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Seems very experimental for now but there are assets popping up in the code mods section.
These assets are made from bits and pieces from vanilla assets. They don't need to be imported because these assets you see on PDXMods are fake, just links to the different bits and pieces in the game.

The process is called asset assembly, because we use existing assets and props and combine them into new assets.

You need a mod to use them, of course, and this mod at the moment will make your game crash and will corrupt your savegames. Use it only if you're able and willing to help the modder to improve the mod.
 
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As modding is an important part of any Colossal Order game, one of our top priorities right now is to resolve the remaining issues with the asset import pipeline, so you can start to import and share your custom assets on Paradox Mods. This is proving more difficult than we hoped, so we don’t have an exact timeline at this time at this point, but it will likely take several more months.
Explain this code mod then? I tried it a bit, seems to work pretty well for road assets
 
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Explain this code mod then? I tried it a bit, seems to work pretty well for road assets
Read the mod description and you'll understand. There is no import, no new assets, it's just a way to reconfigure ingame the vanilla assets. The author has changed the name of this mod. It's now Asset Packs Manager (Formerly Asset Importer). Good thing as the "importer" part in the name was deceiving.
 
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Good to see a long list of fixes!
This patch removes the entitlement from all the Beach Properties assets, so they are now a part of the base game and available to everyone.
Despite all the f ups by CO, this is a good move!
With this patch in your hands, we’ve started working towards the next one. It will take about a month as, along with bug fixes and improvements, this patch will include a large re-work of the Economy to address much of the feedback you have shared with us in the past months. We’ll share more details on what has changed when the patch is ready.
Great to know. Keep such infos up!
 
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Great number of fixes/improvements. Any idea when TAA will get fixed? Got broken in the previous update, effectively rendering the game unplayable for me
We're seeing reports that the issues with TAA have been resolved in this patch. If you're still having issues with it, please let us know.
 
As modding is an important part of any Colossal Order game, one of our top priorities right now is to resolve the remaining issues with the asset import pipeline, so you can start to import and share your custom assets on Paradox Mods. This is proving more difficult than we hoped, so we don’t have an exact timeline at this time at this point, but it will likely take several more months.

After this statement, my thesis that I wrote in a previous topic could be even more supported...

Namely that the release of the MOD assets will take place during the period left blank in Q3, between July and September, so realistically it will be September...

Maybe, exactly after almost 1 year from the release of the game we could have the real CS2, maybe...
 
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Isn't it a better idea to share your thoughts on improving the economy before working on it for (a) month(s)? Taking some lessons from these past months, I'd suggest sharing your vision on the economy rework beforehand.
 
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Can't wait to test those welcome bug fixes and QoL improvements!
Sounds like you're working hard on getting the game on its feet again!

Does the line about fixing services vehicle dispatch includes post vans almost completely stopping retrieving mail when a cargo terminal (train or airport) is built?
 
As modding is an important part of any Colossal Order game, one of our top priorities right now is to resolve the remaining issues with the asset import pipeline, so you can start to import and share your custom assets on Paradox Mods. This is proving more difficult than we hoped, so we don’t have an exact timeline at this time at this point, but it will likely take several more months.
Why man ?? Why??? ... Okay it is quite understandable. At least could you provide a small train station in the upcoming free update it will good.
 
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Thank you.

Would it be possible to release the asset editor without the import pipeline, or is that a big dependency? (I'm not a creator so don't know the process.)
Great question! It would be good to let the community start creating assets , then there’d be many available to import as soon as the import pipeline is ready.
 
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Hi everyone. As patch 1.1.2f1 is rolling out on Steam and Microsoft Store, let’s have a look at what it includes and what you can expect next.

This patch removes the entitlement from all the Beach Properties assets, so they are now a part of the base game and available to everyone. Saves and custom maps using the assets should work without any extra steps, but as always, don’t hesitate to make a bug report on the forum if you have any issues. Additionally, we have improvements to performance, support for Nvidia DLSS Super Resolution, and a long list of bug fixes for both the game and the Editor. You can find the full list below.

