Cities: Skylines

Cities: Skylines

Real Time 2.6
578 Comments
C._.502 14 Jun @ 12:47am 
Hello :) I wanna ask that is there no solution at this moment for high crime rate in campus area (DLC) ? Because i found out that after the campus is closed , the crime rate has started to raise within the area, especially those building that are only connected by campus path. And it might relevant with the school administration building (Act as city service building in campus area) was closed. Thanks for help if there's any alternative solution.
patrioticparadox 7 Jun @ 5:12pm 
Golf clap for your hours. If you don't want to use this mod, that's your prerogative. If you don't want help trying to figure out why you're having issues, that's your birthright. But, please don't mislead other players into thinking that a known, working, stable mod is going to cause them issues. That's disingenuous and damaging to the community as a whole. There are a lot of new players here from the Spring Sale and would be nice if they could find as much joy in this game as we have.
coochmuncher69 7 Jun @ 12:59pm 
Also, to say that a mod works well with other mods, when “play it”, a mod that 80+% of “modded players” I’d estimate, have and use, is laughable and I see you just take the approach of blatantly not responding to those comments- extremely telling.

“It works well if you avoid mods that every single player uses” is… why I’m unsubscribing, I guess
coochmuncher69 7 Jun @ 12:55pm 
“Check the beginners guide”

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
patrioticparadox 6 Jun @ 7:59pm 
That's interesting to hear as I'm running it alongside about 80 other mods. And I do mean mods, not assets (about 250 of those). I haven't had any issues or seen it play rough with any other mods. However, I strictly followed the modlist on the Skylines reddit wiki to ensure I had a solid foundation before trying any additional mods. My only issue (with any part of the game at all) is with the "buildings require workers", which I believe is simply a lack of understanding the mechanic rather than a bug.
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
coochmuncher69 6 Jun @ 3:10pm 
Returning again to this mod comment section to re iterate that this mod simply doesn't play well with a great number of things and continues to give me more issues than any other mod affecting gameplay than I've ever used. Unfortunate as I really enjoy the realism it attempts to add to my city. Leaving this one behind for good.
ApollonDriver 30 May @ 5:01am 
could you incorporate "play it"s game speed feature in here? using that function in play it causes confliction with this mod and that feature is used by most people to have more realistic movement speed of vehicles&peds and also to help performance.
patrioticparadox 28 May @ 9:39pm 
Demographics is the name of the mod that will give you a much better breakdown of the workforce and jobs in your city:
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.
patrioticparadox 28 May @ 9:10pm 
You CAN actually, using Customize It Extended (I think that's the name.) However, I have about 20% excess of each education level and still my power plant won't open and the police station is sometimes not open. There's a mod that gives you a better breakdown of population, education levels, and employment percentages. I''l have to find the name so you can play with it too.
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.
HUNTOKILL 28 May @ 4:59pm 
Yes! I am not the only one! I too have tried with the options in game but no option seems to work yet, other than disabling the main option of requiring workers to operate. I have noticed in other mods that allow you to adjust the number of citizens a building can house (ie: families per house, workers per commercial/industrial buildings), you cannot adjust the number of workers for the same buildings we are having issues with in this mod, emergency services etc. I don’t know if they relate, just a common factor i found between the two.
patrioticparadox 28 May @ 2:45pm 
I would love to know that, as well. I have been trying, for several days now, to test different ratios of residential levels to maintain adequate workers for each level of employment. Despite having an excess of citizen for each education level, and leaving the simulation fast forwarding for several real-world hours to make sure they have time to get to their jobs, I cannot seem to consistently keep service buildings running. Nor can I seem to get a coal power plant to begin operating, again despite having sufficient workers of each level. Any advice would be greatly appreciated.
HUNTOKILL 27 May @ 9:08pm 
When you have the "buildings need workers to operate" option selected, whats the best method to keep buildings open and functioning? I cannot figure out how to keep my hospital, snow dumps, and recycling depot open for more than one day....
patrioticparadox 19 May @ 8:19pm 
Yes, but weird stuff will probably happen. See question 5 in the FAQ. The same would apply. As a general rule it is a bad idea to remove significant, gameplay-altering mods mid-city but, yes, it should be doable. Better to create a backup save you can fall back to if you don't like it
fancypants 15 May @ 4:06pm 
i have a question, if i activate this mod and save my city, will i be able to deactivate it without any problems? just wondering.
vic.foras 14 May @ 10:59am 
So, i'm getting cims going to work at 3 a.m. like, real RUSH HOUR in the middle of the night. Not sure if I mess up with some config, can you help me?
altbreeze 7 May @ 9:00am 
I get the same error with Harmony disabled
altbreeze 7 May @ 8:57am 
In CS 1 1.19.2-f3 i get exactly the same error that @EpicMatt66 reported at 30May.
I enable only Real Time and Harmony.
vila浅水荟澄 7 May @ 3:24am 
Does the "citizen instances" influenced by CPU performance or mod update? My city has 100k population, with citizen instance up to 60k in rush hour when used old real time mod. But now decrease to 40k after switch to this mod and with laptop.
patrioticparadox 3 May @ 10:17pm 
Try adjusting it to 100% to see what happens? It sounds like you're using the slider backwards.
Azura's Disciple 3 May @ 5:05am 
was fine until i switched to this version
Azura's Disciple 3 May @ 5:03am 
Opposite, i set "Switch off buildings lights at night" to disabled and 'keep buldings lights on taller than this value' to 0. So theoretically all building should be on since they are <0.
patrioticparadox 2 May @ 11:34am 
Did you adjust the slider to 100%?
Azura's Disciple 27 Apr @ 2:39pm 
hi *wave* my taller buildings are still shutting their lights off at night, along with a few others that aren't tall at all. anyway to fix this? i want all buildings lit up all the time. thanks!
patrickkeroro226 27 Apr @ 10:52am 
If a disaster happens on a weekend, all commercials will just sit there until Monday.
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?
mistermcd  [author] 26 Apr @ 11:56pm 
@Darth_Jimbo, currently the best you can do is keep buildings that would typically close in the evening/night open longer. There isn't a per building/type schedule. It is a good suggestion though as well as the reset buildings.

