@sniper21gamer50 he actually said AGES lmaooo. mods have been in the game for months, the game hasn't even been out for a year lol. Again, you're all just showing how impatient, entitled and spoiled you are. Thanks for further proving my point
I'm glad there are trailers for some of these mods. Mods that are as detailed and complex as they are useful need a short little explanation to get some us going. Great video!
I still not understanding why it is not implemented in game from day one, a lot of mods should be part of CS2, control nodes, move it, ground painting, streets colours, etc...
The actual reason: Highly complex games scare away younger and more casual players, which actually make up a massive percentage of consumers. So, the vanilla release is a barebones simplified experience accessible to everyone. Those that want a deeper and more complex experience can add mods to make it that way. It's a careful balance they need to find, to appeal to all audiences at the same time.
@@jerotoro2021 Easy, just make all these implemented mods simplified for casual players, than the modders can make it better and more complex... if that you argue is true, so why they made a very deep and complex management for social, commercial and industrial interactions?
@@jerotoro2021 While that may be valid for a lot of mods, in the case of MoveIt I really don't see how clicking on nodes or buildings or props and moving them exactly where you want is somehow MORE complex than all the futzing around you have to do with the vanilla mechanics to get things where you want them. If anything, MoveIt SIMPLIFIES the vanilla mechanics by making them way more obvious and intuative. That's why it's so weird to me that they didn't integrate it into the base game, because it's just such a hugs QoL improvement with no downside.
@@starblaiz1986 Personally I agree. Moveit and TM:PE are critical for me to enjoy the game. I'm just looking at it from a developer perspective, as well as from a casual gamer perspective. For casuals, they don't want that degree of freedom. It's too complex. They want the grid, with everything snapping to the grid so they don't have to think that hard about it. For them, gaming is for zoning out and relaxing, not for satisfying the need for creative projects and complex problem solving. That casual attitude is an approach that's foreign to more serious players, so it's understandable that you don't see why the devs would cater to that style of gameplay. But they obviously to maximize sales, and so the game needs to be presented in a form that appeals to them as well.
If you're familiar with the planet Coaster or planet Zoo, it uses the kobra engine. In those games, you can move anything anywhere it really wants you to be creative. This should be in cities skylines base game for all platforms. Point blank period. I don't have a good computer, so I play on geforce now, and I can't even access these essential mods.
The wildest thing about this video is seeing Quboid in all the different CS chats and streams for so long and then boom...this is what he sounds like. 😮 awesome stuff!
That's such an essential mod thanks Quboid :) It's nice that mods get official recognition and publicity. Some features I'm really looking for is more snapping options (one example: like CS1's Move It could snap road segments into beautiful curves), and maybe it'd be in the scope of the project to integrate features like those of Node Controller and Network Multitool that allowed to make more deterministic road placement (ex. constant slope, control ground/elevated/tunnel mode, etc). An all-in-one manipulation mod. Though just feature parity with the original Move it would be awesome!
Why? That just doesn't make sense financially. They would have had to pay an employee for that when they just had a modder do it for free after release instead
I couldn’t imagine playing cities 1 without moveit and I missed it massively when I first started with cities 2. So glad Quboid has made it for cities 2 🎉
I'm wondering: why wasn't the "mod" (as well as other essential mods) brought directly into the game lol? We know from Cities Skylines 1 that there is demand for mods like these
Thanks for your hard work on this essential tool! :) I would love the ability to snap objects to terrain heights again, so looking forward to that coming back... along with all the other features you are planning! Only small issue I have found rotating certain buildings and items is not quite as easy as it should be and it can go from tiny movements to crazy amounts of rotation in a tiny move of the mouse, so would love this to be fine tuned a bit as well if possible in the future. Keep up the good work... :)
((ignores other comments)) always nice to have move it around, and neat to find out about all the extra layers of simulation in CS 2; it's almost like a great deal of work went into the game and should be appreciated 🤔
Good job Quboid. I think Collosal Order can learn from Quboid about how to talk about technical difficulties of modding and game dev, so that we can appreciate the effort you put in.
@Quboid, first off thank you for the work you do on this mod. I would like to see the following features in the future: - Underground manipulation: With complicated metro networks, sometimes it is desirable to move some underground metro tracks ever so slightly to make room for another, or to make the right turn to connect it to the line that feeds from the metro yard. - Deleting of objects: It would be handy if I could select multiple trees, or even buildings and delete them. - CS2 specific: Would love to be able to move sub-buildings, such as upgrades to existing buildings. Sometimes I place that high school track & field upgrade and then realize later it would be better to move it two squares up because now I need to widen a road or add a metro station or whatever.... (I know better bulldozer can delete the sub buildings now, and then I can replace them).
we also need a "network multitool", we need to know the % slope in each segment already built and smooth it all at once if necessary, network multitool was my favorite mod in CS1, until it's there I won't play CS2 again .
NMT creator MacSergey is employed with Colossal Order now (which is great) but that means he probably isn't going to create a similar tool for CS2. Quboid's Move It had leveling functionality in C:S but not the same as NMT. I guess I need to check the Move It in CS2 every once in a while :)
@Quboid, Thank you for that amazing mod, it´s one of the best. Some additions nice to have: 1. A function to move multiple points to same height and 2. to smooth the elevation change between points. 3. able to move on a single axis 4. snap to grid. Gui related: a how-to pop-up showing all keybindings, pop-ups for networks: for each point showing the original position and difference between changes
I love this mod. And I am glad that its already been implemented in CS2. with Move it and Anarchy you can do a lot of things. Yes i hope that you work with you can move individual signs on a building, other assets or roads.
