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Both of them currently have the same mods as I find them useful for any city.
Otherwise I have 2 for when assets finally arrive. I don't want to load N/A assets when building an EU city, and vice versa.
I do wish we could enable more than one if we wanted.
One that I use when I want to test a particular Mod to find out whether it's causing me problems or not.
But yes, you can only have one of them running at a time, but if you want many different sets of Mods, there's absolutely no reason you can't have more.
You could, I suppose, also have a "working" set, which contains all the Mods you usually use, where you can add in extras, just to try them out.
Or you can have one that allows you yo load a batch of new mods, and test them out (and report back in Skyve if you have any problems with any of them.
So I’m new to CS2 and I was wondering how you switch between play sets. I haven’t gotten the game yet but I just want to make sure I know what I’m doing and couldn’t find anything online.
Make the one you want active.
And if you find one that no-one else has reported as faulty, you can report that in Skyve, too.
It will definitely become important once asset mods will be available on PDX mods.
Imagine someone uploads a map with lots of custom decals, custom trees, custom rocks.
So everyone who downloads the map needs to have at least those used items because the map depends on them. By handling it over playsets it might become easier.
It was already a mess in CS1 when installing a custom map and half of the features of the map were missing, especially when the needed dependancies were not mentioned on that workshop map page and there was no collection available.