With this patch in your hands, we’ve started working towards the next one. It will take about a month as, along with bug fixes and improvements, this patch will include a large re-work of the Economy to address much of the feedback you have shared with us in the past months. We’ll share more details on what has changed when the patch is ready.

As modding is an important part of any Colossal Order game, one of our top priorities right now is to resolve the remaining issues with the asset import pipeline, so you can start to import and share your custom assets on Paradox Mods. This is proving more difficult than we hoped, so we don’t have an exact timeline at this time at this point, but it will likely take several more months.

Thank you for all the bug reports, feedback, and support. We really appreciate it as it helps us understand and improve your experience with Cities: Skylines II.


Patch Notes 1.1.2f1

Beach Properties assets implemented to the base game

Performance

  • Nvidia DLSS Super Resolution support added
  • Some pathfinding optimizations to reduce slowing simulation
  • UI optimizations
  • Optimizations to reduce frame spikes

Bug fixes & improvements
  • Mod options are sorted alphabetically instead of random
  • Made bus stop and mailbox color in infoview same as icon color
  • Citizens are more likely to use taxis from outside connections when moving in the city
  • Automatically pause and display any pending legal documents when continuing last game from the launcher
  • Fixed crash to desktop occurs after starting a new game on Custom Map from Editor where 'Placeholder Surface' was used
  • Fixed crash to desktop occurs after placing any Truck from “Add Object” menu in developerMode
  • Fixed crash to desktop after loading save with broken path-road connections
  • Fixed crash to desktop after loading map with Landfill's lot created in Editor
  • Fixed Cartography achievement
  • Fixed dispatching problem causing service vehicles to have trouble reaching some targets in certain cases. Affects garbage collecting, post van (for buildings), police patrolling and road maintenance.
  • Fixed patient teleports to ambulance if the parking lot is close to their location
  • Fixed a road tool snapped to an existing road may randomly get into an incorrect position
  • Fixed zone grid alignment broken when bulldozing stops or mailboxes when there are different sized roads connected
  • Fixed duplicated city service upkeep items of building that have upgrade
  • Fixed trains stuck at rail yard when there are multiple spawning trains and arriving trains at the same time.
  • Fixed part of Hydroelectric Power Plant remains on map after bulldozing it
  • Fixed tutorial task list not resetting when selecting “Reset tutorials” from gameplay options.
  • Fixed limit tutorial center card height to prevent overlapping with bottom toolbar
  • Fixed missing color of Destroyed Buildings in the Disaster Control Info View
  • Fixed service coverage displaying all red for a couple of frames when activating infoview for the first time after loading save (In paused mode or soon after loading)
  • Fixed line color changes are not visible while it's hovered with a cursor.
  • Fixed Firewatch Tower incorrectly shows its range when hovering over the building
  • Fixed mouse tool options tooltips did not support handling a larger number of options or smaller resolutions/UI scalings
  • Fixed interface/panel transparency for non default UI styles
  • Fixed issue preventing saving after changing name with controller and virtual keyboard
  • Menu notifications thumbnail image will now retain its aspect ratio and will cover the square space with overflow content cut
  • Various screen resolution fixes
  • Multiple text fixes
  • Controller fixes:
    • All photomode panel properties can be reset
    • Reset property and capture keyframe action added for controller
    • Revamped controller navigation and focus styles for a more intuitive and streamlined UX
    • Disabled Editor inspector items can be focused to fix situations where some fields cannot be viewed or scrolled to with a controller.
    • Fixed draggable value not updating input label in photo mode panel
    • Fixed null reference when trying to reset a property that had no reset callback
    • Fixed controller navigation in Editor preview/thumbnail picker, save map panel, and add component menu. Item pickers no longer select items when focused by default.
    • Fixed preview not updating with various tools when using controller to select asset
    • Fixed controller action hints overlapping main menu sub screens
    • Fixed Editor bottom bar sliders not being usable with controller
    • Fixed item picker footer slider not being usable with controller
    • Fixed controller's slider buttons getting inverted when the slider's start value is higher than the end value
  • Added missing names from QLOC team to the credits

Editor
  • Added wind editing for maps
  • Added Paradox creator profile bindings
  • Display user avatar in Paradox panel
  • Added notification about mod loading status
  • Added support for text field input for numeric fields for mouse brush options
  • Added display tool options for bulldoze tool
  • Added notification if a mod failed to load. If you click on it, it shows details with the ability to open a mod page on Paradox Mods or disable a failed mod.
  • Added 'builtIn' property to setting pages
  • Added missed attributes to options in modding setting tab
  • Added directory picker
  • Added directory picker to modding toolchain dependencies to select installation path
  • Added directory browser bindings to OptionsUISystem
  • Fixed water simulation speed now resets when closing Editor water panel
  • Fixed modding toolchain sections text/icons not readable with scaled text
  • Fixed searching for components or directories not returning all results, small refactors and optimizations
  • Fixed brush options not resetting between Editor and in-game
  • Fixed Editor tool options sometimes not rendering before next UI action
  • Fixed visible loc ID in savegame's map name if the custom map used in the save has been deleted
  • Controller fixes & improvements
    • Editor tool options moved to inspector panel footer and usable with controller
    • Added controller action hints to Editor
    • Restricted controller navigation to Editor panel when active,
    • Several minor improvements to Editor controller navigation
  • Several UI modding improvements
  • Map upload: disable “Submit” button when internet connection lost or user unexpectedly logged out
  • Map upload: disable “Submit” button after successful upload to prevent uploading same map multiple times

Paradox Mods
  • Paradox SDK updated to version 1.19
  • Paradox Mods updated to version 1.4.1
  • New features
    • Addition of Creator profiles and Your profile view
    • Ability to follow creators
    • Pressing Escape can now be used to close Mods UI
    • Addition of Ko-fi, Buy me a coffee, Crowdin as external links
    • PageUp, PageDown, Home and End can be used to scroll in various views
    • Mousebutton 4 and 5 (thumb buttons) can now be used for back and forward navigation
    • Author is now clickable when browsing mods
    • Mod ID is now visible in Mod info and can be copied as well as copy the full link of the mod
    • Arrow left and right can now be used to navigate the gallery on mod details
    • Input text fields will now auto focus
    • Going back from mod details will now scroll down to where you were before
    • Ability to remove a mod from all playsets when in Library
  • General improvements
    • Increased scroll speed
    • Redesigned mod details information box
    • Thumbnail is now visible on mod details
    • Reordered icons when browsing mods
    • Clarified text in Library to also mention how many mods in the active playset
    • Clarified text when on an empty non-active playset
    • Modals have been slightly redesigned
    • Failing to fetch discussion will only show a toast instead of an error modal
    • Updated translations in some places
    • Redesigned spotlight in Featured to be smaller
    • Browse now have 5 mods in a row on PC, up from 4
    • Mod version will now be used instead of numerical version (if it exists)
    • Featured mods can now be subscribed and shows likes
    • Clarified text on featured mods Browse all button
    • Last updated is now showing in mod info
    • Created timestamp is now showing in mod info
  • Bug fixes
    • User removed mods are now properly texted as removed
    • Fixed a couple of crashes in offline mode
    • Fixed search field flickering when switching to and from Browse view
    • Fixed scrolling back in Browse not centering on the previous clicked mod
    • Fixed text in library to not overflow to much in some languages
thanks so much for the DLSS. I already see a huge increase on performance even with it on quality mode. Does this mean we will not get fram generation in the future?
 
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Oh great now it leaves dotty trails of things I just deleted when the camera is static. I suppose that's dlss fault. Great technology:rolleyes:
Edit: oh and it just crashed without notice, with me afk.
 
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Fixed dispatching problem causing service vehicles to have trouble reaching some targets in certain cases. Affects garbage collecting, post van (for buildings), police patrolling and road maintenance
Is this the fix to mail finally? And does this fix the police actually arresting the criminals and taking them to jail after reaching the target?