Hi all!

We have a small patch today for Cities: Skylines 1 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

Consoles

  • Fixed UI navigation to restore access to all controls in numerous dialogs
  • Fixed not being able to remove road fences
  • Fixed radio station icons disappearing after reloading a game
  • Fixed debug text in Employment Info View Panel
  • Fixed sorting of races and events in overview panel
  • Fixed position of Intercity Trains button

Known Issues​

All 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Note: You may see a warning that mods are out of date.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

[–] [S] 1 point 4 months ago

Small but important update: We're now using the ZipBot RSS tool to publish the latest announcements/news/dev patches/videos & other game updates as they are released/published. This was being done manually, being dependent of me to publish the latest updates, sometimes resulting in some hours of delay. Now you and the community will be updated as soon as these news are published.

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    A word from The Cities Team

    Eleven years of city-building, creativity, and a community that keeps raising the skyline.

    This month, Cities: Skylines turns 11. What started with a handful of carefully placed roads has grown into vast regions of glass buildings, tangled highway interchanges, sleepy suburbs, and transport networks that are always at 100% efficiency.

    Every district painted, every mod installed, every comment and piece of feedback has shaped this journey. The past eleven years belong as much to you as they do to us. During the Month of March, we will be celebrating you and the new editions to both of our games, both for Cities: Skylines from Tantalus Media and Cities: Skylines II from Iceflake Studios.

    A Month Built by You

    All month long, we’ll be marking the anniversary with a dedicated roadmap packed with fresh content, new releases, community events, contests, and a few birthday surprises along the way. It’s a celebration of where Cities: Skylines began and how far it has come, while looking ahead to what’s next on the horizon.

    Take a look ahead at what’s in store for the anniversary celebration throughout the month of March.

     

    Tomorrow - *Asset Mods will also become available for Cities: Skylines II. The free beta update to the Editor will allow modders to implement their own unique props and buildings, and share them with the Cities community through the Paradox Mods library.

    This is the last thing on our Road Map for 2025, we will have a Developer Diary from Colossal Order about the Asset Modding tomorrow, so keep an eye out for that!*

    from the Supply Chains & Skyscrapers launch article.

    [–] [S] 3 points 7 months ago

    "Tomorrow - *Asset Mods will also become available for Cities: Skylines II. The free beta update to the Editor will allow modders to implement their own unique props and buildings, and share them with the Cities community through the Paradox Mods library.

    This is the last thing on our Road Map for 2025, we will have a Developer Diary from Colossal Order about the Asset Modding tomorrow, so keep an eye out for that!*"

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  • [–] [S] 1 point 8 months ago*

    Reach for the sky with the Creator Pack ‘Skyscrapers’. Designed by community creator ‘REV0’. This pack introduces a bold collection of towering buildings that will transform the skyline of your city. Paying tribute to international architectural styles, it features a selection of stunning high-rises that offer a range of city service upgrades.

    Included in ‘Skyscrapers’ by ‘REV0’:

    15 Signature Buildings, 2 Unique Service Buildings, 23 Accompanying Upgrades and 3 Props

    From sleek commercial headquarters to towering residential complexes. Each skyscraper in this pack is crafted to bring both form and function. Many come with several upgrade options, ranging from integrated transit terminals, rooftop observatories, and expansive underground facilities, ensuring these architectural giants are as efficient as they are iconic. With structures soaring up to 600 meters, ‘Skyscrapers’ gives your city the vertical edge it deserves.

