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anandus

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Ok can't play the game with a error.

A Mod caused an error [ModException]

Details:
System.TypeLoadException: Could not load type 'CustomContentPanel' from assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
at ImprovedModsPanel.Mod.get_Name () [0x00000] in <filename unknown>:0
at ContentManagerPanel.RefreshPlugins () [0x00000] in <filename unknown>:0
ModException: A Mod caused an error

The game freeze in the menu and make alt+f4 for leave.
Just a guess: Try disabling Improved Mods Panel ;)
 

Bioxyde

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Ok i have removed the mod panel and the error has gone. But now my game lag in the menu. Why the game use 1190Mo RAM for 17% CPU load in the menu?

My config is full socket 2011 with 16Go RAM et GTX 4GO.

I think the game are break lol.

248868lost1.png
 
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anandus

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Ok i have removed the mod panel and the error has gone. But now my game lag in the menu. Why the game use 1190Mo RAM for 17% CPU load in the menu?
There are a few incompatible mods. Disable them and it should work fine.

Here are a few and a way to launch the game without mods:

EDIT: Mods causing conflicts so far: Traffic ++, Enhanced Zoom, Improved Asset panel, Fine Road Heights, Road Protractor, American Roads. Please unsubscribe from these mods until the authors have had a chance to update their code.
Important note for users with modded games: Please use "--noWorkshop" and "--disableMods" as launch options when running 1.1.0 for the first time to ensure there are no conflicts. Several of your favorite mods will need to be updated before working properly with this version.
Although Traffic++ has been updated with a hotfix already :)
 

NoSkillz

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Apr 1, 2015
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Important note for users with modded games: Please use "--noWorkshop" and "--disableMods" as launch options when running 1.1.0 for the first time to ensure there are no conflicts. Several of your favorite mods will need to be updated before working properly with this version.
how do we do this?
Please note:
  • The European style buildings are a map theme, meaning you will need to play a map in the European biome in order to see them.
This makes me really sad because this kind of concept does not allow for different architectural quarters in a city, like a dutch quarter, chinatown or whatever.
Please CO & PI: Reconsider this approach. I have read so many posts by people who would like to make districts with distinguished architecture styles.
Pretty please?

The best concept for this (from a user perspective) would be to create an additional districts UI, in which all growable buildings are listed (with preview image of course, sorted by type & level) and the user could check/uncheck to make sure which buildings are and are not allowed in a certain district. This would offer the most variety possible.

Going a little more into programming structure, the standard upon creating should be all checked. After editing the district once, the mechanism should change and allow only for explicitly listed buildings. This I consider neccessary. Let's say you have made a dutch quarter in a city. A couple of days later you add a new hightech building on the steam workshop. If the mechanism doesn't work the way I described, you would have to edit all your dutch quarters in all your cities to make sure this newly added hightech building doesn't grow in your dutch quarter(s). If the mechanic works as described, you'd only have to add buildings which fit that district theme.
The structure could be something like this: Only edited and saved districts have a table in the database with the district name. So as long as there is no table by that name, all buildings are allowed. When there is a table by that name, only the buildings explicitly listed in that table are allowed in that district.
Moreover, it would be very user friendly if those tables could be exported as presets, so if a person made a dutch quarter in city A and decides to make a new city (city B), they don't have to do the sorting all over again but instead can import the buildings allowed. Also those setups could be exchanged on steam or another platform.
Asset editor: Added the ability to set custom thumbnails and tooltip images for all types of assets (in the save panel)
My favorite addition of this update.
Our brand manager (the handsome guy you've seen in several videos) has the following to say about the expansion plans for Cities: Skylines.
Aren't all Swedish people supposed to be handsome? So it could be any of you guys ;-)
 
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Rik81

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Right click the game in the steam list and choose "properties", on the first screen there is a button labeled "launch options", you open it and insert the 2 options in the row. Then you start the game.
Thank you for that clarification. I've not been one to use "mods" in any games, in fact this is the first, bad decision, LOL.
 

pippu

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To be honest, I am very, very disappointed in this. These are nice buildings, but there is absolutely no way for me to control where I want them. The fact that you cant plob buildings (residental, commercial...) has stopped me to even play this game.

If you chose to use these European buildings, it means that your city will ONLY have them, and that is a ridiculously stupid decision by CO. I can't see any logical answer why we can't have plobbable residental, industrial and commerce. Right now i can't make the cities that i wan't.

It would be nice to have old town area with these wall to wall buildings, some modern suburbs with nearly identical buildings and so on, but no.
There should be own zoning areas for different themed of buildings, there should be easier way to limit buildings level up (I know that there is a mod for that but you have to go trough every single building).

Please, correct me if I am wrong.:(
 
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benzoll

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Hinkelstein

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To be honest, I am very, very disappointed in this. These are nice buildings, but there is absolutely no way for me to control where I want them. The fact that you cant plob buildings (residental, commercial...) has stopped me to even play this game.

As a city planer myself, I have to agree.
I really can't understand that decision. While they do look very european, no city looks completly like that.
Cities have mixed building types, thats why cities are so interesting.
 
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David0

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Small thing - I notice, with the new European style buildings (which are great!), the fire station has a German flag on it. Which leads me to ask: Is there a setting for 'region' to change the flags to other countries? (no disrespect to Germany of course!) :)

Will second the call to have the new style buildings linked to districts/zones instead of whole maps.

Combined with different flag settings (if possible), we could THEN have an Italian quarter, a French zone... all on the same map :D
 

Phil V

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Thanks to a Cities Skylines Guild on Facebook my game is now working and so far no problems, I've unsubscribed to most of the mods on steam so I can at least play it again.
 

Illanair

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Still waiting for the game to update here :/
 
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