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Cities: Skylines Official

Corporal
Paradox Staff
Colossal Order Dev
15 Badges
Jul 31, 2023
31
826
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Answering community questions

We wanted to answer some of the questions that you asked yesterday, so without further ado; another FAQ from the Paradox Mods Team!
_________________________________________________________________________________________________________________________________________________________________________________________________

Q: Can you disable comments for mods?
A: It’s actually the other way around: Mod creators opt-in on discussion by adding a forum thread to the mod metadata.

Q: Can we make mod collections?
A: You can achieve something very similar by creating a wrapper mod that contains all the collected mods as dependencies - we support up to 100 dependencies per mod. This will cause anyone that subscribes to your wrapper mod to also subscribe to the collected mods.

Q: Can we share playsets?
A: Not presently, but playset sharing and following is something we are working on. We don’t have a launch date for the feature, but it’s on the roadmap!

Q: Can we see the update history of a mod?
A: You can indeed. The version history and (if supplied by the creator) patch notes are available for your perusal.

Q: Can we use mods on GFN?
A: Not presently. We are working with nVidia on enabling mods on their platform, but as you may know, executing arbitrary code on shared hardware is not exactly a risk-free endeavor. Both Paradox and nVidia are keen to get it working, so eventually we’ll probably figure something out! ;)

Q: How does moderation and malware removal work?
A: For all intents and purposes, it’s identical to the process used currently for C:S1 - Players can report mods. Mod reports are reviewed by your moderators and if a mod is deemed to be in breach of our community guidelines, it’ll be banned. Mod creators may appeal a ban in order to get their mods reinstated if they feel they have been unfairly treated.

Q: What happens if a mod dependency is removed?
A: This has a multi-part answer.

  1. Mods are not removed from your disk when they are removed server-side, since this would be very disruptive. However, if you remove a no-longer-published mod from your disk, it can’t be re-downloaded from Paradox mods.
  2. Currently we don’t show what dependencies are missing from a mod, but we are working on a feature to highlight if this is the case. The mod will probably no longer work, but we won’t prevent you from installing it and trying it anyway - maybe you have the missing dependency installed locally?
  3. We would never wish to, nor can we legally, prevent a mod creator from removing their work from our platform. This means that if a mod that your mod is dependent on is removed, you have no recourse except to replace it with something else or convince the creator of the removed mod to re-publish it.
Q: Will code mods work on consoles?
A: While our aim is to make experiences between platforms as similar as possible, technical limitations and security issues mean that there will be inevitable differences between different versions of the game. From CO and Paradox’s side, we are mod maximalists and always work to that end; what exact limitations will be placed on console versions is not known, but we’ll try to have as few limitations as possible.

Q: Can we change the download location of mods?
A: Not currently from any in-game setting, though the implementation does properly follow soft links, so if you really need to store your mod library on your big disk, it’s technically possible albeit with some work outside the game itself. As you’d expect, storing mods on a slow disk will come with a performance penalty.

Q: Can you list mods by popularity?
A: Yes, this is one of the default sort orders.

Q: Can we follow our favorite modders?
A: Currently you can list all mods made by a particular modder, but there is no provision to actually follow them. This, together with more fleshed-out creator profiles (optional of course) is something that we have on our roadmap, and relatively close on it as well!

Q: If you are banned on the forums, will this affect your ability to mod or subscribe to mods?
A: This will not affect your ability to mod or subscribe, though it will affect your ability to create discussion threads for your mods and to participate in mod discussions.
If your infraction is severe enough that your entire Paradox account is disabled, which is almost unheard of, you will no longer be able to log in and hence will not be able to subscribe or upload mods for the duration of your ban - Your existing mods will remain available to other users, though.


_________________________________________________________________________________________________________________________________________________________________________________________________

These next Q&As are from an old FAQ Thread that we posted when Cities: Skylines II was released back in October (some entries have been removed here because they're no longer relevant).

Q: How will the Paradox Mods as a platform perform on its release?
A: As always, performance (download speed) all depends on how many mods the player is running and their size.

If a user has a significant amount of mods and a large portion has received updates when the game is started, it might take some time for those to download.

We are working on optimizing this process to allow for, e.g., differential updates (basically meaning that only the new/updated part of the mod will actually be downloaded) and the ability to sync more than one mod at a time (aka parallelized sync).


