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In the meantime, can you please provide the details of the building (and any others) and I can take a look?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2053050731 (check the point)
While the tallest one has half of the worker need.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2053051520 (check the blue building)
And also, why does my Residental zone don't use all the household? They only use 9/10 of the household. Like I have a High Density zone building which has 32 household but they only use 30 :(
@nhatanh0475 - This question has asked 1,001 times on many different areas. The thought behind it is Birthrates. You need to have room in your city as Cims grow-up and move out of their original home and then give birth to other Cims.
you can check first in your WG_RealisticCity.xml if there is some vanilla building who got already an overwrite setting for ex under House hold data :
<meshName value="37">H5 4x4 Highrise07</meshName>
Which mean the vanilla 4x4 highrise07 (mesh name) always got 37 household
You can get the mesh name with RICO local setting :
1)ADD to local in RICO settings in game the asset you want to change, without touching anything else, make sure to SAVE LOCAL FILE
2) Open RICO local XML (named LocalRICOSettings.xml) from your game's installation folder
3) Open this mod's XML (named WG_RealisticCity.xml) from appdata/local/colossal order/cities_skylines
4) MeshName in mod's XML = RICO Building name
Here's an example for the custom Office asset Pan Pacific Insurance:
RICO Local setting looks like this:
<Building name="628101617.Pan Pacific Insurance_Data" service="office" density="0" sub-service="none" construction-cost="60000" ui-category="office" homes="25" steam-id="" level="3" workplaces="0,0,10,15" />
Make a line that looks like this in this mod's XML under <overrideWorker printWorkNames etc
<meshName value="1000">628101617.Pan Pacific Insurance_Data</meshName>
I set this building for 1000 worker.
Hope this helps while the author will add a UI in game in the futur ^^
I feel this is much easier and quicker rather than sourcing for codings here since you can directly adjust the number of households with this mod and save it permanently for your current and future cities.