@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.
Darth_Jimbo 19 Apr @ 6:50am 
I want different operation hours for Commercial - Generic, Commercial - Tourism, Commercial - Leisure, etc. How can I do that? The mod will always apply the operation hours for all commercial buildings. I tried with set new type and set new global. Same is with industrial and office. And it would be great to have a "Reset all building settings to default" button.
短毛猫警长 18 Apr @ 7:26am 
crematorium and policestation not working with this mod on,so i switched to the old Real Time.is it conflict with Rebalanced Industrial?
󠁳PeLuZuVe 17 Apr @ 7:56am 
Traffic during rush hour is excessive.
t1a2l  [author] 16 Apr @ 8:36am 
@patrioticparadox - traffic from outside connection to outside connection - cars and trucks that just pass by and don't enter the city.
patrioticparadox 16 Apr @ 7:13am 
What, my very informative friend, is dummy traffic?
patrioticparadox 7 Apr @ 7:13am 
Ok, thanks for the clarification! I'm guessing when I tried it before, I didn't support them with green/alt energy until they could get running. Mahalo!
Useless Noodle 5 Apr @ 1:51am 
The City Must Survive (until next shift)
t1a2l  [author] 5 Apr @ 12:56am 
@patrioticparadox @Useless Noodle - they are both included - this setting is good for new cities and you must use alternative power until workers come to work.
patrioticparadox 4 Apr @ 12:17pm 
Is there a reason power plants aren't included in the 24/7 list? I'd love to use the "Buildings must have workers..." option but have no way of giving these buildings continuous shifts.
Useless Noodle 4 Apr @ 11:06am 
Can you add Heater Building onto Service list, as right now they turn off at night and city gets no heating.
t1a2l  [author] 4 Apr @ 8:04am 
@Useless Noodle - emergency buildings work by default in 24/7 - and also people wont leave their shift until the next shift arrives
Useless Noodle 3 Apr @ 11:45pm 
If you are having problem with dynamic lighting jumping back and forth, try disable Play It! or any mod that also has time setting, and use the in-game clock to change the time by right click.

