (and several other mods) added a feature to skip over assets when making selections, but even so it still saves some time when doing lots of detailing with decals.

[Mod Compatibility] `Control It!` vs. `Hide It, Bobby!`

Note: I haven't had time to test, just flagging this up as it will need testing, if someone has time...

First mod

Control It! by Keallu

Other mod

Hide It, Bobby! by User

Compatibility

Both mods have options to hide panels on main menu screen, and thus will potentially conflict or cause weird issues.

  • Same Functionality - the mods provide the same functionality / change the same thing, making them incompatible.

  • Same Functionality, but compatible - the mods provide the same functionality, but are still compatible.

  • Specific Settings - using both mods together requires specific settings for one or both mods (please describe below).

Based on how the mods work, so long as the user only hides/alters panels via one of the mods, they should potentially be compatible. No idea what happens if both mods try to update the same panels.

[BUG] Possible mistake in Catalog 3.50 update

Describe the bug:

Zone It! mod has this flag set:

<ExclusionForGameVersion>true</ExclusionForGameVersion>

I've not checked C.Rep source code but I assume that field is to prevent warnings about "game version not specified" endlessly occuring for mods that are no longer in workshop (or are abandoned?) - if so, should it not be false for Zone It mod?

[Mod Info] Zone radio [Steam ID 1568910950] by Zahav

Mod:

Zone radio [Steam ID 1568910950] by Zahav

Stability:

  • Stable: it simply functions fine.

Statuses:

  • Source code: not available.

It's using same code format as other CSL Music mods, I checked the .dll in ILSpy.

Other Information

  • Additional info: anything else you want to tell.

Language: Russian

[Mod Compatibility] Real Time vs. Cubemap Replacer

Information about compatibility between two mods.

First mod

Real Time [Steam ID 1420955187] by dymanoid

Other mod

Cubemap Replacer (Read description!) [Steam ID 1183931915] by BloodyPenguin

Compatibility

  • Issues - using both mods together gives minor/major issues (please describe below).

Real Time mod can dynamically adjust the sunset/sunrise time. Cubemap Replacer uses hard-coded times for sunset/sunrise so it sometimes still shows day cubemap during night, or vanilla night sky during dawn/morning.

Additional information

For best compatibility turn off Real Time's option for dynamic day lengths.

[Mod Info] Adaptive Prop Visibility Distance [Steam ID 625608461]

Mod:

Adaptive Prop Visibility Distance [Steam ID 625608461]

Stability:

Compatibility report states:

  • Unsubscribe would be wise. This has major issues:
    • This can have a serious impact on performance (FPS drops).

I'm not sure this should be considered major issue; the entire purpose of the mod is to increase graphics quality and users will generally recognise that doing so will put strain on their GPU.

Also, I'm not sure ULOD would resolve the fps issues; it applies blanket adjustments based on asset type, regardless of their size IIRC. With APV mod, it's adjusting the view distance setting of props based on their size, so smaller props will still disappear sooner (ULOD makes no such distinction).

As such I think it would be better to just remind users that APV / ULOD mods can impair framerate due to higher GPU strain, rather than treat it as a major issue.

[Mod] No Abandonment [Steam ID 552309905] by T​​​P​​​B

Mod:

No Abandonment [Steam ID 552309905] by T​​​P​​​B

Stability:

  • Broken: Not?

Compat report states:

 - Unsubscribe! This mod is broken.

Is this mod actually broken? I've been using it and it seems to work - it prevents buildings becoming abandonned due to issues. However it won't "un-abandon" buildings which are already abandonned (which I suspect is why most users will consider it broken).

It's using old version of Harmony and maybe it might be better suggesting the alternative (Advanced Building Level Control mod) based on harmony issue, rather than treating No Abandonment as outright broken mod?

If No Abandonment mod does have serious issues, it would be useful to describe what they are IMO.

[Mod Info] Dynamic Resolution (Fixed for 1.9!) [Steam ID 812713438] by Gradius Twin

Mod:

Dynamic Resolution (Fixed for 1.9!) [Steam ID 812713438] by Gradius Twin

Other Information

  • Alternatives: which mods are alternatives for this one.

Compat report currently states:

 - An alternative you could use:
    * [Steam ID 1794015399] Render It!
      Workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=1794015399

I'm not sure that's a valid replacement as Render It doesn't allow user to set bigger render size, it only allows them to tweak how the current scene is rendered.

Dynamic Resolution mod doesn't tweak how the scene is rendered, it just changes the size of the rendering - so by default the city is rendered at screen size. DR mod allows user to render it from 25% up to something like 500% of their screen size, then scale the result back to their screen size.

Users on potato computers can get performance boost by using lower resolution than their screen size, at the expense of worse graphics quality (more blurry). For screenshots or for users with big GPUs, graphics quality can be significantly improved by rendering at higher resolutions, at the expese of more GPU load.

It might be worth noting that CSL has a special Shift+F12 hotkey which takes a high-definition screenshot; it temporarily sets render size to 200%, takes screenshot, and saves lossless copy to folder as described here:

image

If user only wants Dynamic Resolution mod for high-res screenshots, the Shift+F12 combo might be more suitable for their needs (as it won't be frying their GPU during normal gameplay if they forget to revert to 100% render size).

[Mod Info] Toggle It! [Steam ID 1764637396] by Keallu

Mod:

Toggle It! [Steam ID 1764637396] by Keallu

Stability:

  • Minor issues: it functions, but with some smaller issues (please elaborate below).

Entering first person camera (using any mod) will cause previously hidden dashed border lines to reappear; just retoggle to hide them again.

[Mod Compatibility] Network Multitool vs. First Person Autowalking

First mod

Network Multitool 1.2 [Steam ID 2560782729] by macsergey

Other mod

First Person Autowalking : https://steamcommunity.com/sharedfiles/filedetails/?id=659877005

Compatibility

  • Issues - using both mods together gives minor/major issues (please describe below).

Both mods use Tab key; first person autowalking will go in to free camera mode when pressing Tab key, which is a big problem for anyone using that key while working in Network Multitool.

Additional information

Any other mod using Tab key will also be affected by First Person Autowalking (FPA) because FPA doesn't care what's happening when that key is pressed, it immediately goes in to first person cam view = deselects any tool/UI the user was working with.

Solution is to use different camera mod, eg. First Person Camera: Updated.

[Mod Info] Building Spawn Points 1.2.3 [Steam ID 2511258910] by macsergey

Mod:

Building Spawn Points 1.2.3 [Steam ID 2511258910] by macsergey

Other Information

  • Alternatives: which mods are alternatives for this one.
Unsubscribe either this one or the following mod with the same functionality:
    * [Steam ID  820157360] Spawn Points Fix
      Workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=820157360

Is this correct? It's my understanding that Building Spawn Points will use default positions if a spawn point is not defined, but I don't think it adds missing spawn points (where applicable) for each station track or aircraft stop.

It would need clarifying with the mod authors, I'm just flagging here as - from what I currently know - Spawn Points Fix is still useful even if user has Building Spawn Points mod.

  • Additional info: anything else you want to tell.

Some 'invisible vehicle spawn' assets are not compatible with Building Spawn Points (as far as I can tell; I've had no response from macsergey): MacSergey/BuildingSpawnPoints#28

[Mod Info] Intercity Bus Control [Steam ID 2499771767] by BloodyPenguin

Mod:

Intercity Bus Control [Steam ID 2499771767] by BloodyPenguin

Stability:

  • Stable: it simply functions fine.

Other Information

  • Additional info: anything else you want to tell.

Intercity buses only enter the city via 1-way highway outside connections. To make 2-way outside connections usable for intercity buses, use two 1-way highways for the outside connection then merge them in to your 2-way road.

Note: Any Road Outside Connection mod does not fix the issue mentioned above.

