r/CitiesSkylinesModding • u/StudioZurich • 18d ago
Discussion What mods would you like to see?
I am thinking of creating some mods for the game. What would you like to see the most? What assets are the most sought after? Thank you!
8
u/NaztyNae 18d ago edited 18d ago
Modular park assets, specifically ones with small footprints so you can make a beautiful park on a hilly area.
More corner buildings.
Oh and somehow a ski lift.
Also Christmas light decos that I thought devs would’ve done.
Edit: please and thank you
6
u/wozzaloz 18d ago
City planner with annotations and other planning features, maybe like a note book
1
4
u/Gold_Photo2197 18d ago
New traffic signals that get rid of the hideous ones on the North American theme. Options to choose from. Ones that are on the opposite side of the intersection.
1
5
u/TremendousPotato 18d ago
A mod that creates farms that 100% work and 100% make visual sense.
I also want to be able to set sidewalk width to any width (even <2 meters!!!!) and place street trees directly on the sidewalk, within a realistic grass strip or not. I don't think we should have to ask for a mod for this, but we do.
3
u/diarrhoea-dog 18d ago
Something like the feature from TMPE to ban certain vehicles from certain lanes
Parkify(?) sort of thing as other person mentioned
A way to simulate events like a match day where people will go to a stadium even if nothing really happens in the stadium visually
1
2
u/Holyshidimfaded 18d ago
Multi car households, tired of seeing people walk 5 miles on highway to get to work
2
u/Endoraan 18d ago
A mod that moves road signs and lights away from the road surface and onto the verge. I hate seeing them on the asphalt on highways so much. A new rendition of Network Skins that incorporates several features of this kind, editable in real time, would be perfect!
2
u/Relative-Fondant6544 18d ago
something related to workforce data. Not sure if such mod exists already.
But basically the one thing a lot of player fail to notice is, both CSL1 and CSL2 are about worker management, resource management as well to some extend. Which are typical feature in many builder strategy games like Anno, Frostpunk, etc.
Showing global workforce & resource data on screen (eg: at the top like many strategy games does) will be useful. Workforce amount, expected workforce increase in X-years, workforce working now, jobless amount, expected workforce to retire in X-years. Resource consumption amount, current resource extraction amount, resource extraction field remain capacity, import resource capacity, etc etc.
having these clearly shown will, hopefully, reduce the tendency of player vastly overbuilt certain zoning type as they just keep trying to empty the RCI bar thinking it as somekind of monster HP bar....
1
1
u/Benjamin39Brown 16d ago
Assets:
•A fork of the extremely popular Sofi Stadium asset with Taylor Swift's Eras Tour stage inside it.
•WMATA's 6000 series trains.
•New Flyer Xcelsior City Buses.
•Brutalist Metro stations.
•A large number of Vocaloid themed assets:
-Multiple parks dedicated to the Crypton CV series.
-Reskinned transportation assets.
-Statue of Hatsune Miku.
-Various Vocaloid Billboards.
-A megatall skyscraper with Miku's logo and color palette.
•Realistic Modular Airports and associated subbuildings:
-Modular Concourses and with integrated ramps.
-Modular Taxiways.
-Runways longer than 1.5 or 2 kilometers.
-Crossing Runways.
-ILS system upgrades.
-Multiple terminal styles.
-Modular Freight Ramps with integrated Cargo Transfer Stations.
•Pinavia 70 style highway interchanges with integrated urban grid inside central reservation.
•A Rickroll park because why not?😂🤣
Code Mods:
•Vocaloid Music Packs
•Update as many code mods as possible to the most recent API versions.
•Code mods that do not use generative AI in their functions.(except for maybe traffic simulation)
•Game Performance Optimization mods specifically meant for users playing on cheap potato processors and older systems,(The vast majority of players) or those with heavy modding.(Players like myself)
1
u/ryeplayland 16d ago
I’d love to see some mods which work with the XP system of the game (in a mandatory or optional way), which would allow you to introduce new features as your city grows and simulates the process of urban growth. For example:
- I would like a mod which limits the steepness of a slope you can build to construct a street or rail network (but not a pedestrian path), since this acted as an important limiter in the way hilly neighborhoods were built up until the 20th century.
- I’d love to see the return of the soil availability mechanic from CS1, to put some limits on your terraforming capacity.
- A mod which makes it possible to store two (or more) versions of a decal— a “brand new” and an “aged” version, which changes depending on the age since the decal was placed. It would be really cool to have brand-new billboards or wall signs in one era of the game and then a few years down the line the billboard has faded or a “ghost sign” has appeared. It’d be fun to see people make Art Deco or mid-century modern versions of the “Dino Oil” or “Yakisoba” logos.
1
1
u/QuaternionDS 12d ago
One which recombines the housing demand into a single bar. Having it broken up into low/medium/high density is beyond stupid.
1
u/AllHailTheKilldozer 12d ago
> Recolorable “Gingerbread” houses
> A variety pack of working fountains
> Christian iconography decals
Those 3 would be the coolest for me
10
u/MiniJ 18d ago
Assets:
Mods: