Cities: Skylines

Cities: Skylines

Advanced Unlocks v0.2.1
34 Comments
jetblade545 26 Nov, 2023 @ 7:59pm 
any update on adding high density zoning options?
Hayran 13 Aug, 2023 @ 10:56pm 
This mod works fine. And I like it better than Game Anarchy mod, because the Game Anarchy have cheat mods that can be used during gameplay/running in the simulation like money hack, zero service costs etc. And this is just custom unlocks without take reals advantages on my gameplay. Thanks :)
Nörr 23 Dec, 2022 @ 1:34pm 
Has the high density zone options been added yet? I've been looking for it for so long but haven't found anything with it yet!
LukeD  [author] 3 Dec, 2022 @ 1:28am 
@srmacpherson, currently no however yes it will be added :)
srmacpherson 2 Dec, 2022 @ 3:20pm 
Does this, or will this, allow high density zoning options earlier in the game?
LukeD  [author] 28 Nov, 2022 @ 12:31am 
Thank you @brofro for letting me know. I sadly don't have the latest DLC yet to test and verify this but I can't see it being a difficult addition to make, I'll have that added for thr next release :)
brofro 27 Nov, 2022 @ 12:49pm 
Looks like unlock districts does not yet unlock the new pedestrian districts.
LukeD  [author] 26 Nov, 2022 @ 3:16am 
Hi @robjandekker, there is no reason why this mod would cause that behaviour. I would resubscribe to it just to be safe and make sure you have no mods that affect the content manager page
robjandekker 26 Nov, 2022 @ 2:42am 
To configure, open the Content Manager in game (before loading a map) and click the "Options" button,
When I d that I get an endless loop of (ingame) options where you see the mods etc, go to this mod and get back into options again????
LukeD  [author] 26 Nov, 2022 @ 1:36am 
For those still getting the error, go into your steam cities skylines folder where the cities.exe is and delete "AdvancedUnlocksConfig.xml"

Then relaunch the game. The latest version of the mod should handle this already, but this will solve the problem for you. Please also verify that the mod file inside the steam workshop folders is version 0.2.1, if not resub :)
Slackman 25 Nov, 2022 @ 11:17pm 
I am still getting the error
LukeD  [author] 25 Nov, 2022 @ 6:58am 
This issue should be resolved with V0.2.1, I would recommend unsubscribing and resubscribing again to allow the file to update properly :)
indefinite agony 25 Nov, 2022 @ 6:09am 
I am having the same issue, at first I suspected an incompatibility (I have no clue how mods work so I could be horribly wrong haha), but it's the same error code.
LukeD  [author] 24 Nov, 2022 @ 1:02pm 
@Jerax this is probably an issue location the configuration file, weirdly there are checks for this to stop it throwing errors and handle creating a new file. Odd that it hasn't in your case. I will look into this, thank you for reporting it :)
Jerax 24 Nov, 2022 @ 11:09am 
Your recent update to the mod throws an error when launching the game (not in-world but in-menus). The mod doesn't populate in mod options, and the mod does not function in-world.

A Mod caused an error [System.Exception]

Details:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at AdvancedUnlocks.Tools.ModSettings.LoadUserSettings () [0x00000] in <filename unknown>:0
at AdvancedUnlocks.ModEntry.OnSettingsUI (UIHelperBase helper) [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception
Killary 22 Nov, 2022 @ 7:11am 
Thank you so much @LukeD! Looking forward to it! :D
LukeD  [author] 22 Nov, 2022 @ 6:32am 
@Killary I have had some time to look into this issue further, the problem is that C:S only natively ships with "System.XML" and does not include "System.XML.Linq"

I have made changes to the code to fix this problem, even though it is nicer from a coding standpoint to use the Linq library. This will be published alongside the next build of the mod :)
Killary 22 Nov, 2022 @ 6:27am 
It's weird though. My PC says I have .NET Framework 3.5 installed, but in the registry editor I only have the "full" folder for v4, not v3.5. Been trying to troubleshoot that for a while now, but I can't figure it out. Tried to do an SFC scan to see if that resolved the issue, and WRP said some files were corrupt and repaired them. Didn't work either. The folder won't appear, and I get the same error from the game when trying to enable the mod (the error even occurs when the mod is disabled). It's really a shame, was so looking forward to this! It's an amazing mod idea. But if you get the time to fix the code in any other way, let me know. Thank you! :)
LukeD  [author] 22 Nov, 2022 @ 1:10am 
Hi @Killary, that appears to be an issue with loading the settings files. If the mod can't find a file it creates it using XML. The problem here is that it isn't able to run the code to do that, likely down to an issue with the third party assembly. I would do a search for ".NET Framework 3.5" on Google and look for a download on the Microsoft website for it (should be the first or second result).