Too many mods in the Minor Issues category in the report; split in two?

A lot of mods end up in the Minor Issues category in the report, which makes it hard to find the "real" issues between the trivial ones. Maybe create another category to split the trivial ones of?

Report categories:

  • Unsubscribe
  • Major Issues
  • Minor Issues
  • insert new one: Trivial Issues / Warnings / ???
  • Remarks
  • Nothing to Report

[Mod Compatibility] Traffic++ V2 (2 new uploads yesterday)

Information about compatibility between two mods.

First mod

Traffic++ V2

A steam user has uploaded 2 versions of very old traffic mod made several years ago (I used to collab with jaofarias / jfarias who developed the mod) - will almost certainly break the game and many other mods: https://steamcommunity.com/profiles/76561198079266398/myworkshopfiles/?appid=255710

Steam IDs in case they get deleted:

  • 2719881998
  • 2719881745

Chances of T++ being updated to work with current versions of the game are practically nil without a complete rewrite.

Other mod

All versions of TM:PE

Compatibility

  • Same Functionality - the mods provide the same functionality / change the same thing, making them incompatible.
  • Incompatible - the mods are incompatible; they shouldn't be used together.
  • Successor - the first mod is a successor of the other mod.

Use TM:PE instead. T++ was merged in to TM:PE; search TPP2 in TM:PE changelog as it details the history: https://github.com/CitiesSkylinesMods/TMPE/blob/master/CHANGELOG.md

[Mod Info] Cross The Line [Steam ID 498386331] by BloodyPenguin

Mod:

Cross The Line [Steam ID 498386331] by BloodyPenguin

Stability:

  • Minor issues:
    • Doesn't support constructing buildings that consume water outside of 25 tiles area.

Statuses:

Other Information

  • Required mods:

Compat report currently states:

 - This mod requires other mods you don't have, or which are not enabled:
    * [Steam ID  463845891] NoPillars ( v1.1+ compatible )
      Workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=463845891

That's... kinda complicated. The issue is that zoning won't work outside central 25 tile area. So BP mentioned the need for No Pillars mod (which is ancient and superceded by several newer mods) as it allows user to disable zoning on the roads - the user would still need to remember to do that, however.

So the real dependency there is either "any mod that allows you to disable zoning while placing roads + user actually needs to remember to do that but only for tiles outside central 25 tile area" (eg. Zoning Adjuster mods, etc) or "any mod that allows zoning to work outside central 25 tile area" (eg. 81 Tiles or equivalent).

IMO it would be best to remove the "No Pillars" requirement (as simply having that mod doesn't solve the problem unless user manually turns off zoning when building outside 25 tile area) and instead have a note about the issue, for example:

Roads outside the central 25 tile area must have zoning disabled, unless you use 81 Tiles mod (or equivalent) which allows zoning to work on all tiles.

Also, to be fully effective, user will likely need any mod which allows camera to move outside the purchased tile border (No Border Limit Camera mod is listed by BP, but any mod with that ability will suffice). Without such a mod, the user will find it difficult to build stuff that's far outside the border because they won't be able to get good camera angle.

  • Alternatives: which mods are alternatives for this one.

There isn't a direct alternative, but any mod that extends purchasable tile area (25 tile / 81 tile) will allow users to build in those tiles purchased outside the central 9-tile area. There are gazillions of 25 tile mods and even quite a lot of 81 tile mods (mostly outdated translations though) - a list of some I reviewed can be found here: https://github.com/CitiesSkylinesMods/AutoRepair/blob/master/AutoRepair/AutoRepair/Catalogs/Catalog.Unlimiters.cs

  • Additional info: anything else you want to tell.

To create additional outside connections, the Unlimited Outside Connections mod is required, often with Any Road Outside Connection (depending on what roads users want to use).

[Mod Info] More Network Stuff [Steam ID 512314255] by BloodyPenguin

Mod:

More Network Stuff [Steam ID 512314255] by BloodyPenguin

Other Information

  • Additional info: anything else you want to tell.