Q: Will you have to log into Paradox Mods separately from Steam or Microsoft Store?
A: As long as you have connected your platform (Steam, XBOX, PSN) account with your Paradox account, there is no need to log in separately to Paradox Mods.

Q: Will Cities: Skylines II launch paid mods or microtransactions on Paradox Mods?
A: No. There will not be any paid mods for Cities: Skylines II on Paradox Mods.

Q: How will Paradox Mods handle creations with updates? Do they download as soon as Steam is opened?
A: When any mod that you're subscribed to has an update, it will start downloading and updating automatically once the game is started.

Q: Will you be able to publish copyrighted buildings or copyrighted brands?
A: You can publish anything you create, but if we receive a cease-and-desist, it will be removed. This is the same process as on Steam Workshop.

Q: Will you be able to vote, give thumbs up, give stars to creations you like, and what consequences will that have?
A: You will be able to rate mods using a thumbs-up/like button.

Q: Will there be any way to link two creations together if one needs the other, like Harmony Mod in Cities: Skylines 1?
A: Yes. If dependencies exist, players will be asked if they wish to add them as subscriptions.

Q: Is there any way to share comments on the page of a creation?
A: There will be a possibility to display links to common social channels such as Discord, X, YouTube - and Paradox Forum - for each mod. Eventually, a Paradox Forum thread can be displayed directly with the mod if the creator chooses to.

Q: Who is handling the moderation of the Paradox Mods assets?
A: Paradox will handle the moderation of Paradox Mods, and all reports submitted will go through us. (This is also the case for Steam Workshop, so there is no change in the process.)
 
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Q: What happens if a mod dependency is removed?
A: This has a multi-part answer.
  1. Mods are not removed from your disk when they are removed server-side, since this would be very disruptive. However, if you remove a no-longer-published mod from your disk, it can’t be re-downloaded from Paradox mods.
  2. Currently we don’t show what dependencies are missing from a mod, but we are working on a feature to highlight if this is the case. The mod will probably no longer work, but we won’t prevent you from installing it and trying it anyway - maybe you have the missing dependency installed locally?
  3. We would never wish to, nor can we legally, prevent a mod creator from removing their work from our platform. This means that if a mod that your mod is dependent on is removed, you have no recourse except to replace it with something else or convince the creator of the removed mod to re-publish it.
You can absolutely legally make it easy for modders who no longer want to maintain something to pass control of it to someone else. You encourage people who hit the delete button to consider changing its status to "abandoned". That's a choice they can make that passes ownership to someone else, be it Paradox or another modder who subsequently takes it over.
 
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Answering community questions

We wanted to answer some of the questions that you asked yesterday, so without further ado; another FAQ from the Paradox Mods Team!
_________________________________________________________________________________________________________________________________________________________________________________________________

Q: Can you disable comments for mods?
A: It’s actually the other way around: Mod creators opt-in on discussion by adding a forum thread to the mod metadata.

Q: Can we make mod collections?
A: You can achieve something very similar by creating a wrapper mod that contains all the collected mods as dependencies - we support up to 100 dependencies per mod. This will cause anyone that subscribes to your wrapper mod to also subscribe to the collected mods.

Q: Can we share playsets?
A: Not presently, but playset sharing and following is something we are working on. We don’t have a launch date for the feature, but it’s on the roadmap!

Q: Can we see the update history of a mod?
A: You can indeed. The version history and (if supplied by the creator) patch notes are available for your perusal.

Q: Can we use mods on GFN?
A: Not presently. We are working with nVidia on enabling mods on their platform, but as you may know, executing arbitrary code on shared hardware is not exactly a risk-free endeavor. Both Paradox and nVidia are keen to get it working, so eventually we’ll probably figure something out! ;)

Q: How does moderation and malware removal work?
A: For all intents and purposes, it’s identical to the process used currently for C:S1 - Players can report mods. Mod reports are reviewed by your moderators and if a mod is deemed to be in breach of our community guidelines, it’ll be banned. Mod creators may appeal a ban in order to get their mods reinstated if they feel they have been unfairly treated.

Q: What happens if a mod dependency is removed?
A: This has a multi-part answer.

