Hi! Here are the waited answers to some of the questions from Modding Q&A. Thank you for all the feedback and requests, those have been logged to the wishlist!I'll come back on Monday and hopefully am able to answer questions that arrise from the answers.I'm sure that you have some TODO or priority list for asset editor features? Can you share it? It would be interesting to see what your priorities are, and we could give you feedback on that.We do have an internal wishlist for all the modding features, but unfortunately it’s not something we can share at this time. We are listening to the suggestions and change the priorities when needed.Did you ever think about hiring certain mod developers and asset creators for smaller remote projects (not full-time job)?Not with our initiative, but we are always happy to receive job applications from people who are already familiar with our game.What are your thoughts on some sort of 'early access' program for modders? The community benefits from mod authors having a chance to iron out potential issues with their projects before a major update drops. CO gets an additional layer of free quality control from the members of the community best equipped to provide useful feedback. Seems like a win-win to me.Yes, it isAccess to game source code, especially the loading sequenceCan you let us take a look at certain parts of the games source code? There are some parts we can not decompile, and a lot of the decompiled code is hardly readable. Especially the loading seqence and shader code are still a mistery for me. I would sign an NDA for that.Alternatively, you could also release parts of your internal documentation to help us understand what goes on. For example the GUI system documentation (which does not really contain any sensible stuff) could be released.I am afraid that we can't give access to source code or internal documentation.Do you have any plans to create an expansion that includes different bridge assets?This is something that has been suggested and is on the wishlist, but the priority is not very high at the moment. Sometime in the future maybe!Did you think about adding network segment variations to the game? This could be selectable tunnel entrances, selectable bridges or anything similar. Once again the important thing would be the API and data structure, not a complete implementation with GUI etc.At least for now this has been considered slightly too micromanagement for the game, however if we ever work on different bridge assets it would have to be done.Would it be possible to create a refresh button in the asset editor? Could there be a way to re-import the asset-model after I have loaded an existing model?These questions are good points! We are aware of the need to improve the importing process and have plans for it, but we don't have any schedule when it would happen.Is there anyways to pack several assets into one crp?The packaging system would support this but we do not currently have an UI to manage assets allowing this kind of behaviour. This would not present such a big benefit so it is not planned to be developed.Would it be possible to include tree variations to go into one crp so we can have random variations when plopping them?: Having them in one or multiple CRP wouldn’t affect their ability to have variations when plopped. What we need is the ability to create variations in the asset editor. Improvements are planned, but I am afraid they don't have schedule at the moment.I am using a single set of textures for dozens of medieval buildings. Seems like a waste that each individiual asset crp contains the same textures. Any way to deal with this?Currently, there is not. We have plans to optimize the way the referencing system works to allow sharing of textures between assets, but this is again something we have ideas for but not an actual development schedule.The towers do not flatten the terrain (this is also what I intended to achieve). However, the problem I ran into is that below z=0 coordinate (z referring to height) the model doesn't show the texture I have applied. It is just gray. Any way to solve this?For this our programmers didn't quite know what is tried to accomplish with this so it is a bit difficult to give tips or workaround. For geometry below z=0 use the base texture.A few properties of assets can not be saved, for example spawn/unspawn positions (important for cargo stations and airports), sub-buildings (important for large buildings)...By implementing these serializers (a few lines of code for each), you would allow us to develop better asset editor tools (similar to my Sub-Buildings Enabler) without requiring the asset user to subscribe to the mod. It is not required that you fully implement these features with GUI, just give us the base to work on! What is your opinion on that?: We added some serializers in the landscaping update (see patch notes) but adding/modifying serializers present a pretty high risk to break all assets for everyone so we are trying to add those very carefully. Adding these are not that often just a few lines of code so adding them and testing takes quite a lot of time.Is there a way to add new ground textures? Or is it hardcoded in the shaders?The terrain texturing is essentially done in the shader and currently offers no additional customization others than the ones exposed in the Theme editor.Is there a way for us mod developers to skip certain default assets on loading (so they don't take up memory)?: I am afraid that this is not possible.As far as I understand, a building size of 16x16 should not cause any technical problems. Or is 16x8 the hard limit?Building size is limited by the diagonal size. Anything bigger than 144 meters can cause random problems with collision detection, raycasting etc.: How can I mod policies?I am afraid that there is now way to mod policies.One problem is that your C# compiler bakes numbers like object limits, the zone depth and other stuff into the code. That means to change these things, we have to detour dozens of the methods instead of a single variable. Is there anything you can do to help us here?This is a thing we can't change without rewriting a lot of code so we can't help you here unfortunately.I'd like to mod the feature unlocks to be activated by date instead of population milestone*, but there doesn't appear anyway in the API to do that from what I can see. If not, can this be added in the future?This should be doable using the IMilestone interface.Please add try-catch clauses to all Mod API-Wrappers so that mods are isolated from each other. Right now so many problems are caused by this (one mod fails and blocks the successful loading of other mods). Also make sure that a user is always informed when a mod caused an error. Any word on that?In landscaping, we added some more robust error checking for all api interfaces creation/release and particularly for the ILoading and ISerializableData callbacks. It will also display an error message with the name of the assembly the error came from so it should help users identifying the guilty mod. Of course, that does not prevent a faulty mod to break things, but it will take care of the most common issues so that other mods which are currently fine will still operate.I am wondering about whether mods can be used to transition one city from snow to non-snow in a cyclical way?A Mod could change the theme to winter and reload the save. However there would be loading screen and some buildings would be lost.Better normal map display, would this be possible? From my experience normal maps are now only displayed under certain direct sun angles or if they are placed on a heavy specularmap?Normal maps are most visible when the light hits them with a low angle. When the sun is high up in the sky, their contribution is less visible and in some case almost not visible.