I rarely use the mod, as it often crashes my game. No warning or error, the game just dissappear. But I've learned to save, right before using the mod. Not that it matters a lot, as I have auto save on, that runs every 2 minutes. Oddly enough, when the game crashes and I restart the game, is when it's the best time, to do any moving of objects. The game never crashes, if the game is just restarted, after a crash. So that's when I take advantage of doing as much as possible, of what I want to move around.
I know a few (at least!) have this problem. I haven't been able to recreate it yet but I am actively looking into it and I hope to have a solution soon!
I hope you're getting paid for all this! I would love to be able to hold down page up/down to quickly raise and lower selections. Also, snap to terrain, smooth slope, and aligning selected items to match height would be awesome.
When CSII was released, Move It Mod was the tool I missed the most. I use it extensively when building HWY ramps etc. Unfortunately 1/3 of the time is doesn't load when I resume the game, 1/3 of the time, if clicked on, it will immediately crash the game down to the desktop... but the 1/3 of time it is available and works it's worth it. I've simply learned to always save before clicking the icon. Thx for the Marquee tip.
You've done great! it already looks more smooth than in CS1. Also the overall feel of the mod and the UI/UX Design look so clean that they match the basegame very well
My wishlist is to have bulldozer in the marquee for MoveIt, and to work on sloping networks, like being able to and to measure on existing roads. And perhaps you're the genius to work those out?! Your work is amazing.
If MoveIt is so essential (which it is) why not include it in the base game? This leaves console players without an important mod that was a staple of the community for years in CS1.
Removing things from inside prefabs is already done: it's in Better bulldozer, so maybe speak with Yenyang about integration? Absolutely adore the manipulation mode though! Mode Controller! Very nice walkthrough of the mod BTW.
@@michael5654 Aye, you just need a faff about in the DevUI... but BetterBulldozer allows direct access to the whole pipeline in just two clicks. Or at least... maybe that's still only in the beta we're testing... I lose track of what's live and what's still in testing... if so, then very soon, and apologies for jumping a gun.
Will this mod or future mods like this will be available for console when the game is released? Or will it be implemented as a DLC for console? I have so many many questions, and I'm sure someone may have mentioned it already in the comments. I hope this will be available one day for console.
I believe this is essential. I literally bought a whole pc just to play cities 2. At first I was let down but now commong back and seeing mods and also seeing the game more stable I'm now firmly enjoying it. I can't wait to so more support and better material come out. Good move on paradox!
what I want to know is why isn't this a base feature? In planet zoo and coaster, both had this feature extensively, you'd think a basically needed mod from a game back in 2015 would have this
Not for nothing, but the game I want to play is literally unplayable without mods like this one (Something like TMPE is another big one). A step in the right direction. Thanks a bunch Quboid!
Love the app 😊 I'm sure you will make the mod even better as you progress with the development of adding more features to the Move It mod. Thank you. As a suggestion tho, it would be good if you could make the mod to work with underground, such as subway tracks, as I currently have to adjust tracks blind from ground level, and cannot see the changes I have made until I come out of the mod, then select the underground mode, in order to see the changes, then selecting the move it again, and repeat. It's quite annoying tbh, but hopefully, you've already got that in mind. Keep up the good work, and I look forward to seeing updates you make to the mod 😊
Code mods like Move It, TMPE, Anarchy etc. won't be available on the console versions as far as I know for security reasons, only assets, asset packs and maps etc, mods that don't change anything in the coding unfortunately.
Thank you for these comments. They help me to make the roads more real. Nevertheless I hope that someone will programme Nodecontroller for CS2. Then I can build the roads more beautifully into the slope. 😊🙋♂
Its great this is an option but why were these mods not incorporated in the base game in the first place? especially knowing how many users used the mods from CS1... like im grateful but im also confused
This is a great step in the right direction but the asset import and export editor is desperately needed. CS2 video content today is probably 1/10th of what CS1 was before the release of CS2.
I haven't downloaded the mod yet, is there a copy or export and save feature. That would be very helpfull!! Thank for your hard work, can't wait to see more of this mod 👍🏻👍🏻👍🏻
I'm not sure why anyone learns to code C# when ChatGPT is available. For example, I asked ChatGPT to build me a mod that allows me to add bicycle lanes to any road, and immediately I got an adorable video of a hamster and a platypus playing table tennis.
Guys, my city only have medium or high density residential demand so i cant buil suburb, can anyone help me? i have population rebalance mod but i think its not the reason.
Thank you!! My only wish fot MoveIt: that you continue having so much fun at further expanding this mods feature as you until now. That is the best chance for us to have most of it♡ Well, that, and a copy-paste function ... ;)
@@Quboid do you plan to implement some network leveling feature like MacSergey did for C:S? Obtaining homogenous gradients is so satisfying at times :)
Hope you can add one of the most usefull things in Move It for CS1. Copy heights (that command with ctrl + H). I used it so many times...Also the pippete for coloring props.