Cities: Skylines

Cities: Skylines

280 ratings
Building Vehicle Monitor
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
47.616 KB
7 Apr, 2020 @ 4:11am
27 Apr, 2022 @ 12:31pm
13 Change Notes ( view )

Subscribe to download
Building Vehicle Monitor

Description
Building Vehicle Monitor

If you can spare a second, please rate any mods you like on the steam workshop. The Steam Workshop star rating algorithm buries mods with 25 - 200 likes, even if the reviews are 100% positive

This is a mod for Cities:Skylines which shows all the vehicles associated with a building, both those belonging to the building and those visiting. This works for Industries DLC buildings, Sunset Harbor DLC buildings and City Service buildings such as Police Stations, Bus Depots, Recycling Centers etc.

To use, open a building and click on the text which mentions vehicles (e.g. "Freight trucks in use 22/40" in the screenshot), or use a hotkey. The default hotkey is Shift+B but this is customizable in the settings menu.

I have found it to be especially useful when trying to balance industries. e.g. when an extractor building has "not enough customers" but a processor building right next to it has "not enough materials" it's probably a problem with the vehicles such as all of the extractor's vehicles are on long journeys to or from the edge of the map. You can see immediately when this is the case. You could also delete all the vehicles which are "returning to facility" to free them up.

I have intentionally made this as compatible and unobtrusive as possible and it can be safely turned on/off without breaking anything. It doesn't use Detours, Harmony or Reflection, it doesn't modify save games and there are no extra buttons to clutter up the UI. There is a hotkey which can be changed so that it doesn't clash with other mods.

Vehicles can be deleted from inside the panel by clicking on the (X).

Clicking on a vehicle's name focuses the camera on that vehicle while keeping this panel open.

Clicking on a building's name focuses the camera on that building while keeping this panel open.

Clicking on "Owner" or "Destination" titles toggles between showing the building name and the district the building is in.

Clicking on the "Load" title toggles between showing the load a a percentage (e.g. good for cargo load) or a fraction (e.g. good for passengers on a bus).

The panel will remain open if a different compatible building is selected. It can be resized by dragging the handle in the bottom right hand corner. Scrollbars will appear as required.

There are two viewing modes: by default, the panel follows the building's panel around the screen. Clicking the padlock icon in the title bar unlocks it from the building's panel and allows it to be positioned independently. It can be moved in both modes by dragging the title bar. Double clicking the title bar returns it back to its original position and reattaches it to the building panel if it was previously unlocked.
Popular Discussions View All (1)
15
27 Apr, 2022 @ 12:42pm
PINNED: BUG REPORTS
kx36
60 Comments
=.:[Fox122]:.= 12 Sep, 2023 @ 4:16pm 
this mod seems to be behind my saved games or new games not loading, I think, got to do more testing of mods but this one was one that my issue happened
Ph.D. Mango 23 Apr, 2023 @ 12:48pm 
it's not work
sour haribos 28 Mar, 2023 @ 1:17pm 
whats the difference between this mod and transfer manager ce?
RZ_new 15 Mar, 2023 @ 12:21pm 
TOP 10 MOD.
StayHungryStayFoolish 17 Sep, 2022 @ 10:54am 
I would also like to add this nice mod to the Plazas & Promenades DLC Compatible modlist.

... after we see how this would co-operate with other mods and how the source code works. Now it is listed as a compatible but skipped mod.
Chamëleon TBN 17 Sep, 2022 @ 10:25am 
@kx36 - the reason why i ask to a link to source: Unknown code will lead in Compatibility Report to a warning for the users as mods with unknown sources can be risky, as we have seen in the past. Therefor an advice will be given not to subscribe such mods.
Plazmafield 17 Sep, 2022 @ 9:13am 
Haha my mistake, I only code in Python/Julia/VBA and just very recently started dabbling with Java. I mentioned C# because I've seen some people code in C# for their mods haha.
kx36  [author] 17 Sep, 2022 @ 8:58am 
C# isn't properly compiled to machine code like C/C++ is. It's only slightly compiled to Intermediate Language which is easily decompiled back to C#. The only reason we can make these mods is because we can decompile the Cities Skylines libraries, every modder can do it. Frankly, the only thing you can learn from my source files vs the decompiled IL is how bad I am at writing comments.
Plazmafield 17 Sep, 2022 @ 8:45am 
@Chamëleon TBN Geez, I didn't even think out decompiling code as a possibility to figure out what someone's done. You guys never fail to impress me with what you know and the effort you put in for the community. If it's a package/software, what do you use to accomplish this? I presume it converts the machine code or Assembly back into a human readable format (e.g. C# editor format).
Chamëleon TBN 28 Jul, 2022 @ 6:56am 
Any chance you release the source code, or will i need to decompile it on my own to see what you have coded? :D