Am I understanding this correctly ?

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vukica

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yeah... most of the stuff in the workshop is no good. stuff that isn't titled properly, nor does it offer any worthwhile description. some don't even have pictures. and i know that many of those modders might say that they weren't sure how it worked. but all that should be deleted.

i say...if the mod page has been inactive for 6 months. automatic deletion. or if it isn't properly titled, given a picture and a good description, then it's auto deleted after 30 days. if you really care that much about the mod you made, you are gonna save it.

that's a bad idea.

some mods don't need updating http://steamcommunity.com/sharedfiles/filedetails/?id=406721170&searchtext=simple+clock
 
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VincentX

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yeah... most of the stuff in the workshop is no good. stuff that isn't titled properly, nor does it offer any worthwhile description. some don't even have pictures. and i know that many of those modders might say that they weren't sure how it worked. but all that should be deleted.

i say...if the mod page has been inactive for 6 months. automatic deletion. or if it isn't properly titled, given a picture and a good description, then it's auto deleted after 30 days. if you really care that much about the mod you made, you are gonna save it.

Well, to be fair, we really shouldn't expect modders to keep spending their time on updating their things for long periods of time, even after they've often moved on themselves. They're not being paid. But we can reasonably expect for developers to keep an eye on what mods are popular enough to make it into the base game, because obviously those are creating valuable content for a whole lot of players. This really should be a no-brainer.
 
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RELee

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So, you guys want the company to be responsible for user-made mods even after the user who made them abandons them. Seems to me you're asking for a company to abandon all modding support just so they don't have to deal these innumerably insufferable threads.

If you want to use mods, and neither CO or the user community is forcing you to do so, then take on the responsibility of managing your own game. Otherwise you risk negative responses from some in the user community.

Personally, I'm trying to do better. In a previously life, I would have probably offended a large number of users here.

Hooray for personal growth. ;)

* This message represents the official view of the voices in my head
 
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jcitron

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yeah... most of the stuff in the workshop is no good. stuff that isn't titled properly, nor does it offer any worthwhile description. some don't even have pictures. and i know that many of those modders might say that they weren't sure how it worked. but all that should be deleted.

i say...if the mod page has been inactive for 6 months. automatic deletion. or if it isn't properly titled, given a picture and a good description, then it's auto deleted after 30 days. if you really care that much about the mod you made, you are gonna save it.

In some ways, I agree with this, however, we have to be careful too. If content gets deleted that is a dependency of a city, doesn't that ruin the city that has it installed? I agree though that a description be mandatory along with a good image of what the asset looks like. This is an issue we run into with my other sim. There are 418,000-plus assets available as of today. They range from full routes, sessions, and scripts, to full standalone assets such as buildings, industries, trees, and so on. There are people that may have produced some totally awesome content but because they include a generic asset thumbnail, no one will download it! If the included asset description is blank, no one touches it either. The company required a thumbnail a couple of versions ago, which caused awful hard feelings for many content creators. Why? It's not difficult and there are scripts available to automatically add a thumbnail to the assets. The reason for the pushback is this wasn't a requirement before! In some cases, we end up with some of this content anyway if it's been included in a route. When a route or driving session is downloaded for a route, these dependencies are included as well.

This brings up another issue... Dependencies. We sometimes have to go through a dependency hunt because the author included something from a third-party website, or something that he found and is using from a long-gone server, and could possibly from payware which is not allowed to be uploaded. You can only upload your own creations. With Steam's Workshop, we don't have that issue here , but we do have issues if something is deleted.

To prevent missing dependencies with Cities:Skylines, maps, we should archive or more move the least used content to the lowest part of the Workshop database. The reason for this is to allow these assets to remain available if needed even if people don't download them on a regular basis.
 
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klyte45

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So, you guys want the company to be responsible for user-made mods even after the user who made them abandons them. Seems to me you're asking for a company to abandon all modding support just so they don't have to deal these innumerably insufferable threads.

If you want to use mods, and neither CO or the user community is forcing you to do so, then take on the responsibility of managing your own game. Otherwise you risk negative responses from some in the user community.

Personally, I'm trying to do better. In a previously life, I would have probably offended a large number of users here.

Hooray for personal growth. ;)

* This message represents the official view of the voices in my head
This isn't the point. The point is the mod are being more useful than the DLCs... Mods must be only simple optional game extensions, not essencial ones (I think)
CS case is different of SC4 case, for example. The CS still in development, so a huge list of "must have mods" isn't good because of the updates, like what happened yesterday with a lot of mods stopping working and cities what can't be loaded. SC4 is dead inside the EA, so the mods are the only way to continue improving the game - so "must have mods" are perfectly understandable.
 
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RELee

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Appears to me that CO is working very hard behind the scenes despite the criticisms being tossed about.

Bug Using "Traffic Manager"

Good job, CO.
 
