While we trust the gaming community to know how to behave and not upload malicious mods that will intentionally cause damage to users, what is uploaded on the Workshop cannot be controlled. The code in Mods for Cities: Skylines is not executed in a sandbox. A check box allows the source code to be embedded in the Workshop item if desired. Mod can be shared through the Content Manager just like other assets. When using Visual Studio for compilation, any language version that can be compiled to target. The full set of the C# 3.0 language and a subset of the features of C# 4.0 are available, as well as all the functionalities provided by the UnityEngine assembly. Visual Studio can also be used to compile code into assemblies which allows more advanced modding techniques to be used. This assembly can be added as a reference to projects within Visual Studio, allowing developers to leverage intellisense when writing mods. The ICities.dll file located at \SteamApps\common\Cities_Skylines\Cities_Data\Managed\ICities.dll contains interface definitions. It is possible to use Microsoft Visual Studio or another programming IDE to compile a dll and bypass the automatic compilation the game provides. The mod implements a set of interfaces defined in the ICities assembly. That dll in turn is loaded at runtime and implements the custom behaviors. When the game starts, it will compile all the files within the Source folder and create a. The sub-folder contains a Source folder where the C# script is situated. On Linux /home//.local/share/Colossal Order/Cities_Skylines/Addons/Mods/Įach mod is implemented in a sub-folder of the name of the mod.On Mac /Users//Library/Application Support/Colossal Order/Cities_Skylines/Addons/Mods.On Windows C:\Users\\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods.The game ships with a C# compiler which allows for automatic script compiling at game start. More overview information is also available in Category:Programming.
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