Introduction to the Move It Mod | Community Spotlight | Cities: Skylines II
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- Опубликовано: 28 июн 2024
- In 2019, after dabbling in modding for years, @Quboid took over Move It and made it the most popular mod for the original Cities: Skylines!
With the release of Cities: Skylines II he has brought his talents, and the mod, back in a brand new way!
Special Mention to @Slay3K for help with recording and editing the video!
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Thanks for your hard work Quboid. Your mods are quite essential for a game like this.
Thank you ❤
This mod is better than some DLCs😂😂😂
Now you can move palm trees 🌴
@@dummyxl All 4 of them at once !
You can clearly see they skipped hearting this comment lmao
It's sandwiched between the other comments they hearted
Its better than any DLC, but at least Quboid seems to enjoy doing all of this, so good for him to have another game to tamper with
beach properties flashbacks
This is one of my core mods in cities 1, really happy to see it in cities 2 already.
>already
It's an additional mod to the game and it was added to the game in less than 6 months, you're all just impatient & spoiled
@@michael5654 we're not going at the developers of the mod lol, we're going at paradox for taking AGES to allow mods to be made for the game!
@@guisousa7139 game has all the basic city building tools you'd come to expect, you're just spoiled again
@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!
100
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.
This mod looks really useful, loving the road edit function
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!
I hope it wasn't too bad, I hated listening to the recordings I did for this 😅
Happy to see Paradox showcasing mods, encouraging players to use them
showcasing mods that is supposed to be in a base game*
I wonder why one of the most popular and useful mods for Cities 1 wasn't implemented as a game feature in Cities 2 and still have to be just a mod.
More Quboid and Slay3k content please! The quality and explanation of game elements is UNMATCHED 👏 Thanks for the mod!
Thank you ❤
@@Quboid your mod is very cool
Thanks buddy!
A much needed, and hugely appreciated, addition to C:S 2!! Many, many thanks to Quboid!!
Move it is a game changer. Thanks for sharing your hard work with us, Quboid.
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!
move it is such an integral part of Cities 1, I think they should have included move it as part of the base game of Cities 2.
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
Thank you Quboid!
Love it! Thank you Quboid for giving us our freedom back.
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... :)
Hey! Thanks for the shout out!
Nice work bringing this mod to Cities:Sylines II
You deserve it and more, your contributions to Cities Skylines are legendary!
So nice to add a voice to the name! Thank you for all you do, Q! 🙏
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 🎉
Thank you Vay!
Thank you for the massive effort!
The Man, himself, explaining his mod. This is a multiple-time MUST watch. This mod is the one ESSENTIAL mod for me. No MoveIt!, then no play the game.
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.
Great mod and great explanation. Thank you!
lovin the Bezier curves for networks!
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
((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 🤔
@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).
Just noticed this presentation. I hadn't yet added MoveIt to my set, I will certainly do so now. Thanks, much obliged!
One of my favourite mods. Thanks for your hard work and dedication.
Thats really nice, a few mods like this more and i will try the game again
Thank you for your service! I use it every day.
Great Mod. Thank you for all the hard work 🙏
moving individual props off an asset ingame is legendary. Just to get that unique look to your city
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 :)
Great to see the game going in the right direction!
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 😊
Many thx for this great mod. It helps a lot
Wow 😮 that *network controller* functionality, must try immediately 👍 Thanks Quboid!
Quboid the absolute legend. Not ready to dive into Cities 2 yet but these are the kinds of updates that are going to convince me.
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.
Thank you ❤
Thank you guys for realizing how important modding is for the series. Cool to see a mod highlight from an official channel
They didn't really have much of a choice, modders saved this game
Love this mod , keep it up 😊 Quboid needs to be part of the team ❤
@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
Move it is a great mod, I love using it to make complex intersections look smoother.
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.
thanks @quboid ! i wonder when we see the tmpe though...
This one mod itself is a huge gamechanger.
Modding is what keep me playing CS:1 Its nice to see its making its way in CS2 mods like this one
Keep going on this direction. Now waiting on TMPE
Powerful mod. A must. Thank you.
In CS1 if you wanted to move something it would just become a dead prop but it's good to see that this time buildings etc. retain their functionality
Thank you Quboid.
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.
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.
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.
You don't need any mods to remove things from inside prefabs
@@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.
Tysm!!! Id love to see a copy paste or even a copy favorites tab to change betweem games?
Appreciate the mod thankyou. I would love to see the slope/gradient tool for CS2 thou to make it easy to set good gradients in my roads....
Great showcase Quboid ❤
Thank you, I love seeing what people like you can do with it already!
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!
Every week, wait for the game to come in the PlayStation 5.
Can I know when it will be released!
Thanks it is so awesome.
Love the Madagascar reference at the end 😂
Thank you Qubiod
I did not know about the node manipulation and undo/redo features until now 💀
A much missed mod from CS1 when the second game released. Great stuff
If I could only have one mod in my game it would be this one. Thank you so much for bringing this to the new game.
The move it mod worked on GEFORCE NOW! Well the ui popped up but doesnt function for now! But still a significant progress :)
thank u quboid!
Omg his accent is SOOOO calming and nice 😂
Thank you, I was really nervous about recording this so I really appreciate this.
You’re welcome! You sound great 👍
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 👍🏻👍🏻👍🏻
Not yet. You can technically create things with the editor though.
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
YESSSSSS WOOHOOO
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.
Awesome Quboid. Keep up the good work. At least one thing positive about this game.
Just imagine what us console players will be able to do with it when it comes out with paradox mods
But I remember the code mods will not be in console right?
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.
He said he's collaborating with Paradox, so I'm hoping that they'll work it into the game somehow, but maybe that's not likely.
I like to Move it, Move it.😅
first thing that popped into my mind when he said that 🤣
I couldn't resist 😂
Looks good
nice work Q
Good job @Quboid !
Cant wait till October (console) /:
finally!
The man the myth.
This better be on consoles too, in cities skylines 1 not having access to mods really hurt it
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. 😊🙋♂
I'm happy there adding stuff but I still can't play, it's not on console yet, it been ages😭
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!
*THE KING OF THE MODS HAS RETURNED!* 🤩🤩🤩 🥳🎉
Brilliant
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.
Any chance of adding an XYZ axis tool instead of having to tap page up or page down?
Redownloading CS2 - couldn't play without it!
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.
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.
No.
Ah i remember how this mod used to crash my game constantly in cs1
Great mod. ctrl + H hight adjustment, Copy, delete, align tools.
Looking forward to the bulldoze tool :)
I like to move it, move it.
bahaahaaha
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 ... ;)
Thank you! All of these are planned, don't worry! ❤
@@Quboid do you plan to implement some network leveling feature like MacSergey did for C:S? Obtaining homogenous gradients is so satisfying at times :)