Make sure that is installed properly and try again, if it fails again let me know and I will look to pushing an alternate fix to the code :)
Killary 22 Nov, 2022 @ 12:27am 
Been looking for a mod like this. But now that I've found it I get the following error message as soon as I start the game and I can't enable it. Any ideas? Gonna check the settings for all other mods, I'll post again if I find the issue on my own. :)

A Mod caused an error [System.Exception]

Details:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeLoadException: Could not load type 'System.Xml.Linq.XElement' from assembly 'System.Xml.Linq, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.
at AdvancedUnlocks.ModEntry.OnSettingsUI (UIHelperBase helper) [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception
macluk 21 Nov, 2022 @ 1:44am 
...as a one of the options to add to your mod :)
What i meant is that it already does take that aim away and it would be up to user which way they want have the limitations be left - other mods seem limited this way or another and always lack something. it would be great to have first mod giving all the option so anyone can play the way they would like it, instead of changing mods constantly :)
LukeD  [author] 21 Nov, 2022 @ 1:22am 
I'm glad you folks are enjoying the mod, thank you for the feedback :)

@macluk I am still mapping out where I want this mod to go and what it should achieve. Ultimately I want it to be a good starting point for any player to get the main parts they want. Giving too many options takes away my aim of not ruining the natural progression of the game.

Stay tuned, new unlocks will be coming :)
macluk 20 Nov, 2022 @ 6:19am 
How about... and that's what i couldn't find yet - unlocking everything apart from tiles?
Bunnyling |CDM| 17 Nov, 2022 @ 3:06pm 
the possibility to enable and disable is genius!! thank you
89pleasure 17 Nov, 2022 @ 10:42am 
Nice! Having options to choose what to unlock by start is great! Will use it for my next city.
macluk 17 Nov, 2022 @ 4:07am 
brilliant :D
Cyberdemon 16 Nov, 2022 @ 11:28am 
Thx for this mod!
I just started a new city with Game Anarchy's Unlock All feature and I have to admit it feels a bit strange to NOT have vanilla milestone progression system AT ALL (which feels more natural tbh).
I will use your mod for my next city and hope it will be expanded until then with more unlocking options.
It would also be cool if population requirements for the milestones would still be shown instead of just '0' (as with game anarchy). Don't know if this would be possible.
Anyway, thx again for the mod!
LukeD  [author] 16 Nov, 2022 @ 9:31am 
@Chameleon TBN I see your point, I will of course be making plenty of safety checks as the mod progresses, and I will take note of the ones you mentioned. Thank you for the advice :)

@thicclikemarmalade no problem at all glad I could help :)
thicclikemarmalade 16 Nov, 2022 @ 8:52am 
@LukeD - Thanks for the speedy reply, my guy! Covers everything I needed to know. :)
Chamëleon TBN 16 Nov, 2022 @ 8:44am 
@LukeD Network Anarchy should not conflict ofc... but you should have a crosscheck if Game Anarchy is used and there Unlock All is activated, your mod can't do anything any more... same as with the internal Unlock All mod... so a check for these two will be mandatory imho
LukeD  [author] 16 Nov, 2022 @ 8:41am 
@Chameleon TBN - I will be sorting my github repo out and adding soon once I have all the issues and wiki parts set up :)

As for Game Anarchy, I only use Network Anarchy myself and haven't had anything strange happen so far. Plenty more to be tested of course :)
Chamëleon TBN 16 Nov, 2022 @ 8:40am 
@LukeD - can you please add a source code link (Github?) Additional Question - what happens is Game Anarchy is used? rn it have only unlock all, but i know features to unlock specific functions only are planned.
LukeD  [author] 16 Nov, 2022 @ 8:39am 
@thicclikemarmalade - This allows the "Landscaping & Disasters" tab to be unlocked at the start of the game, which covers things like paths, rocks, trees, canals etc, it doesn't replace any mod that adds extra content or tools.

I use the 1.15.0 temporary fix for Extra Landscaping Tools Fix for 1.15.1 and that does work alongside this mod :)

I'll be uploading another screenshot in a min of the tabs so that it is more obvious :)

Thanks for the question :D
thicclikemarmalade 16 Nov, 2022 @ 8:19am 
Quick question: when you say this mod unlocks 'landscaping tools', does that mean this is a replacement for the Extra Landscaping Tools mod? The current version of it (fixed for Plazas and Promenades) is not working, and the author hasn't updated it yet.