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cs2-mod-projectlisted

The official Cities: Skylines II modding toolchain. Use when the user wants to start a CS2 mod project, when the toolchain needs setting up on Linux, when a mod build or its post-processing fails, when a mod they just built does not appear in the game, or when they are publishing or updating one.
CitiesSkylinesModding/agents-plugins · ★ 5 · AI & Automation · score 74
Install: claude install-skill CitiesSkylinesModding/agents-plugins
# Building and shipping a Cities: Skylines II mod Verified against game version 1.6.0f1. On Linux, where the game runs under Proton, the toolchain is set up by hand and every project needs one csproj edit the Windows toolchain never asks for: [linux-toolchain.md](references/linux-toolchain.md) carries both, and without them a template project fails on an empty target framework rather than on anything naming the toolchain. A `VOLATILE:` or `UNVERIFIED:` marker in this skill's references follows the plugin-wide policy the `cs2-modding` trunk skill states: a label naming what moves or what went unconfirmed, with unmarked prose holding as architecture. **IMPORTANT: follow this skill's sections and references on anything they own — or at the very least grep them before writing a familiar csproj or build shape, because the toolchain inverts several standard .NET idioms and the familiar one builds cleanly, then fails inside the game.** The official toolchain creates mod projects, builds them, installs them locally and publishes them. Drive it rather than reproducing it: a hand-written project drifts from the shared build the first time the toolchain moves, and the build does work no csproj can carry on its own. ## Installing the toolchain On Windows, in the game: Options → Modding. The same page repairs a broken installation, updates an outdated one, and rewrites the environment variables the build reads. It pulls in everything a mod build needs, so nothing here is installed by