    Signature Buildings:

    • The Great Tower of Commerce

    • Kansai Tower

    • Grandview Heights

    • Silver Dragon

    • Lighthouse Pointe

    • Bell Creek

    • Hurston Yards

    • Docklands Tower

    • Emerald Towers

    • Seaworth Building

    • Long Wires Tower

    • Finanzturm

    • The Coruña

    • Arroyo Seco Building

    • Aurum Spire

    Service Buildings:

    • Terminal City Bank

    • Westmont Tower

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  • [–] [S] 1 point 8 months ago

    Grow your city’s industry with the Creator Pack ‘Supply Chains’. Designed by community creator ‘Badi_Dea’, this pack captures the progression of your industrial production from modest workshops to global-scale manufacturing including their corporate headquarters. From farmers’ markets to retail stores, each building represents a step in your city’s supply chain; tracing the journey from raw materials to the hands of the end consumer. This Creator Pack follows a progressive unlocking system. As your industry processes more of each raw material, and your city advances in milestones, new signature buildings will become available along each supply chain. Included in ‘Supply Chains’ by ‘Badi_Dea’:

    27 Signature Buildings, 9 Accompanying Upgrades

    Early in your city’s development, start small with several industrial signature buildings to compliment your production of raw materials. As your production increases, unlock upgrades, commercial signature buildings and eventually office signature buildings that tie in to each industry, allowing you to build along each supply chain!

    **Signature Buildings: **

    • Particleboard Factory

    • Cereal Mill

    • Livestock Processing Facility

    • Energy Drink Bottling Plant

    • Athleticwear Factory

    • Rocket Fuel Refinery

    • Blast Furnace

    • Steelworks

    • Concrete Batch Plant

    • Nanopolymer Synthesis Unit

    • Casting Fabricator

    • Fabrication Unit

    • Gravity Separation Unit

    • Antique Store

    • Baker and Confectionary

    • Farmers Market

    • Sportsbar

    • Sporting Goods Store

    • Interior Design Studio

    • Television Production Studio

    • Livestock Exchange

    • Bottle Cap Office

    • Brand and Lifestyle Center

    • Launch Payload Control Center

    • Steel Building

    • Energy Lobbying Office

    • Stripmine Office

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  • [–] [S] 2 points 8 months ago

    About mods/patch day:

    TLDR

    • Compared with last time, this is going to be a pretty chill patch day - nearly 90% of the mods reviewed are known to work with the new game version
    • We tested 250+ mods and only 22 need an update
    • 6 have updates ready to go
    • 14 will only get access to the patch at the same time you do

    More here.

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  • [–] [S] 3 points 9 months ago

    Things I noticed in the trailer:

    • Road Tools

    • New ports seem to be modular with drawable shores

    • Oil (?) rig in the water with two new oil ships (normal size and bigger)

    • Really big dock building You can see all of this stopping the video in the 0:43s mark

    • Something that looks like a really big water treatment building (0:45s)

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  • [–] [S] 3 points 10 months ago* (last edited 10 months ago)

    While there's no mixed use buildings, there's a lot of new stuff that will keep us entertained for a while. The new train station and the modular cemetery are a must!

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  • [–] [S] 3 points 10 months ago

    Sadly there's no mixed use buildings in the pack, explanation why by R3VO:

    "Mixed use was not really compatible with the pack scope.

    • We wanted to settle on a standard zone depth that is versatile and usable for everyone. Mixed zone buildings have their own set of rules (mainly the storefronts under you can see), which makes them more rigid assets, or require another set of custom storefront buildings.
    • Their technical requirements are also different and is not as flexible as a regular medium density asset.
    • Mixed zones are also not very flexible as a zone type, since it relies on the simulation being on-par on both residential and commercial requirements. Binding an entire zone to mixed felt unnecessary and too risky to deal with.
    • Issues 1 and 2 can be rectified easily later with the custom content as we wouldn't be bounded by official requirements/technical guidelines.
    • Making an entire zone type by just faking the storefronts/residential space wasn't really an option either. That said, some buildings still have ground floors modelled as a store to maintain a realistic visual representation.
    • StarQ's Advanced Building Control mod allows the alteration of the zone type of the building, allowing you to make some of these buildings mixed. Obviously, we cant use mods to make region pack content so this is an option that is available to players. "
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