Cities: Skylines

Cities: Skylines

Realistic Population 2 2.2.4
Wisely 2020 年 11 月 21 日 上午 3:25
Mod doesn't update new buildings
I've started using this mod on an existing save which worked perfectly. I've noticed that the mod stops updating new buildings after sometime. I build to new residential areas, but the mod refuses to change the number of households on high residential (commercial and office works fine), with many buildings having 0 households and, therefore, not upgrading.

I do not use any other population mods except for Employ overeducated workers.
I do not use broken mods.
This problem happens to both vanilla game assets aswell as workshop assets.
I use the Harmony mod.
I tried to manually ajust the excisting changes made to buildings in the in-mod menu.

Is there a way to reset the file used for storaging the population changes?

Update:
1. I tried deleting the mod, didn't work.
2. I tried reinstalling the game, didn't work.

Update 2:
1. Deleting the WG realistic files from your cities skylines file in the c:/ file worked.
2. it only works for a short amount of time before having to be redo step 1, could have something to do with the amount of citizens and buildings your city has (as my city only started to show this problem after 500k citizens)
最后由 Wisely 编辑于; 2020 年 11 月 22 日 上午 8:35
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jimapos2011 2020 年 12 月 3 日 上午 7:30 
It happens to me ,too
Scratch 2020 年 12 月 3 日 下午 10:31 
I have the same problem too. Some buildings are updated, some not. Others have totally different numbers than RP and the vanilla game. Updating the buildings RP settings sometimes will update the building but most times won't. Seems to only affect Residential buildings.

https://imgur.com/a/JFwSdaZ

output log .. https://www.dropbox.com/s/k1bgul4n9djt11k/output_log.txt?dl=0
julie and candy 2020 年 12 月 15 日 下午 3:24 
bumping in hope for a fix, only started happening when my city approached 1 million citizens
algernon  [开发者] 2021 年 1 月 4 日 下午 9:12 
Sorry, didn't see this discussion - Steam (for some unknown reason) doesn't actually notify creators when new threads are created, which is why it's usually better to post on the main discussion thread.

This, unfortunately, is a known bug in the base game. Basically, what's happening is that your city has grown beyond the limits that the game can handle - a resource called 'CitizenUnits' (basically households) has been all used up and the game can't allocate any more households.

Note that this is NOT the same as your population count; and, to make things worse, CitizenUnits are also consumed by tourists and other 'temporary' citizens, which means that they tend to run out before most people hit the actual 1 mil citizen limit (sometimes *well* before, with comparatively small cities - unfortunately, that's a game bug). There is, unfortunately, not much I can do about it at the moment (as much as I'd like to).

It's like the other limits in the game: node limits, network limits, vehicle limits. Once you've hit it, you've just reached the limits of the game and can't go any further with that city.
最后由 algernon 编辑于; 2021 年 1 月 4 日 下午 9:12
Wisely 2021 年 1 月 5 日 上午 6:04 
Thanks for the response! hopefully it will be fixed in the future, thankfully its not the mod or my game.
julie and candy 2021 年 1 月 5 日 上午 11:35 
引用自 algernon
Sorry, didn't see this discussion - Steam (for some unknown reason) doesn't actually notify creators when new threads are created, which is why it's usually better to post on the main discussion thread.

This, unfortunately, is a known bug in the base game. Basically, what's happening is that your city has grown beyond the limits that the game can handle - a resource called 'CitizenUnits' (basically households) has been all used up and the game can't allocate any more households.

Note that this is NOT the same as your population count; and, to make things worse, CitizenUnits are also consumed by tourists and other 'temporary' citizens, which means that they tend to run out before most people hit the actual 1 mil citizen limit (sometimes *well* before, with comparatively small cities - unfortunately, that's a game bug). There is, unfortunately, not much I can do about it at the moment (as much as I'd like to).

It's like the other limits in the game: node limits, network limits, vehicle limits. Once you've hit it, you've just reached the limits of the game and can't go any further with that city.

Thank you for the wonderful explanation! Just as i was expanding my city to 1mil this bug happened. Really sucks and i wish there was a way to increase the limit. Guess ill have to wait for now.
Moondog548 2021 年 6 月 15 日 下午 1:49 
引用自 algernon
Sorry, didn't see this discussion - Steam (for some unknown reason) doesn't actually notify creators when new threads are created, which is why it's usually better to post on the main discussion thread.

This, unfortunately, is a known bug in the base game. Basically, what's happening is that your city has grown beyond the limits that the game can handle - a resource called 'CitizenUnits' (basically households) has been all used up and the game can't allocate any more households.

Note that this is NOT the same as your population count; and, to make things worse, CitizenUnits are also consumed by tourists and other 'temporary' citizens, which means that they tend to run out before most people hit the actual 1 mil citizen limit (sometimes *well* before, with comparatively small cities - unfortunately, that's a game bug). There is, unfortunately, not much I can do about it at the moment (as much as I'd like to).

It's like the other limits in the game: node limits, network limits, vehicle limits. Once you've hit it, you've just reached the limits of the game and can't go any further with that city.

1) Amazing mod all around thank you
2) I have the problem described by OP and my city population was only a bit over 130k. I did have a LOT of tourism, but is that really the upper functional limit of use with this mod?
algernon  [开发者] 2021 年 6 月 15 日 下午 4:12 
No, it's not the upper functional limit of use at all - many people have much larger populations using this mod.

Remember, the CitizenUnits limit is a *base game* limitation; this mod doesn't change that (in fact, this mod actually *reduces* the issue slightly by more efficiently allocating CitizenUnits for employment buildings compared to the base game, which has a lot of 'wastage' of employment CitizenUnits).

Whether or not you hit it at 130K or 800K population is dependent on a lot of things in your city beyond the scope of this mod. Again, it's an inbuilt game limitation, so if you are hitting it that early on, then you probably just need to re-scope your city to have less tourism so that you can fit in more citizens.
Moondog548 2021 年 6 月 16 日 上午 11:04 
OK, didn't really understand the situation as well as I thought after your initial explanation! ;p

But now I am seeing (thanks to the Watch It! mod) that map limits are Citizens: ~1M, Citizen Units: 524k, Citizen Instances: 65k

I'm guessing that "Citizens" limit is the raw "Population" #, and then Citizen Units is what you were were talking about specifically wrt "households" and the subject of the thread.

I suspect my own problems are stemming from using Traffic Manager and/or the RealTime mod to try to simulate wayyyyyy too many individual cims, blowing wayyyyyy past that 65k "Citizen Instance" limit. Just a hypothesis!
algernon  [开发者] 2021 年 6 月 16 日 下午 4:16 
Citizen Instances are the 'currently active' (e.g. travelling, hanging out, visiting) cims being simulated - instances are released when a cim is inside a building (home, workplace, school, etc.); the low limit there is one of the reasons the game struggles to properly simulate 1 million population - but as you know, that is a separate issue from CitizenUnits.

If you are using Real Time, make sure you've selected the option to simulate more than 65K cims.
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