Bulldozing train and ship outside connections in-game might give errors, but if you save (under new file name), exit to desktop, then load that new save it should work fine. (I've done this many, many times over the years).

Editing aircraft paths - either adding, moving, or bulldozing - can cause the Aircraft AI to fail completely, preventing airplanes from spawning. Always save a backup of the city before altering aircraft paths.

[Mod Info] 81 Tiles - Intercity buses don't work outside 25 tile area

Mod:

81 Tiles by BP, and all variants

Quistar is working on a complete new 81 Tiles implementation and is aware of the issue so hopefully that will solve the problem at some point in the future.

Stability:

  • Minor issues: it functions, but with some smaller issues (please elaborate below).

Cims won't board intercity buses at stops outside the central 25 tile area.

Other Information

  • Additional info: anything else you want to tell.

See comments on this workshop asset for more details: https://steamcommunity.com/sharedfiles/filedetails/?id=2049510825

Related TMPE guide: https://github.com/CitiesSkylinesMods/TMPE/wiki/Intercity-buses-not-working

[Mod Compatibility] TM:PE STABLE/TEST compatibility changes

TM:PE TEST 11.6.5.0:

https://steamcommunity.com/sharedfiles/filedetails/?id=2489276785

TM:PE STABLE 11.6.4.8:

https://steamcommunity.com/sharedfiles/filedetails/?id=1637663252

Two of those mods are by Chaos but do not contain any malicious code and are locked from further updates, hence we are treating them as compatible (workshop versions only).

FYI: TM:PE changelogs from now on will always prefix mod compatibility changes with [Mod] - that will appear in the in-game what's new panel, and also our CHANGELOG, README, milestones, and version release PRs.

[Mod Info] Empty It! [Steam ID 1661072176] by Keallu

Mod:

Empty It! [Steam ID 1661072176] by Keallu

Other Information

  • Additional info: anything else you want to tell.

Compat report currently states:

 - This mod is now only needed for cemeteries. The Waste Transfer and Processing 
   facilities from the game cover the other functionalities from this mod. 

It's also useful for snow dumps on Snow biome maps (Snowfall DLC).

Note also that it doesn't affect Waste Transfer Facility - a feature many users have requested since Snowfall DLC. It's compat with Snowfall, but doesn't allow control over when waste transfer trucks are sent out.

[Mod Info] PropRotating Params [Steam ID 954067599] by Ronyx69

Mod:

PropRotating Params [Steam ID 954067599] by Ronyx69

Stability:

  • Stable: it simply functions fine.

Statuses:

Other Information

  • Additional info: anything else you want to tell.

Asset creators should use the PropRotating shader instead: https://cslmodding.info/shader/proprotating/

For advanced animations, use Custom Animation Loader: https://cslmodding.info/mod/custom-animation-loader/

[Mod Info] Prop Anarchy 0.6.3 [Steam ID 2696146766] by Quistar

Mod:

Prop Anarchy 0.6.3 [Steam ID 2696146766] by Quistar

and also the beta version: 2611824446

Statuses:

  • Breaks editors: NOT

Recent versions are now compatible with asset/map editors.

Other Information

  • Additional info: anything else you want to tell.

Incompatible with:

  • Undo It - incompatible according to Quistar, likely because it doesn't check size of prop array

"Same functionality" feature can be confusing

I'm using: Version 0.7.2.403 with catalog 3.51.

Even though there's a footnote about not needing Cross the Line, the Unsubscribe ... text is confusing as it makes it sound like both mods do same thing. Maybe need a way to say "Mod A includes the functionality of Mod B, but not vice versa"?

81 Tiles (Fixed for 1.2+) [Steam ID  576327847] by BloodyPenguin

- - Unsubscribe either this one or the following mod with the same functionality:
    * [Steam ID  498386331] Cross The Line
      Workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=498386331
+      With 81 tiles you don't need Cross The Line.

[Mod Info] 0xyl0n sound mods (and sound mods in general)

Mod:

This relates to all 0xyl0n sound mods listed in workshop

Additionally, notes below on source code apply to all sound mods in general.

Stability:

  • Stable: it simply functions fine.

Statuses:

  • Source code: bundled with mod

The 'source code' for all Ambient Sounds Tuner / Vehicle Effects / Extra Vehicle Effects sound packs is included with the mod that's downloaded from workshop:

  • There will be a Source folder inside the mod folder - in most cases it's just defining the name/description of the mod so that it can be enabled in content manager, sometimes a bit of extra code to trigger the parent mod to import the sounds
    • The code is essentially always the same; just a copy/paste based on the requirements of the parent audio mod
  • Additionally there are .xml files with the definitions, eg. SoundEffects.xml, VehicleEffectsDefinition.xml etc.
  • Abandoned: they aren't (but compatibility report says they are)

The 0xyl0n sound mods aren't abandoned & author is still active - eg. Vehicle Effects Definition Pack DBAG (id: 2008325200) was updated September 2021, and author still responsive in comments sections. Sound definition mods rarely if ever need updates as their parent mods (Ambient Sounds Tuner / Extra Vehicle Effects / etc) are rarely updated.

(The only abandoned sound mods I'm aware of are those which were designed for Ambient Sounds Tuner 1.x and never updated for AST 2.x. For example there's a UK sound mod for AST 1.x, although someone else uploaded an AST 2.x version of it)

Other Information

  • Additional info: anything else you want to tell.

The various European sound packs (for Ambient Sounds Tuner mod) have some reused audios which, if multiple Europe sounds mods are subscribed, causes Ambient Sounds Tuner to show warnings like this:

image

Those warnings are harmless; it just means duplicate audios won't be listed multiple times. Might be worth adding a note to that effect.

[Mod Info] Unlimited Outside Connections [Steam ID 497033453] by BloodyPenguin

Mod:

Unlimited Outside Connections [Steam ID 497033453] by BloodyPenguin

Other Information

  • Additional info: anything else you want to tell.

There are issues with creating road and rail outside connections; for best results, at the outside connection use a short segment of vanilla highway, or a few segments of vanilla station train track, then connect whatever your desired road/track is to those.

Also, intercity buses (Sunset Harbor DLC) enter by a 'virtual lane' on outside highway connections. If you're not using a vanilla highway at the outside connection, or if you use 2-way network, intercity buses can/will stop working. CitiesSkylinesMods/TMPE#960

Also, some features have been removed since original verison - would be useful to have some notes in the compat report:

Update: 28 Feb, 2017 @ 6:29am
Removed: This mod no longer adds outside connections to roads that didn't have them originally (ex: zoned roads). Those outside connections didn't survive save game reloading anyway. It was a mistake on my part that I added such feature in UPDATE 4. If some of NEP roads don't have outside connections please ask its author to add connections to those roads in his mod.

Zoned roads, and also roads without special 'outside connection flag', will not work as outside connections. See also: Any Road Outside Connection - apparently zoning is still an issue even with that mod.

Update: 2 Dec, 2016 @ 8:40pm
Removed: Built-in camera unlimiting. Use a separate mod for that.

So a separate mod is required for allowing camera to bypass the purchased tile border limits.

[Mod Info] `自动取钱` (translation of AutoMoney mod)

Mod:

Stability:

  • Stable: it simply functions fine.

Statuses:

Other Information

[Mod Info] Employ Overeducated Workers V2

Mod:

1674732053 - Employ Overeducated Workers V2 (1.30+)

Statuses:

  • Obsolete or not? Some say it is, because employing overeducated workers would be basegame since 1.13, other say it isn't obsolete. Even if the base functionality is basegame now, the mod might still enhance on that functionality.

This needs some research and/or testing.

[Mod Compatibility] Real Time vs. Transit Vehicle Spawn Delay

Information about compatibility between two mods.

