Cities: Skylines

Cities: Skylines

Custom Asset Milestone Unlocker [Deprecated]
17 Comments
Handelfix 21 Jun, 2016 @ 5:34pm 
@roberto Use ModTools load asset unlocks at correct milestone. Open ModTools ctrl+e go to Tool Controller -> Tool Controller -> Search for PrefabInfo open it, scroll down, search m_unlockmilestone and copy it... load your asset go to same position and paste it - can work but 0 warranty
roberto tomás 6 Oct, 2015 @ 7:07am 
so, with the new update, how do you "inherit from template"? Particularly, how do you add a milestone requirement to a building already made without one?
BLÀde 7 Jun, 2015 @ 8:19am 
this mod is still needed you can't build a metro tunnel if you build a custom made station 1st without this.
wastel 30 May, 2015 @ 6:55am 
@Sims firehouse - thx for your effort.
Orchid  [author] 30 May, 2015 @ 6:43am 
@wastel After a quick search in IPT's decompiled code, I cannot find any obvious point of conflict. IPT does not directly use the property that my mod alters (m_transportLineInfo). Perhaps this property has propagated, but I'm not that skillful to analyze how this has affected IPT's function. Again, thanks for pointing this out.
BLÀde 30 May, 2015 @ 6:09am 
so this mod is not needed now?
wastel 30 May, 2015 @ 6:01am 
Let me know if i can help in any way. I really do appreciate all your guys great work.
Orchid  [author] 30 May, 2015 @ 5:46am 
Thanks for the info. This issue needs tracking. issue [github.com]
wastel 30 May, 2015 @ 5:22am 
Just as info - this one seems to disable IPT Mod. I can reproduce it toggling this ON/OFF
BLÀde 16 May, 2015 @ 8:37pm 
yes now i can place custom metro stations without having to build the vanilla one 1xt to unlock tunnels!
Orchid  [author] 16 May, 2015 @ 6:28am 
The only way to extend the info that an asset can hold, such as allowing more data types to be serialized, is to ask the developers. If we do so ourselves, such a mod will raise a lot of compatibility issues.
Orchid  [author] 16 May, 2015 @ 6:12am 
It is impossible, since the Assembly has a rule on which properties are serialized (and saved) and which are not. Properties that are not of ordinary types are not serialized, such as the ManualMilestone that I patch here. For a list of serializable types please refer to following two methods:

In Assembly - PackageHelper.CustomDeserializer

In ColossalFramwork - ColossalFramwork.Packaging.PackageSerializer.IsUnityType
BadPeanut  [developer] 16 May, 2015 @ 6:00am 
Having devised this mod have you discovered a way to edit this ability when making an asset in the editor? Is it possible to add both of these features through modtools? Or could you possibly make an in editor mod like modtools to do that?
agusingnavy 16 May, 2015 @ 5:46am 
Thanks @Sims firehouse. Love your explanations. Already subscribed. If I found any issue I let you know.
Orchid  [author] 16 May, 2015 @ 5:36am 
@agusingnavy Just think of how you edit all the properties within the Scene Explorer (ModTools). Aren't those properties edited after the object is loaded onto the scene? If a program can alter an asset before it's loaded, it must do so externally, such as a Hex editor. Internally, when you want to patch something to an asset, you need to wait until the asset is loaded onto the scene.
agusingnavy 16 May, 2015 @ 4:44am 
Stupid question @Sims firehose. Why after they are loaded?.I mean have to bulldoze and place again the custom asset?
Troubadix 16 May, 2015 @ 3:33am 
I was kinda exspecting a modder to be quicker than CO. Still awesome that you do this. Thanks.