Cities: Skylines

Cities: Skylines

More CitizenUnits 1.1.4
576 条留言
algernon  [作者] 12 月 8 日 下午 1:58 
@Wakamiya Eve No. That has already been attempted and failed. This is a very old game and there are limits to what mods can reasonably do.
Wakamiya Eve 12 月 8 日 上午 7:30 
Will it be possible to add the citizen instances?
algernon  [作者] 12 月 5 日 下午 2:58 
@SimplyFenske Glad to hear it!
SimplyFenske 12 月 5 日 下午 12:52 
@algernon I'm back. A long several days after unsubscribing from heavy assets and messing with my mods (specifically had issues with watch it and watch it alternatives causing it to crash) and finally got around to successfully utilizing the cleanup feature. It took my Citizen Units from 901k to 250k. I'm thrilled. I have a whole new outlook on life now.
1445769064 12 月 5 日 上午 6:13 
thank you
:steamthumbsup:
algernon  [作者] 11 月 30 日 下午 1:54 
@SimplyFenske That would be another problem causing the failure to load - maybe the issue is savefile corruption?
SimplyFenske 11 月 30 日 下午 1:23 
Deleted theme parks in a separate save and went from 899k to 706k. I'm trying to run the cleanup but now it's failing to load so I'm trying to figure out if there's another problem causing the failure to load or if it could be the cleanup is giving it one too many processes?
algernon  [作者] 11 月 23 日 下午 8:33 
@SimplyFenske They *might* help a little on the edges, but 900K with a population of 160K indicates a much larger issue somewhere. I assume you've tried the cleanup functions in this mod?

It might be worth (on a copy of your save, of course!) demolishing the theme parks to see if your idea is correct.
SimplyFenske 11 月 23 日 下午 8:16 
First off, a general question. I've been using this mod and it's working great. I've appreciated most everything @algernon has made (it's saved my experience of this game time and time again). So my city I've been working on for a few years has a citizen unit of just under 900k with a pop of around 160k. I have three really cool but massive theme parks in my city which I think could be a culprit and I've been trying to thin out the number of park assets in them. without killing the feel, I've also used Ploppable RICO 2 recently to try to manually lower building residential and worker populations. Can you tell me if these are at all things that could be helpful (specifically the latter)? fortunately I'm almost done with this city, but I want to make sure I finish everything I want to get done before I max out game limits.
algernon  [作者] 11 月 9 日 下午 7:00 
@foamyesque Glad to hear it :) Was a bit of effort, but got there in the end. Thanks for the report!
foamyesque 11 月 9 日 下午 6:54 
@algernon: Looks like it's working! Thanks for all your work. :)
algernon  [作者] 11 月 9 日 下午 3:19 
Updated to 1.1.4
- Use building lot size instead of prefab size when recalculating CitizenUnits for buildings with PrivateAI
algernon  [作者] 11 月 9 日 下午 2:40 
@foamyesque Okay, got it. Your save is certainly throwing up some unusual edge-cases! Will have another update out soon.
foamyesque 11 月 8 日 下午 6:02 
@algernon: Tried the update. It's better (only lost 60k pop instead of 140k) but some of the buildings are still not updating correctly. It appears to be tied to whether or not they have an extension -- the back/front pieces that get added when e.g. a 4x3 asset grows on a 4x4 plot. I have a lot of 1x1 buildings, for example, that occupy a 1x3 or 1x4 zoned footprint and they're acting like 1x1 buildings instead of the 1x3/1x4 they should be. Fiddling with their levels via ALC gets them back to their correct numbers.
foamyesque 11 月 8 日 下午 5:43 
Awesome, fantastic work :)
algernon  [作者] 11 月 8 日 下午 4:51 
Updated to 1.1.3.1:
- Fix historical buildings being reset to prefab instead of instance level when rebuilding CitizenUnit arrays
algernon  [作者] 11 月 8 日 下午 4:29 
@foamyesque Got it,thanks, and I've identified the issue. I'll have a mod update soon that should fix it for you.
foamyesque 11 月 8 日 上午 8:45 
@algernon: Woops, sorry, it was set to private. Flipped it over to public now.
algernon  [作者] 11 月 8 日 上午 2:01 
@foamyesque Sorry, I'm not seeing it. Is it set to public sharing?
foamyesque 11 月 8 日 上午 12:39 
algernon  [作者] 11 月 7 日 下午 11:08 
@foamyesque Can you share your savegame here on Steam for me to look at? Preferably the 'before', but if you don't have that still, whatever you have now is okay.
foamyesque 11 月 7 日 下午 4:50 
@algernon: I don't think so -- I experimented with RICO a long time ago, but IIRC, only with uniques, and I haven't used it in years. A lot of them were placed with Find It/Move It, though others I believe were simply vanilla zone-ins made historical. All of the above is true for the other RICO types that appear to have been unaffected, as well; this issue seems specific to residential buildings only.
algernon  [作者] 11 月 7 日 下午 3:37 
@foamyesque That sounds as though those residential buildings were placed using mods with settings that aren't current. Have you been adjusting population through mods such as Ploppable RICO Revisited or Realistic Population 2?
foamyesque 11 月 7 日 下午 3:32 
@algernon: I also have a city that is running at almost the full million CUs. I suspect something is or has been leaching them, and wanted to use the reset option to rebuild the array and get headroom back. However, when I did so, I ran into a problem: All my historical residential buildings had their capacities reset to their *original asset level*'s values instead of their actual current level's. Commercial, office, and industrial buildings appeared to reset correctly, but I lost on the order of half my population.

Manually rejiggering the building levels with Advanced Level Control did get the buildings working correctly but doing so to tens of thousands of buildings is a non-starter. Help?
algernon  [作者] 11 月 4 日 下午 7:32 
@Daddy Spaghetti No, changing the limit to something else isn't trivial. With 850,000, there's still something there that's causing an issue, since that should still be readily covered by the expanded limit. Custom buildings with too high a capacity, maybe?
Daddy Spaghetti 11 月 4 日 下午 7:03 
@algernon, i have an issue where i have reached your citizen limit, and have no errors that could be causing it, just a really spread out city with 850,000 pop. Is there a way i could manually increase the citizen limits on my end?
algernon  [作者] 10 月 13 日 下午 3:32 
@slzre That was experimented with, but dropped, as the expanded limit provided already is beyond the game's effective ability to handle in conjunction with other limits. In those cases where somebody had already filled up the expanded capacity, adding more didn't help, because the error they had that was causing the fill-up quickly expanded to fill the additional units.

In short, if you are hitting the limit provided by this mod, you have an issue with your save and you need to fix it - adding more units won't help you.
slzre 10 月 12 日 上午 5:44 
@algernon is it possible to make even more citizenunits?
algernon  [作者] 8 月 21 日 上午 12:13 
@Uight Uhh, no, the More Vehicles approach won't work, as Citizen Instances is already at the ushort max value. More Vehicles just uncaps the artificially lower limit and raises it to the ushort max. Citizen Instances is already there.
Uight 8 月 20 日 下午 1:27 
@algernon i looked at the code of more vehicles and this and id guess combining the approaches would allow to increase the citizen instances too.
Yet that would probably need so many patches and your right the game seems to be mostly bottlenecked by the citizen instances as im allready only running 15 FPS with 61500 instances and 390k pops 18k cars without hitting any of my PCs limits
Lets just hope teh new game gets better so i actually want to build my next big city there....
Norsem 8 月 20 日 下午 12:54 
could you make a more vehicles mod it seems that the one currently out is not functional
Uight 8 月 17 日 下午 12:59 
@algernon ahh too bad. i didnt even really realize im at limit because i think the actual cap is around 61500 instances. I just realized traffic dying down with wider city sprawl and when i finally removed seaguls and then animals i lost 800 and 2500 instances but filled up back to 61500 instantly
algernon  [作者] 8 月 11 日 下午 3:51 
@Uight Citizen Instances? No, unfortunately. I did try, but it was just beyond the game's realistic ability. 65,535 isn't an arbitrary number, but is a fundamental programming limit (the maximum number of instances that can be indexed by a 16-bit binary index).
Uight 8 月 11 日 下午 12:18 
In my newest savegame with around 370k pops i only use 54% of citizen units as the city isnt that big but since im using all industries and around half of the city is low density im actually running out of citizen instances. I guess theres no way to get that up?
Id expect teh game to get way slower but a bump to around 80k would be really nice
algernon  [作者] 7 月 15 日 上午 5:39 
@umran112demir Unfortunately, no. Attempts were made, but failed. The only thing to do is reduce your usage (removing pipes/powerlines, merging segments, replacing decorative networks with props/procedural objects/Intersection Marking Tool lines/etc.)
umran112demir 7 月 14 日 下午 10:04 
Is there a way to increase network limits? I've never encountered anything like this before, even though I've taken many subway and bus trips. I'd appreciate any help, thank you.