First mod

Real Time [Steam ID 1420955187] by dymanoid

Other mod

[Steam ID 2654110611] Transit Vehicle Spawn Delay 1.2

Additional information

Apparently this issue only occurs when changing settings from the main manue; it works fine while in-game. From the TVSD mod workshop page:

If you're using the Real Time mod, when in-game (but not in the loading screen) the sliders will show the correct time delay in Real Time rates.

Although default Real Time settings can be set from main menu, each game has it's own settings stored in the save, so the only reliable way to see the times in TVSD mod is to configure it in-game.

FYI: Inspection of KND(KamineNoDespawn)

As the mod workshop page doesn't provide much info I decided to take a look at the source in ILSpy.

https://steamcommunity.com/sharedfiles/filedetails/?id=2700260375

Functionality

  • Vanilla game: When cims are waiting for PT, the game is occasionally increasing their 'wait counter' (colloquially referred to as "boredom") - if they get too bored, they abandon the journey.
  • KamineNoDespawn: Upon activation (via keyboard shortcut) the mod starts resetting the wait counter to 0 every Update().
    • To do that it iterates all citizens, checks if their wait counter is non-zero, and, if so, sets it to zero.

It's essentially a super-basic alternative to Klyte45's Anxiety Reducer.

As far as I can tell, the purpose of KND is to help player observe which stops are most utilised without running in to vanilla issue of cims leaving due to boredom (which in turn makes the stop look less busy). In that respect the mod is unique and useful in its own right.

Notable issues

Although KamineNoDespawn is simple, it has a few issues:

  • Shortcut keys are hard-coded
  • Iterating all cims every Update will cause lag on big cities that have lots of cims using PT
    • Unlike Klyte's mod which patches the game logic that sets the wait timer = practically no additional overhead
  • While active, cims will be trapped at any broken/deleted stops (because their wait timer never increases so game won't do additional checks)
    • KamineNoDespawn mod description does mention that problem (hence the keyboard shortcut to deactivate the mod in-game)
    • Klyte's mod limits it's 'reduction factor' to 99.25% to prevent such issues.

Suggested guidance:

  • While active, may cause cims to get stuck at broken or deleted stops.
  • Users with big cities or lots of PT should switch to Klyte45's Anxiety Reducer mod to avoid in-game lag.

KamineNoDespawn vs. Anxiety Reducer

KamineNoDespawn and Anxiety Reducer mods are technically compatible (they touch different parts of code), but they are conceptually incompatible (while KND is active, it locks wait counters at zero).

Suggested guidance:

  • Users should choose one, and unsubscribe the other.

Above mods vs. Stops & Stations

Both KamineNoDespawn and Anxiety Reducer mods are compatible with dymanoid's Stops & Stations. S&S patches game logic to prevent cims attending overcrowded stops, it doesn't affect wait timer.

[Mod Compatibility] Undo It vs. Extended Managers Library

Information about compatibility between two mods.

First mod

Undo It - https://steamcommunity.com/sharedfiles/filedetails/?id=1890830956

Other mod

Extended Managers Library - https://steamcommunity.com/sharedfiles/filedetails/?id=2696146165

Compatibility

  • Issues - using both mods together gives minor issues (please describe below).

Undo-It was just updated to make it semi-compatible with EML / Prop Anarchy mods: https://steamcommunity.com/sharedfiles/filedetails/changelog/1890830956

If EML is enabled, Undo-It now disables it's prop-undo features so as not to cause major problems.

As such, the compatibility issue can be reduced to minor; users can now have both mods subscribed and active without breaking their props.

Report should maybe use mod names from DLL instead of Workshop name from catalog?

The mod name in the catalog might lack the most recent name changes for some mods. When that name contains the mod version number, this is confusing. It would help support to have the actual used name, so it's clear if a mod was locally updated to the latest version or not.

This needs some logic when a mod name is completely different from its Workshop name. A new status might work.