  1. Mods are not removed from your disk when they are removed server-side, since this would be very disruptive. However, if you remove a no-longer-published mod from your disk, it can’t be re-downloaded from Paradox mods.
  2. Currently we don’t show what dependencies are missing from a mod, but we are working on a feature to highlight if this is the case. The mod will probably no longer work, but we won’t prevent you from installing it and trying it anyway - maybe you have the missing dependency installed locally?
  3. We would never wish to, nor can we legally, prevent a mod creator from removing their work from our platform. This means that if a mod that your mod is dependent on is removed, you have no recourse except to replace it with something else or convince the creator of the removed mod to re-publish it.
Q: Will code mods work on consoles?
A: While our aim is to make experiences between platforms as similar as possible, technical limitations and security issues mean that there will be inevitable differences between different versions of the game. From CO and Paradox’s side, we are mod maximalists and always work to that end; what exact limitations will be placed on console versions is not known, but we’ll try to have as few limitations as possible.

Q: Can we change the download location of mods?
A: Not currently from any in-game setting, though the implementation does properly follow soft links, so if you really need to store your mod library on your big disk, it’s technically possible albeit with some work outside the game itself. As you’d expect, storing mods on a slow disk will come with a performance penalty.

Q: Can you list mods by popularity?
A: Yes, this is one of the default sort orders.

Q: Can we follow our favorite modders?
A: Currently you can list all mods made by a particular modder, but there is no provision to actually follow them. This, together with more fleshed-out creator profiles (optional of course) is something that we have on our roadmap, and relatively close on it as well!

Q: If you are banned on the forums, will this affect your ability to mod or subscribe to mods?
A: This will not affect your ability to mod or subscribe, though it will affect your ability to create discussion threads for your mods and to participate in mod discussions.
If your infraction is severe enough that your entire Paradox account is disabled, which is almost unheard of, you will no longer be able to log in and hence will not be able to subscribe or upload mods for the duration of your ban - Your existing mods will remain available to other users, though.


_________________________________________________________________________________________________________________________________________________________________________________________________

These next Q&As are from an old FAQ Thread that we posted when Cities: Skylines II was released back in October (some entries have been removed here because they're no longer relevant).

Q: How will the Paradox Mods as a platform perform on its release?
A: As always, performance (download speed) all depends on how many mods the player is running and their size.

If a user has a significant amount of mods and a large portion has received updates when the game is started, it might take some time for those to download.

We are working on optimizing this process to allow for, e.g., differential updates (basically meaning that only the new/updated part of the mod will actually be downloaded) and the ability to sync more than one mod at a time (aka parallelized sync).


Q: Will you have to log into Paradox Mods separately from Steam or Microsoft Store?
A: As long as you have connected your platform (Steam, XBOX, PSN) account with your Paradox account, there is no need to log in separately to Paradox Mods.

Q: Will Cities: Skylines II launch paid mods or microtransactions on Paradox Mods?
A: No. There will not be any paid mods for Cities: Skylines II on Paradox Mods.

Q: How will Paradox Mods handle creations with updates? Do they download as soon as Steam is opened?
A: When any mod that you're subscribed to has an update, it will start downloading and updating automatically once the game is started.

Q: Will you be able to publish copyrighted buildings or copyrighted brands?
A: You can publish anything you create, but if we receive a cease-and-desist, it will be removed. This is the same process as on Steam Workshop.

Q: Will you be able to vote, give thumbs up, give stars to creations you like, and what consequences will that have?
A: You will be able to rate mods using a thumbs-up/like button.

Q: Will there be any way to link two creations together if one needs the other, like Harmony Mod in Cities: Skylines 1?
A: Yes. If dependencies exist, players will be asked if they wish to add them as subscriptions.

Q: Is there any way to share comments on the page of a creation?
A: There will be a possibility to display links to common social channels such as Discord, X, YouTube - and Paradox Forum - for each mod. Eventually, a Paradox Forum thread can be displayed directly with the mod if the creator chooses to.

Q: Who is handling the moderation of the Paradox Mods assets?
A: Paradox will handle the moderation of Paradox Mods, and all reports submitted will go through us. (This is also the case for Steam Workshop, so there is no change in the process.)
Thank you! This type of interaction (and speed) is what the community is/was looking for. Hopefully CO can take some learning lessons from this and implement it in their WOTW routine.
  • Analyze what should be shared in next wotw
  • publish wotw
  • collect questions and respond to as many as possible in FAQ form
  • rinse and repeat
 
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This is the coolest thing. And we appreciate knowing that some additional features are on the roadmap!

I wish we also have a better understanding of the roadmap for map editor and code mods leading to 1.0. And if that’s simply polishing the tool and getting the existing features to work properly, that’s also very welcomed information.

Thanks for the info
 
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I am a bit concerned about the protection against malware being "players reporting the mod". That doesn't make me feel safe nor confident downloading mods from an  integrated system... I had expected a bigger screening/protection mechanism.
 
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A small but significant bit you might want to fix in the FAQ:

While a building design can be subject to architectural copyright, there's no such thing as "copyrighted brands". Brands are protected by trademark law, not copyright, and their enforcement is different.

Colossal Order does not use known brands for the relevant items (mainly stores, factories and trucks), but asset creators have, for the sake of realism.
Most brands won't mind this kind of usage because the game is not using their brand to mislead the public (ie to sell counterfeit goods). Indeed, many welcome the exposure as it indicates their brand is recognized enough to be desirable in the city. But it's always possible that a few brands, paranoid about reputation, may object to any use not explicitly approved by them. In such cases they will complain using conventional lawyer communications rather than the simpler processes used to launch copyright claims. Trademark infringement can't be used as the basis of a DMCA takedown.

There are many other differences between copyright and trademark but these are the ones that matter to the game.

Note: IANAL but I have formerly studied the issue via the Harvard CopyrightX course.
 
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You're talking about the american law but is it 100% relevant when the publisher is swedish and the brand from any country?

The Berne Convention, that generally synchronizes minimum copyright protection, has been ratified by 181 countries including Sweden.

Trademarks are not as synchronized, a brand owner still needs to apply separately for legal protection in every jurisdiction. The EU has a single trademark registry that is largely similar to -- but separate from -- the US one. Most major brands, regardless of where they are based, will be registered in (at least) both the US and EU. One famous difference is "Aspirin", which is still a trademark of Bayer in the EU while in the US it is a generic term that can be used by anyone.
 
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at the very least there should be an option to install the mod files in the same folder as the game. the drive my game is installed on is actually my fast drive. also, i really dont need my C drive filling up with skylines files.
 
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Hi, will CS2 still work offline with mods? This has been an issue with CS1 Steam workshop mods. I like to play CS when I’m traveling, like on a plane, where I don’t have internet. Getting steam workshop content to work offline is a bit of a nightmare. Is this something accounted for with Paradox mods?

Thanks
 
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Thanks for picking my question related to GFN

Hope it will not take more time
Surely there is a way to whitelist (and lock future changes to) certain mods and default the rest as being incompatible. Perhaps a separate category for GFN-compatibility. I personally don't even need access to code mods and am really more interested in assets. Though some of the QOL stuff would be nice, I survived CS1 with its weak tools and can do the same for CS2...
 
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Q: Can we use mods on GFN?
A: Not presently. We are working with nVidia on enabling mods on their platform, but as you may know, executing arbitrary code on shared hardware is not exactly a risk-free endeavor. Both Paradox and nVidia are keen to get it working, so eventually we’ll probably figure something out! ;)
Given we are able to access PDX Mods via GFN and use Maps from the platform - is it possible to get confirmation whether this means we will have access to other assets once they are live? Assuming maps are closer to an asset than a code mod (which are understandably more complex).
 
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Do you have the SDK API usage documentation? The examples I saw on this website: cs2 paradoxwikis com Systems are all blank.

If I want to retrieve data within the game, such as road width, current water supply status, current power supply status, how should I do that?

Also, if I want to create a pedestrian bridge component that can replace the zebra crossing, be placed at any location on the road surface, or be placed at intersections and roundabouts to replace the zebra crossing, how should I configure it to allow interaction between the UI part based on Typescript/Javascript and CSharp code?

Alternatively, can the UI part be created directly using CSharp, skipping Typescript?

I have personal experience in developing CSharp desktop applications and ASP NET, but I have no experience in game development or creating Mods for Cities: Skylines (1). Without proper API documentation, I have no idea of making Mods.

Thanks for your response in advance.
 
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Right now, starting CS2 in offline mode disables mods. Will this be fixed so mods that are stored locally are automatically used regardless of whether there is an Internet connection?
 
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