Closed boformer closed 8 years ago
It looks like their version of the themes, or styles as they call them, will be very limited. I mean seriously, only one style at a time? That's a huge downgrade compared to our version. For the same results, you will need to create a lot more styles. That poor dropdown list will be very long,
They didn't show the style creation either, I bet you'll not be able to create them while in game, it will probably be a tool like the asset editor.
How I see things : we use the new code as a new base, which probably means less detour, more stability, etc... , and improve on it to get to a state close to where the mod is right now.
Good news, the styles will have their own category on the steam workshop, no needs to scan the mods to find the themes anymore.
They didn't show the style creation either, I bet you'll not be able to create them while in game, it will probably be a tool like the asset editor.
It is show in one of the last screenshots.
It is show in one of the last screenshots.
That's subtle, I had to look twice before I notice the Add to style. That's pretty neat (But ingame style editing is better :P).
you can only select one theme per district
After the update mod should be renamed to 'Multiple styles per district' :)
How I see things : we use the new code as a new base, which probably means less detour, more stability, etc... , and improve on it to get to a state close to where the mod is right now.
Absolutely agree. Hopefully it will be possible to reuse their new code in the way we need.
- Make the Theme Manager GUI work with the official theme system (ingame creation of themes with 3d preview = awesome)
- Create a mod that allows you to select multiple themes per district (if possible)
- Create a mod that improves the footprint selection and upgrade system:
Do you suggest that Building Themes should be splitted into multiple mods and the original mod should be deprecated? I'm for modularity :)
Yes, I suggest that we add a game version detection to the mod, so that it disables itself when the new update is installed.
Then we can see how we re-implement missing features. If possible in multiple mods.
Closed beta test for small group of core modders will be available soon. It's a great news, guys! :)
Oh darn, all this just when I was looking forward to Building Themes update on the notion of: "+[*] More cloning options: Change the zone type, color variation or density of a building"
The vanilla buildings and especially european buildings could use a little more color variations for variety. I hope this is done to the whatever theme mod(s) are coming next. I just hope we would of had color variation cloning for 1.1.1c too :/
Looking forward for you future work guys :)
The beta is a great idea, but I do not have time until Sep 24 :(
@SamamTS, @earalov Do you want to give it a try?
@SamsamTS
I've already sent application email. @SamsamTS, if you want to apply too, see this Paradox forum post for details. @boformer If you won't have time (and if I get the beta), I'll try to prepare Building Themes for After Dark release. Will you be available to review pull requests?
Yes, I will review them. We just need a strategy what we will do with the mod.
It would be perfect If we could just transfer all current themes to the "styles" system. That means (sorted by priority):
The minimal goal would be: Detect that after dark patch is installed and disable the mod.
@boformer TotalyMoo asked me to remind you that you need to send him your beta email ASAP. Will you participate in beta?
I created a private repo for the after dark building themes update: https://github.com/boformer/BuildingThemes-AfterDark
i will push the current version of the mod when I'm at home.
Please focus on Mod Tools first. I think many modders rely on it.
Building themes is very important too. After Dark has only one style per district :/ so our mixed european and international districts will vanish into thin air if opened without building themes updated. So I'm turning auto patch off.
https://forum.paradoxplaza.com/forum/index.php?threads/cities-skylines-after-dark-dev-diary-2-whats-new-with-modding.878916/
Problems I see so far:
I guess that a lot of referenced game code will be changed by the patch, and the mod will be broken. While this is not a serious problem because the mod does not break the save files, we have to decide what to do next.
I would suggest that we disable the cloning feature in our mod (only remove the option to create new clones in the theme manager) and warn users with clones in their themes that the feature will not be supported by the official theme system.
Many users also reported problems with the cloning feature, so disabling it is probably good to improve the stability of the mod.
I would also suggest that we include a version switch in our mod, so that it disables itself when the new update is installed (with option to bypass in the options menu).
Ideas for post-update time: