

Skylines modtools mod#
Do not reference the mod DLL in your own mods and/ or distribute it to users. If it helps, here's the GitHub link for ModTools: ĮDIT: I forgot that r/CitiesSkylinesModding existed, so I've also posted this over there.Mod authors - this is not a library or framework for your mods. Is there anyone who can read, understand, and assist with this issue? I've restarted the game after enabling ModTools and tried re-saving the map I'd like to load so that it would be recognized as the most recent, but I am still seeing the above error every time.
Skylines modtools how to#
I had to type all of that out by hand because I couldn't figure out how to copy from the ModTools console, but other than me replacing the full path with C:/./Cities_Skylines\, it should be accurate. Are you missing a using directive or an assembly reference? ColossalFramework.CODebugBase`1.Log(): Compiling C:/./Cities_Skylines\ModTools\src\tmp_768573816\ModToolsCommandLineScript.cs(13,39) : error CS0246: The type or namespace name `IModEntryPoint' could not be found. ColossalFramework.CODebugBase`1.Log(): Errors building assembly 'C:/./Cities_Skylines\ModTools\dll\tmp_768573816\tmp_768573816.dll' ColossalFramework.CODebugBase`1.Log(): Compiling C:/./Cities_Skylines\ModTools\src\tmp_768573816\ModToolsCommandLineScript.cs UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) ModTools.UI.GUIWindow:WindowFunction(Int32) :RunSource(List`1, String&, IModEntryPoint&)
Skylines modtools code#
I have installed and enabled ModTools, but upon pasting the above code into the command line, I am presented with the following errors: +PluginInfo.GetInstances(): ReflectionTypeLoadException: The classes in the module cannot be loaded. Just tried it myself and it works perfectly. This should immediately launch the Map Editor with your last savegame loaded as a map, which you can then edit, save and publish just as any other map. (saveGameMetaData.assetRef, "MapEditor", "InMapEditor", new SimulationMetaData() ) Paste & run the following command: SaveGameMetaData saveGameMetaData = SaveHelper.GetLatestSaveGame().Instantiate()

With ModTools enabled, hit F7 in the game’s main menu to open the debug console.ģ. This trick will load your save as a map, along with everything in it – roads, buildings, etc. To load the most recent savegame into the Map Editor: The awesome boformer at SimTropolis found the answer, which I’ll repost here. Thankfully, I found a post that makes it seem like it's possible to import a saved game into the map editor, and I luckily have a saved game with almost all of the changes that I had previously been working on, but unfortunately it does not seem to be working for me.īack in February of 2020, someone asked this same question and was directed to another post with the solution, which I'll post below: So, I didn't realize that deleting the "subscribed" maps from the Content Manager deleted the associated saved games tied to any work being done in the map editor itself, even though I hadn't chosen to yet "publish" the map. With that, I'm going to leave my original post intact in the event that someone else runs into a similar issue and ends up searching for the error text in hopes of resolving it. When loading the map into the editor, the ModTools console will display what assets are missing, along with their ID, which makes it easy to copy those over for use in the -noWorkshop "offline" mode. This indicated to me that another mod of mine was loading and conflicting with ModTools, but rather than go through my list of mods trying to figure out which one it was, I felt it was easier to just copy over the missing assets that were expected to be on the map. I decided to load ModTools in -noWorkshop mode and not only did it not display the several lines listed below in my original post, but the command to load the last saved game into the map editor worked without issue.
