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luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•[Announcements] Cities: Skylines 2 - Skyscrapers Creator Pack (Releasing 03 December)
2·24 days agoReach for the sky with the Creator Pack ‘Skyscrapers’. Designed by community creator ‘REV0’. This pack introduces a bold collection of towering buildings that will transform the skyline of your city. Paying tribute to international architectural styles, it features a selection of stunning high-rises that offer a range of city service upgrades.
Included in ‘Skyscrapers’ by ‘REV0’:
15 Signature Buildings, 2 Unique Service Buildings, 23 Accompanying Upgrades and 3 Props
From sleek commercial headquarters to towering residential complexes. Each skyscraper in this pack is crafted to bring both form and function. Many come with several upgrade options, ranging from integrated transit terminals, rooftop observatories, and expansive underground facilities, ensuring these architectural giants are as efficient as they are iconic. With structures soaring up to 600 meters, ‘Skyscrapers’ gives your city the vertical edge it deserves.
Signature Buildings:
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The Great Tower of Commerce
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Kansai Tower
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Grandview Heights
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Silver Dragon
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Lighthouse Pointe
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Bell Creek
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Hurston Yards
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Docklands Tower
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Emerald Towers
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Seaworth Building
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Long Wires Tower
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Finanzturm
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The Coruña
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Arroyo Seco Building
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Aurum Spire
Service Buildings:
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Terminal City Bank
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Westmont Tower
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luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•[Announcements] Cities: Skylines 2 - Supply Chains Creator Pack (Releasing 03 December)
2·24 days agoGrow your city’s industry with the Creator Pack ‘Supply Chains’. Designed by community creator ‘Badi_Dea’, this pack captures the progression of your industrial production from modest workshops to global-scale manufacturing including their corporate headquarters. From farmers’ markets to retail stores, each building represents a step in your city’s supply chain; tracing the journey from raw materials to the hands of the end consumer. This Creator Pack follows a progressive unlocking system. As your industry processes more of each raw material, and your city advances in milestones, new signature buildings will become available along each supply chain. Included in ‘Supply Chains’ by ‘Badi_Dea’:
27 Signature Buildings, 9 Accompanying Upgrades
Early in your city’s development, start small with several industrial signature buildings to compliment your production of raw materials. As your production increases, unlock upgrades, commercial signature buildings and eventually office signature buildings that tie in to each industry, allowing you to build along each supply chain!
**Signature Buildings: **
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Particleboard Factory
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Cereal Mill
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Livestock Processing Facility
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Energy Drink Bottling Plant
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Athleticwear Factory
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Rocket Fuel Refinery
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Blast Furnace
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Steelworks
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Concrete Batch Plant
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Nanopolymer Synthesis Unit
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Casting Fabricator
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Fabrication Unit
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Gravity Separation Unit
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Antique Store
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Baker and Confectionary
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Farmers Market
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Sportsbar
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Sporting Goods Store
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Interior Design Studio
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Television Production Studio
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Livestock Exchange
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Bottle Cap Office
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Brand and Lifestyle Center
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Launch Payload Control Center
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Steel Building
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Energy Lobbying Office
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Stripmine Office
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luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•Building for Bicycles - Bike Patch Developer Diary
2·1 month agoI’m enjoying these last hours before the patch to plan/make way to the new assets and bike paths
luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•Building for Bicycles - Bike Patch Developer Diary
2·1 month agoAbout mods/patch day:
TLDR
- Compared with last time, this is going to be a pretty chill patch day - nearly 90% of the mods reviewed are known to work with the new game version
- We tested 250+ mods and only 22 need an update
- 6 have updates ready to go
- 14 will only get access to the patch at the same time you do
More here.
luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•[Cities Skylines 2, Update] 1.3.6f1 - Patch Notes
2·2 months agoI’m also having a great time with the new additions. About the traffic: buildings now need resources to level up and they changed how people decide where to live based on their income.
luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•[News] Global AWS outage affecting Paradox Mods (and many other online services)
2·2 months agoIt’s working fine now, at least for me.
luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•[Cities Skylines 2, Announcements] Bridges & Ports will release on 29 October 2025
3·2 months agoThings I noticed in the trailer:
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Road Tools
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New ports seem to be modular with drawable shores
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Oil (?) rig in the water with two new oil ships (normal size and bigger)
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Really big dock building You can see all of this stopping the video in the 0:43s mark
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Something that looks like a really big water treatment building (0:45s)
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luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•[Cities Skylines 2, Announcements] Region Pack: Netherlands now available
3·3 months agoWhile there’s no mixed use buildings, there’s a lot of new stuff that will keep us entertained for a while. The new train station and the modular cemetery are a must!
luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•[Cities Skylines 2, Announcements] Region Pack: Netherlands now available
3·3 months agoSadly there’s no mixed use buildings in the pack, explanation why by R3VO:
"Mixed use was not really compatible with the pack scope.
