A lot of people who have had hands on experience with the game thus far (certain modders, City Planner Plays, Biffa, etc) have made note of its terrible performance, even top of the line rigs with 1500 dollar video cards.
Like, 15-20fps levels of performance on top tier cards.
Granted, that’s on high settings… but its a freaking city building game, not a AAA hyper realism ray traced first person VR experience. It shouldn’t require a nuclear power plant to play a city builder!
And you shouldn’t have to run the game on low settings just to get a playable framerate with a decent rig, modern rig.
That, and the lack of workshop support? I mean, I get them wanting to host it themselves, but that just means it’ll be alive only for as long as they want to host it, vs steam which the workshop will be there until valve goes out of business… and I’d wager CO goes under long before steam does.
I was excited for CS2.
But these two bits have really pushed the game off the shelf for me into that “Well, Maybe I’ll buy it in a year or 2 when its on sale for 5-10 bucks” territory.
I actually prefer a good mod portal to the workshop.
The workshop is terrible for mods. It’s a fucking mess to know if a mod is supported it not. The subreddit even has a spreadsheet to figure this shit out.
It’s also a pain to use different mods for different saves.
The mod portal in Factorio is amazing. It’s very easy to know if mods are up to date and you can click a single button to deactivate/activate/install mods so that your active mods match the mods used for a specific save. The game even asks you before loading the save.
It’s a shame about the performance though. I will probably wait a bit.
I’unno.
I never had an issue with the workshop, but I admit it would be improved if they had a version filter like Rimworlds workshop has.
I never played immediately after a patch, so never dealt with the “is it or isnt it” of mods being compatible though… Which the Rimworlds workshop filter for version would definitely solve.
This is the kind of thing you need if you want to use a lot of mods or play close after a patch: https://docs.google.com/spreadsheets/u/0/d/1mVFkj_7ij4FLzKs2QJaONNmb9Z-SRqUeG6xFGqEX1ew/htmlview#
And you should probably use it if you played for a long time since quite a few of the dozens of mods are likely abandoned and out of date even if not immediately noticable.
A good mod portal also handles conflicts and dependencies in a nice way, again just like Factorio: https://mods.factorio.com/mod/space-exploration/downloads
Weird, I’ve not needed to use a spreadsheet or anything once in all my time playing Skylines 1 to install mods.
I just read the mod page to see if they were up to date… Which all good mods tend to list what version their up to date to in their description.
Did you not have a lot of mods?
Manually checking the descriptions of every mod and sometimes assets would take ages for me.
I dont know the exact number, but over 20 pages of them on the workshop at my peak. Which is well over 100 I think.
I currently have 43 pages of stuff (429 entries according to Steam) of which 9 pages are mods (94 Mods).
I am kinda jealous that you haven’t had any problems with the workshop update-wise. My point about working with different saves is however still true. I still believe that an integrated mod portal is more convenient for updating than opening the workshop manually.
I suspect that the new mod portal won’t be as good as the one for Factorio, but hopefully, it’s a bit better at least.
Another plus for some, is that the new mod platform supports console.
Well thats another thing, I dont play multiple cities. I just play my one city, and honestly I use about the same mods for every city.