[Mod Info] Train Converter [Steam ID 795514116] by BloodyPenguin

Mod:

Train Converter [Steam ID 795514116] by BloodyPenguin

Stability:

  • Minor issues: it functions, but with some smaller issues (please elaborate below).
    • It's confirmed to work with current game version (Sunset Harbour at least).
    • If you subscribe too many train assets, the mods' options screen might break
    • Some users report issues with config file not being properly created

Statuses:

  • Performance impact: it functions, but lowers the game FPS, increases loading time, ...
    • Impairs performance of content manager - has huge options screen with many UI components, so causes lag each time a mod or asset is enabled/disabled/subscribed/unsubscribed
    • Reduces fps in game due to large options screen - the main FPS Booster mod can be used to tackle that issue (by disabling UI components which are not in active use)
  • Source code: available at URL

Other Information

  • Required mods/DLC: missing, or listed ones are not needed. Specificy which one.

Requires Prefab Hook: https://steamcommunity.com/workshop/filedetails/?id=530771650

Conversion of trains in to trams will require Snowfall DLC (the mod works fine without Snowfall; it won't show the tram options).

  • Additional info: anything else you want to tell.

Most users probably don't require this mod, it's mainly used to convert very old train assets (which were designed to look like metros/trams) in to actual metros/trams. It's default conversions are listed here. However, it can be used to convert any train to a metro/tram either via its options screen or config file, should users wish to do so.

[Mod Info] Relight [Steam ID 1209581656] by Ronyx69

Mod:

Relight [Steam ID 1209581656] by Ronyx69

Stability:

  • Minor issues: it functions, but with some smaller issues (please elaborate below).

Compat report states:

 - Users are reporting issues: 
    * Light settings of Ultimate Eyecandy resetting or the light getting very dark on any 
      change in Relight settings, or at game loading. 

This is likely due to other external factors, notably:

  • Cubemap Replacer mod - cubemap affects the Rayleigh scattering, so darker/cloudy cubemap will result in darker city.
  • Real Time mod - has option to dynamically change sunset/sunrise times (based on lat/long, biome, etc); however the Relight mod has hard-coded values for those times (based on vanilla which is usually static) so it's color lerps will be out of sync with the sun position (eg. it might think it's twilight when the city is actually in morning/afternoon time)
  • Theme Mixer 2 mod - color settings of sun/moon/etc can affect the light cast on to the city, most noticably at night time (you can experiment with this effect using the sliders in Relight mod; for example, see how the two moon colours will be cast depending on the moon tint slider)

Statuses:

[Mod Compatibility] `Hide It` vs. `No Radioactive Desert And More!`

Apologies if this info already tracked, but posting here just in case.

First mod

Hide It! by Keallu

I've not checked Hide It, Bobby! version; it's implemented slightly different so may or may not be affected by the mod below.

Other mod

No Radioactive Desert And More by BP

Compatibility

  • Same Functionality - the mods provide the same functionality / change the same thing, making them incompatible.
  • Issues - using both mods together gives major issues (please describe below).

Wen using the mods together;

Causes all resource textures to disappear from map (user can't see where resources are in the info views)

Suggestion: Use one of the mods, not both.

Additional information

keallu/CSL-HideIt#15

[Inquiry] Unexplained "mod broken" notice with no additional context

Hi there!

This is a great mod to have for us players and modders alike to see whether we may potential problems with our mod setups.

However, with the recent release of the Plazas and promenades DLC, I have noticed that 2 of my mods, Express Bus Services (ID 2262054175) and Express Bus Services TLM Plugin (ID 2630529375) are marked as "broken" with no further details. This is seen in e.g. catalog version 5.94; I hlpe this info is helpful.

I checked the catalog file (which I guess is the file that is used for client mods to check things), and it says that both mods are "stable".

https://github.com/Finwickle/CompatibilityReport/blob/5c544aeeaccf408d1d2ab74203f47d472a859b68/CompatibilityReport_Catalog.xml

May I know what is going on? Having unexplained inaccuracies in a correctness mod can be fatal.

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