algernon  [作者] 7 月 14 日 上午 6:20 
@umran112demir This mod doesn't affect transportation stops and connections. That sounds more like network issues, either you've hit the network or node limits, or you've got broken nodes in your networks. Have you checked against the game's limits?
umran112demir 7 月 13 日 下午 10:40 
Hello friend, after I started using this mod, all transportation units (bus, metro, tram, train, and monorail) started losing stops and losing connection between stops. I didn't have this problem before, but after I broke this mod, my city's population wasn't even 50,000 yet, and as I built too much road, transportation units started to break down. How can I fix this? Can you help?
vila 7 月 6 日 下午 6:33 
ok! Thanks
algernon  [作者] 7 月 6 日 下午 4:13 
@vila浅水荟澄 You can use it as much as you want. If the airline HQ is causing you problems, you might need to make the decision as to whether you want it in your city at all.
vila 7 月 6 日 上午 9:25 
So the second option can only use once in the savegame?
vila 7 月 6 日 上午 9:23 
The second option "Reset Array" help me decrease around 80k and the first option 3k. But the Airline HQ seems not influenced by them and it will increase 100k back after deleting and re-load. If I delete HQ for second time, the units wont decrease.
algernon  [作者] 7 月 6 日 上午 6:09 
@vila浅水荟澄 That building can take a lot of units, yes - try deleting and re-placing. Also try running this mod's cleanup options once you've done so.
vila 7 月 6 日 上午 5:17 
Well, the "Airline HQ" from Airport DLC cost me 100k citizen units. I never modify before.Is it possible to make a detect tool?
algernon  [作者] 7 月 5 日 下午 8:46 
@vila浅水荟澄 Yes, if a building's capacity is increased or decreased in any way, then that will affect the CitizenUnit usage accordingly, in line with the population. Both Realistic Population 2 and Ploppable RICO Revisited have been extensively tested and confirmed to not cause any issues with CitizenUnits.
vila 7 月 5 日 上午 10:16 
Does building modified(increased or decreased capacity) by Realistic Population or Ploppable RICO matter? Only school capacity are modified by Customized It.
algernon  [作者] 7 月 3 日 下午 4:03 
@vila浅水荟澄 Typically it's modified buildings, most notably those with large population numbers. CitizenUnits are needed for each household, and every five (or part thereof) work and study places. Having buildings with large capacities requires an appropriate number of CitizenUnits to be claimed, even if they're unoccupied. Every time a new building spawns (or is plopped), CitizenUnits will be used up.

However, there's currently no known 'artificial leakage' of CitizenUnits the same way that e.g. pathing errors can cause PathUnit leakage.
vila 7 月 3 日 上午 1:31 
What known issues can cause the citizen units to grow abnormally? The population of my city has been around 90k, and the citizen units has not reached its upper limit yet, but it keeps growing. I need to occasionally use TMPE to clear all vehicles and pedestrians, so that the citizen units can return to around 180k. At present, I have only noticed that hotels and shelters and modified building(by Customize It)/vehicles(by IPT2) occupy a large amount of citizen units.
gametijdnl 6 月 22 日 上午 6:33 
true but i dont play it because of 2 reason one performance still sucks second they made the gameplay less easy and fun i wish someone made a mod that turns cs2 to like cs1 with all the easy systems like electricity water ect
algernon  [作者] 6 月 22 日 上午 5:45 
@gametijdnl Nothing to do with the engine, and because that would require rewriting the game using a completely new architecture. Which means making a new game. Which is what they did.