- We wanted to settle on a standard zone depth that is versatile and usable for everyone. Mixed zone buildings have their own set of rules (mainly the storefronts under you can see), which makes them more rigid assets, or require another set of custom storefront buildings.
- Their technical requirements are also different and is not as flexible as a regular medium density asset.
- Mixed zones are also not very flexible as a zone type, since it relies on the simulation being on-par on both residential and commercial requirements. Binding an entire zone to mixed felt unnecessary and too risky to deal with.
- Issues 1 and 2 can be rectified easily later with the custom content as we wouldn’t be bounded by official requirements/technical guidelines.
- Making an entire zone type by just faking the storefronts/residential space wasn’t really an option either. That said, some buildings still have ground floors modelled as a store to maintain a realistic visual representation.
- StarQ’s Advanced Building Control mod allows the alteration of the zone type of the building, allowing you to make some of these buildings mixed. Obviously, we cant use mods to make region pack content so this is an option that is available to players. "
luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•[Cities Skylines 2, Announcements]Cities: Skylines II Dev Diary "Bridges, Bikes & Bugfixes"
2·3 months ago“Support for custom assets is still being worked on, and we’ll give an update on the situation once we have something concrete to share.”
luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•[Cities Skylines 2, Announcements]Cities: Skylines II Dev Diary "Bridges, Bikes & Bugfixes"
3·3 months agoSeems like we’re also having some news tomorrow: “While you wait for the next dev diary from us, keep an eye out for news. We heard a little rumor that Paradox and some of the talented creators in our modding community have a small surprise for you. We will definitely tune in tomorrow, and see what they’ve been up to - and you should join us!”
luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•[Cities Skylines 1] Patch Day for Cities: Skylines (2015) - free update to enable Shops of Shibuya and Map Pack 4 Content Creator Packs
1·3 months agoPDX also stated this on the Discord announcement: “If you’re interested in news about Cities: Skylines II, check back next week for a little something we’ve been working on.”
No Asset Editor or Console news: “Before we get into that, we know that many of you are waiting for news about the console release and the Asset Editor. While we don’t have any updates to share today, both remain important to us, and we’ll let you know as soon as we have concrete news to share.”
luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•[Cities Skylines 2, Announcements] Bridges & Ports DLC Delayed to Q4, next game update to release on 11 June
8·7 months agoLooks like, we are almost getting GTA 6 before the ‘CS2’ editor and the first proper expansion pack…
luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•[Cities Skylines 2, Leak, News] New achievements for Bridges & Ports DLC were added to steam
3·8 months agoThere’s disasters in CS2. I have them disabled, so I don’t know how they look like, but I heard they are not as strong as in CS1.
luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•[Cities Skylines 2, Leak, News] New achievements for Bridges & Ports DLC were added to steam
3·8 months agoI hope so, I can’t wait to rebuild my “quays” with proper ones this time. I also hope there’s some variety as in CS1 (the ones I said, with stairs, etc…)
luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•[Cities Skylines 2, Leak, News] New achievements for Bridges & Ports DLC were added to steam
2·8 months agoNo ideia. There was quays in CS1 added by a patch update and ‘Bridges and Piers’ CCP that introduced different ones (Fenceless, with steps, tiered, etc). Maybe that’s what going to happen here: You get the basic version in the update and the DLC brings more variety. Wiki with Water Structures for CS1. If I’m not mistaken, this DLC will be free for those that bought the Ultimate Collection.
luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•[Cities Skylines 2, Leak, News] New achievements for Bridges & Ports DLC were added to steam
4·8 months agoIt depends on your gameplay. I enjoy playing it, but I certainly still miss some mods (they are coming bit by bit) and the huge lack of building assets (mainly because the editor is not out yet). You can check the available mods here: https://mods.paradoxplaza.com/games/cities_skylines_2
luckey@lemmy.mlOPMto
Cities: Skylines@lemmy.ml•[Cities Skylines 2, Leak, News] New achievements for Bridges & Ports DLC were added to steam
2·8 months agoSeems like we’re getting quays, customisable piers and bridges!!









"Tomorrow - *Asset Mods will also become available for Cities: Skylines II. The free beta update to the Editor will allow modders to implement their own unique props and buildings, and share them with the Cities community through the Paradox Mods library.
This is the last thing on our Road Map for 2025, we will have a Developer Diary from Colossal Order about the Asset Modding tomorrow, so keep an eye out for that!*"