Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
“It works well if you avoid mods that every single player uses” is… why I’m unsubscribing, I guess
You, sir, should check my hours played, perhaps. Trying to explain the difference between an asset and a mod to someone who has 3000+ hours is comical.
I’m not trying to be an ass. I’m trying to leave a comment so that other heavily modded players might not hesistate to unsub from this mod to fix issues they are having.
I obviously want it to work- rush hour/CIMs going to school at the right time is awesome. But, it is the one singular mod that has caused the most issues across the many mod lists and playstyles I’ve tried in the 2800+ hours I’ve been modding my game
Not sure how you got to this point so I can only make the common suggestions:
Use Skyve
Check the "known bad or broken mod/assets" spreadsheet
Ensure your setup aligns with the Cities Skylines | A Beginner's Guide To Using Mods & Custom Content
https://sp.zhabite.com/sharedfiles/filedetails/?id=2074258904
Here's Customize It Extended:
https://sp.zhabite.com/sharedfiles/filedetails/?id=1806759255
That will allow you to adjust the number of each type of worker as well as a variety of other values. It's worth noting that I don't know of a way to confirm that the changes have taken effect on service buildings. It works on everything else so I assume it's working just as well on service buildings but as the service building UI doesn't show us workers... I can't confirm it.
I'm going to try two things:
1. what happens if I set a service building to use only 1 uneducated worker.
2. Can I use RICO to change the service buildings UI type without changing its building type.
Two question I want to confirm with t1a2l:
Does the building have to have ALL of it's workers to operate? For example, if it's short just one worker but has the other 29/30 does it stay closed?
Do all service buildings automatically have continuous shifts?
Thanks again for the awesome mod. I'd be lying if I said I wasn't having fun trying to figure this out.
I enable only Real Time and Harmony.
Is it possible to add a clarification on ready-to-rebuild commercials that they are not going to be rebuilt now because of weekend or nighttime, if the RNG is said not to open on weekends or at night?
@短毛猫警长, uncheck option "Buildings must have workers to operate" and see if that resolves the issue. You will need to let your city grow and create demand for workers before your should use that option (on by default). This will let your crematorium and police station work as it does without RT mod.
@PeLuZuVe yes, there will be more traffic at different times of the day, you will need to plan accordingly.
Other than that the mod works perfectly. My only wishlist is to have extra options for Service Buildings too. At the moment if you enabled "Building must have workers to operate", Service Buildings will get disable at night because you can't have 24h shifts, but normal building can.
Details:
System.InvalidOperationException: This method can be only called once.
at SkyTools.Tools.DebugLog.SetupDebug (System.String logFileName, System.Enum[] categories) [0x00000] in <filename unknown>:0
at SkyTools.Tools.Log.SetupDebug (System.String logName, System.Enum[] categories) [0x00000] in <filename unknown>:0
at RealTime.Core.RealTimeMod.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0
at LoadingWrapper.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0
I get this error when I start my city, and having real time on is also preventing my metro and train lines from working
I used a translator, so the expression can be awkward, please understand :)
When precisely does it happen? Is it a steady rise or an immediate jump?
The Mod D:\Steam\steamapps\workshop\content\255710\3059406297 [Assembly-CSharp-firstpass.dll, CitiesHarmony.API.dll, ICSharpCode.SharpZipLib.dll, PopsApiWrapper.dll, SkyTools.Common.dll, RealTime.dll, RealTimeTests.dll, SkyTools.Patching.dll] has caused an error [ModException]
Details:
System.InvalidOperationException: This method can be only called once.
at SkyTools.Tools.DebugLog.SetupDebug (System.String logFileName, System.Enum[] categories) [0x00000] in <filename unknown>:0
at SkyTools.Tools.Log.SetupDebug (System.String logName, System.Enum[] categories) [0x00000] in <filename unknown>:0
at RealTime.Core.RealTimeMod.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0
at LoadingWrapper.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0
HELP
I have to chime on this one and agree with @patrioticparadox, saying that it's not the mod. It primarily does come down to user error, which does involve having conflicting outdated mods clash, and causing minor / major errors in the gameplay itself.
As I stated in another post, you are taking a risk when you fill your folder with a ton of mods, (ones where many of the creators have stopped updating), but don't do the manual (accountable) labor of making sure that all of the mods you would like to keep are updated to the latest patch / still compatible to the latest patch. Therefore, it will cause these errors that you speak of, and the first thing that comes to mind is to blame that very last mod that you sub'd to / just received the update to. That's actually not fair to the creator because you didn't want to do the homework, and default to just pointing the random finger.
Does that make sense?
Happy city building everyone!
Blaming the user doesn't make you correct