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View Code? Open in Web Editor NEWCompatibility Report mod for Cities: Skylines.
Home Page: https://steamcommunity.com/sharedfiles/filedetails/?id=2633433869
License: MIT License
Compatibility Report mod for Cities: Skylines.
Home Page: https://steamcommunity.com/sharedfiles/filedetails/?id=2633433869
License: MIT License
Redcomet's Municipal Sound Pack [Steam ID 591137516] by Mr.Redcomet
MusicPack: 80s Synthwave [Steam ID 476141470] by Klaasgowicz
Source
folderhttps://steamcommunity.com/sharedfiles/filedetails/?id=2726260557 by Holy Water
It does nothing at all - this is sum total of code when decompiled in ILSpy:
Information about compatibility between two mods.
Natural Disasters Overhaul [Steam ID 1801953480] by Zenya
Real Time [Steam ID 1420955187] by dymanoid
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.
Information about compatibility between two mods.
Control It! by Keallu
Less Steam by thale5
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.
Many of them have been updated today with bug fixes and they are being transitioned to Harmony 2.x where applicable.
Abandonment flag will need removing from the mods listed above.
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.
Fog Controller [Steam ID 2483920668] by 네인 | neinnew
Choose which applies (pick only one):
Recent update has obliterated the fps lag caused by earlier verisons. :)
Crash FM Radio Station (OLD) [Steam ID 2065332413] by johnyTahn
I use this; not had any problems.
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
folderNote that CSL Music Mod music packs almost always bundle their source with the mod.
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).
Decal Hover Area [Steam ID 793346248] by Ronyx69
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.
Note: I haven't had time to test, just flagging this up as it will need testing, if someone has time...
Control It! by Keallu
Hide It, Bobby! by User
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.
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?
Zone radio [Steam ID 1568910950] by Zahav
It's using same code format as other CSL Music mods, I checked the .dll
in ILSpy.
Language: Russian
Information about compatibility between two mods.
Real Time [Steam ID 1420955187] by dymanoid
Cubemap Replacer (Read description!) [Steam ID 1183931915] by BloodyPenguin
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.
For best compatibility turn off Real Time's option for dynamic day lengths.
Adaptive Prop Visibility Distance [Steam ID 625608461]
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
.
No Abandonment [Steam ID 552309905] by TPB
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.
Dynamic Resolution (Fixed for 1.9!) [Steam ID 812713438] by Gradius Twin
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:
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).
Toggle It! [Steam ID 1764637396] by Keallu
Entering first person camera (using any mod) will cause previously hidden dashed border lines to reappear; just retoggle to hide them again.
Network Multitool 1.2 [Steam ID 2560782729] by macsergey
First Person Autowalking : https://steamcommunity.com/sharedfiles/filedetails/?id=659877005
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.
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.
Building Spawn Points 1.2.3 [Steam ID 2511258910] by macsergey
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.
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
Intercity Bus Control [Steam ID 2499771767] by BloodyPenguin
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.
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:
Information about compatibility between two mods.
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:
Chances of T++ being updated to work with current versions of the game are practically nil without a complete rewrite.
All versions of TM:PE
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
Cross The Line [Steam ID 498386331] by BloodyPenguin
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.
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
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).
More Network Stuff [Steam ID 512314255] by BloodyPenguin
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.
AnimUV Params [Steam ID 940299505] by Ronyx69
IMO it would be worth linking to the cslmodding.info pages so users and asset creators can see from the report where to get more details about the mod/shader: https://cslmodding.info/shader/animuv/
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.
Cims won't board intercity buses at stops outside the central 25 tile area.
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
https://steamcommunity.com/sharedfiles/filedetails/?id=2489276785
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.
Real London Sound Pack [Steam ID 533958715] by Milamber
Source
folderVault Archives Music Pack [Steam ID 1289991722] by Adjex
Source
folderAll cinematic cam mods by PhatR listed here
Each of those mods has a Source
folder containing a single .cs
file that defines the camera script.
Empty It! [Steam ID 1661072176] by Keallu
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.
PropRotating Params [Steam ID 954067599] by Ronyx69
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/
Prop Anarchy 0.6.3 [Steam ID 2696146766] by Quistar
and also the beta version: 2611824446
Recent versions are now compatible with asset/map editors.
Incompatible with:
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.
UK Sound Pack -- Updated 2.0 [Steam ID 899063611] by alborzka
Source
folderThis relates to all 0xyl0n sound mods listed in workshop
Additionally, notes below on source code apply to all sound mods in general.
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:
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
.xml
files with the definitions, eg. SoundEffects.xml
, VehicleEffectsDefinition.xml
etc.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)
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:
Those warnings are harmless; it just means duplicate audios won't be listed multiple times. Might be worth adding a note to that effect.
Unlimited Outside Connections [Steam ID 497033453] by BloodyPenguin
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.
zh-cn
) version of AutoMoney
mod
AutoMoney
mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2036484892AutoMoney
mod will apply to 自动取钱
mod1674732053 - Employ Overeducated Workers V2 (1.30+)
This needs some research and/or testing.
Information about compatibility between two mods.
Real Time [Steam ID 1420955187] by dymanoid
[Steam ID 2654110611] Transit Vehicle Spawn Delay 1.2
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.
Sunless Radio - CSL Music Mod [Steam ID 1551413082] by Nine
Source
folder.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
0
every Update()
.
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.
Although KamineNoDespawn is simple, it has a few issues:
Update
will cause lag on big cities that have lots of cims using PT
Suggested guidance:
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:
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.
Information about compatibility between two mods.
Undo It - https://steamcommunity.com/sharedfiles/filedetails/?id=1890830956
Extended Managers Library - https://steamcommunity.com/sharedfiles/filedetails/?id=2696146165
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.
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.
Train Converter [Steam ID 795514116] by BloodyPenguin
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).
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.
Relight [Steam ID 1209581656] by Ronyx69
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:
Apologies if this info already tracked, but posting here just in case.
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.
No Radioactive Desert And More by BP
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.
Network detective (for debuggin mods) [Steam ID 2152013104] by kian.zarrin
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".
May I know what is going on? Having unexplained inaccuracies in a correctness mod can be fatal.
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