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MotownCountry

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meh...i was just trying to at least post a possible suggestion. instead of only complaining about it.
apparently.. the whole "not forcing you to use mods" seems kinda true/not true. sure you can pay nearly 15 bucks for a vanilla/"boring" game...but since clearly mods are ENCOURAGED for this game...yeah... two sided face here about the whole mods. i'm just gonna shut up now cuz i am having trouble trying to put my thoughts into words about this.
 
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slornie

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I understand your point of view, I really do, but you need to understand that if we were to supervise and manage all the user made mods we wouldn't be able to do anything else. There are tens of thousands of mods in the workshop and for us to check they all work, well, it just isn't feasible. This is also why mods are optional, we never force anyone to use them.
Does the Steam Workshop have a tool for players to report an item as broken/out of date? If so can't CO/Paradox employ someone (either paid or voluntary from community) to keep an eye on reported items and get those that are proven to be non-functional removed from the Workshop (or just disabled/archived until updated by the owner)?
 
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RELee

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boformer

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CO is working together with active modders to ensure that they can quickly update their mods after an update is released.

Of course they can not do anything when the responsible modder is no longer active.
 
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Camlon

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Wow... this sounds quite different from when I played the game last time.

The problem is how the expansions work, they come too often, and are too small. It was the exact same way EU4 killed their modding community.

If modding is going to be successful, then it is important that it is not necessary to update them all the time. I would recommend in the short term to fix bugs, and creating new housing styles that customers can pay for. Then only every 1-2 year, release a big voluntary expansion. If you buy it, you get everything, if you don't then you keep your base game.
 

henry1491

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Could three new tags be added for each mod?

1. Skylines, 2. After Dark, 3. Winter

By default evey mod gets Skylines 'set', and then it is up to the modder to set 2 and/or 3?

At least in this way we can see (and sort) which mods matches our game - and if we can avoid those that don't.
 
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Turjan

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One useful thing to add to the Steam Workshop would be an option to transfer ownership of workshop content to someone else. That way, you could at least hand a project over to someone else if you, as a modder, move on from the game.

I assume Steam doesn't allow that so they don't get swamped with complaints about scamming from people in other games with paid workshop content. It would sure be nice to have for CS though.
 
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boformer

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Could three new tags be added for each mod?

1. Skylines, 2. After Dark, 3. Winter

By default evey mod gets Skylines 'set', and then it is up to the modder to set 2 and/or 3?

At least in this way we can see (and sort) which mods matches our game - and if we can avoid those that don't.
Modders can already do that.
 

Feindbold

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One useful thing to add to the Steam Workshop would be an option to transfer ownership of workshop content to someone else. That way, you could at least hand a project over to someone else if you, as a modder, move on from the game.

I assume Steam doesn't allow that so they don't get swamped with complaints about scamming from people in other games with paid workshop content. It would sure be nice to have for CS though.

Thats allready possible, you can send ownership invites. Apparently wrong, see boformers post.



Believe me, I'm perfectly calm.

I think you are missing the point I obviously tried to make, but failed somehow?

I can fully understand that the new dlc is going to have bedding in problems.
I cannot understand, how a company can release a game, but to fully enjoy that game, I must use free stuff from the Steam Workshop. Yet, every update of this game, or every dlc of this game, disables the previous free stuff on the Steam Workshop. Understand?

So, the longer the Steam Workshop is not cleaned up, and we have stuff from the original game, the first dlc, post the first dlc, now the second dlc, maybe in the future another update, another dlc....?

SO the Steam Workshop just gets more and more filled up with crap that I have to wade through to find something that will work, and somehow this is "normal".

Someone should be responsible for cleaning up the Steam Workshop and I mean PAID to do it as a job. AND the maker of the game should be paying those wages.

OK, am I understood now? I'm still very calm. LOL

Just to put things in numbers for you, because that "workshop is full of broken stuff" argument is just wrong!

There are around 74k mods/assets on the workshop. From these, only around 500 are actual "coding" mods. Only these are even able to get broken by an dlc/update(+a small number of assets which a directly related to them such as trainstations with multiple tracks).

Than again most of these 500 mods did not even need an update and 95% of the broken mods got updated on release.

But your savegame contained one or more of the very few mods that were broken at that time (wich again, was only 6 hours after launch).
Instead of simply waiting for a fix, like a calm person would do, you create this thread and blame CO for things they cant possibly be held reponsible for.

Thats torch and pitchfork mode par excellence, if you ask me.
 
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Zipzapzup

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Well other paradox games handle these kind of issue quite well, so why can't CO? EU4 mods have a 'is compatible with version x of the game'-type of thing. When the game is updated all mods are disabled which don't have that tag. The mod author has to update the mod or just set the tag. If the author is no longer active, well the mod goes down the drain, but apart from the buildings that would happen anyway sooner or later.
 
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