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.
EpicMatt66 30 Mar @ 12:59pm 
The Mod E:\SteamLibrary\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

I get this error when I start my city, and having real time on is also preventing my metro and train lines from working
RambleShaker 28 Mar @ 2:03pm 
This mod works great! Only issues I have found is the dynamic lighting will make it dark and then randomly the sun will go back 3 hours and will go back to sundown slowly after it had already happened. Another is some older custom assets like train stations that are in the parks category close at night preventing the station to be used when closed, this forces you to find newer stations. Perhaps a toggle on "parks" to prevent them from closing at night which would save these older models from not working correctly.
john.reynolds123 28 Mar @ 1:31am 
what the difference from normal game sims and real sims mode? i have a 4070 and Ryzen 7 5700X and 32ram so not sure if i can handle this mod?
010101010 26 Mar @ 12:47am 
Pathfinds start to increase dramatically at 6 p.m., when they change from night to day exactly in mod time, so they continue to increase throughout the morning, not decrease. This doesn't work naturally, but only by using modes like 'Traffic Manager.' It happens even though the numbers on Pathunits aren't full. However, it doesn't happen in the evening. Although Pathfinds temporarily increase just in time for getting off work, it soon decreases and returns to normal.

I used a translator, so the expression can be awkward, please understand :)
patrioticparadox 25 Mar @ 10:34am 
Do you have TM:PE dynamic Lane selection turned all the way up? That's the first thing that comes to mind is repathing around building traffic although that's a very high number. Interesting that it's only morning rush, but travel home is completely different routes so it could be a network error. Something not connected the way you intended it in the "towards work" path.
When precisely does it happen? Is it a steady rise or an immediate jump?
010101010 25 Mar @ 12:47am 
I have a problem with a serious increase pathfinds(almost 40,000) during morning rush hour. lt's similar traffic to evening hours, but I don't see that problem in the evening.
Heisenberg 23 Mar @ 4:19am 
ERROR:

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
black_panther559 14 Mar @ 5:48am 
@coochmuncher69

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! :steamthumbsup::steamhappy:
patrioticparadox 13 Mar @ 1:50pm 
Except that it does work without any of that. The most likely cause of your issue is that you are subscribed to a severely outdated mod. Those broken mods have detrimental impacts on other working, updated mods. Mods whose authors have absolutely no way of predicting where or how the broken mods are going to impact their mod and therefore have no way of preventing such interference. Often these broken mods can cause the game to crash, throw errors, or simply make working mods appear broken. As this mod works without issue for the vast majority of users, the by-far most likely scenario is that you are subscribed to one of these broken mods. That's easy to do as the Workshop has no indication that a mod is broken. Consult the reddit wiki for more information. reddit.com/r/CitiesSkylines/wiki
coochmuncher69 13 Mar @ 1:34pm 
I didn't, you can keep saying that, but it literally is this mod. I can make it work, the same way other people do (by loading map without it, saving, re instal this mod, load the map), but, I'm just trying to be helpful and let the creator know that YES, the error IS STILL HAPPENING.

Blaming the user doesn't make you correct
patrioticparadox 12 Mar @ 9:14pm 
No error here. You broke something.
coochmuncher69 12 Mar @ 6:03pm 
It still does the error for me
OACyberiad 20 Feb @ 10:20am 
Very much appreciate the fix!:steamthumbsup: