Cities: Skylines

Cities: Skylines

52 ratings
Super Hearse AI [Beta 2.1]
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28 Apr, 2020 @ 12:55pm
12 Feb, 2023 @ 8:55pm
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Super Hearse AI [Beta 2.1]

Description
About
Are you tired of hearses flying across the map to pickup 1 dead body? Are you tired of hearses picking inefficient routes to their destination? Well Super Hearse AI is for you!

Super Hearse AI:
1. Limits hearses/cemeteries/crematoriums to their own district (hearses will not travel the entire city to get 1 body)
2. Picks the closest bodies to the hearses, optimizing efficiency
3. Fixes hearses not spawning (Prevents crematoriums/cemeteries from flickering between 0 and 1 hearses)
4. Hearses will go out of their own district ONLY IF there are no bodies in their district.

This mod has been recently updated to include the Harmony API. So it has improved compatibilities with other mods. Please post any bugs or errors in the comments below!

About
GitHub: https://github.com/gawrbage/SuperHearseAI2

Updates
9-Feb-2023 I added a slight optimization for hearses travelling outside their districts.

12-Feb-2023 Removed the ability for hearse to go outside their district
54 Comments
jp_2028 5 Mar @ 1:14pm 
yo btw the mod for some reason causes a bug with waste management buildings that they only send out one garbage truck total, idk why that happens just letting you know. other than that amazing mod
GMD Whatever 18 Sep, 2024 @ 10:35am 
idea: make the hearses go off the road in case the building is near but not on the roadside.
arissword 24 Nov, 2023 @ 4:49pm 
Oh, my bad. I just forget to turn on the mod switch at content manager. It works just as you described. Thank you!
arissword 24 Nov, 2023 @ 4:20pm 
Besides, I've installed the industry DLC. Do they have any conflicts? Thank you.
arissword 24 Nov, 2023 @ 4:18pm 
Hello, I installed this mod, but hearses still go far away from their own district to pick up corpse. I've also install Transfer Manager CE and Harmony, do they have any conflicts? In fact, I've tried uninstall Transfer Manager CE, but the hearses still behave the same. Thank you.
coolkys 12 Feb, 2023 @ 9:07pm 
Damn, that sucks. Thanks, hope you get your GPU fixed. The used GPU market is also quite good these days.
gawrbage  [author] 12 Feb, 2023 @ 9:03pm 
Hey, my GPU died (rip) and I've been trying to fix it. So I'm going to just disable district jumping in the meantime. And I'm going to add options in later, sorry for the inconvenience. Remember to always save your city in separate saves to keep it from being corrupted or collapsed.
coolkys 12 Feb, 2023 @ 8:37pm 
(4/4)
Right now, the game is unplayable due to severe death waves. About 1 hour in, I lose 30,000 citizens to death+leaving from city angrily. If my theory is correct, I cannot play the game until I can disable the district-hopping optimization.
coolkys 12 Feb, 2023 @ 8:37pm 
(3/4)
Above are what I believe is happening in my city. In a small town, steps 1~4 might not be much of an issue, but scale this up to 10 districts across 25 tiles, with a population of 622,000 and you can see how it would create a vicious cycle. That is, if this is correct(which is why I'm asking you).
coolkys 12 Feb, 2023 @ 8:37pm 
(2/4)
1. Although there are some buildings with corpses in district 'A', they've all been assigned a hearse. So, a hearse in district A is assigned to a building in district 'C'.
2. District C is very far from district A. Although there is no congestion anywhere, it takes the hearse about 2 weeks in-game to travel.
3. Meanwhile, in district A, many citizens die and more hearses are required. Therefore, your mod calls for some other unused hearses in other districts, much like steps 1 and 2.
4. The hearse from A arrived at C and did its job, but finds out again that district A has already called other hearses from other districts and it can go pick up some body from yet another district.