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Rapporter et oversættelsesproblem
Just wanted to say I've been trying to figure out how to do this for months now and am at the "pulling-my-hair-out" stage.
If your mod will set a permanent household count for my highrise building (and any copy of it that grows in the city), and the new household count stays with the savegame when shared on Workshop, your mod will be a true God-Send.
I have my fingers crossed while waiting for your answer.
:^)
Oh .... I forgot. I plan to Share the Gamesave these buildings are in to Workshop. Will people who subscribe to the gamesave find that the residential household count I set up for the highrise building is still there, or will they have to go in and adjust it again on their end?
I have a Vanilla to game highrise building that has only a maximum of 25 residences, but is a 30-story building that, given it has at least 2 apartments per floor, should house a minimum of 60 residences (more like 120 residences if some of them are studio apartments).
Can I change that particular building's residence count to 60?
If I do so will all the copies of that building that grow in the game have 60 residences?
If your mod accomplishes this, does it allow me to do it on-screen in the game somehow, or in the Asset Editor? I'm really leary of messing about with the actual computer files.
Is it easy to do?
Also I have a slight problem I don't know if you'd have any insight. If I lower low res capacity low enough to have "realistic" numbers (1-2 families per house) it means all the 1-2 tile houses end up with 0 households. If I raise the number high enough so that tiny houses have at least 1 household, it makes the larger houses have 4-6 households. Is there any way to set a minimum level? Or do I just need to live with it and the lot-area rather than building-size capacity system int his game?
It is writing it to:
~/Library/Application Support/Steam/steamapps/common/Cities_Skylines/Cities.app/Contents/EnhancedBuildingCapacityConfig.xml
I expected it to be
~/Library/Application Support/Steam/steamapps/common/Cities_Skylines/EnhancedBuildingCapacityConfig.xml
The difference is it is putting the XML file inside of the application executable folder (Executable apps on the mac are actually folders under the surface containing all the bits that make it work). I was expecting it to be alongside the executable rather than inside it.
YAY now that I know where it is, i can use it! Thank you!!
@Bruizer - Since I just updated the mod I added that the mod prints the config file path in the debug console.
@Bruizer - I looked into that. I have no Mac OS X testing environment, so I double checked all the mono cross-plattform obstacles I know. However, I didn't find any reason why it doesn't work for you. Do you get any errors? It would be great if possibly somebody who uses mac too, could tell me if he or she has the same issue.
I have tried disabling every other mod I have except this one and still no file after I open a city (or make a new one) and then exit the game.
I am on a Mac and I am looking in ~/Library/Application Support/Steam/steamapps/common/Cities_Skylines/ This is the location that other mods write their config files.
Any help or troubleshooting advice would be much appreciated! Thanks!
~Bruizer
If it would not be much trouble for you I would definitely appreciate that.
@762 - There is a mod to fix this which can be found here
I find that even with "10" level 1 residential can have 3 households/house.
"A Mod caused an error [ModException]
Details:
System.NullReferenceException: Object reference not set to an instance of an object
at EnhancedBuildingCapacity.Mod.Patch.PatchEveryBuildingAI () [0x00000] in <filename unknown>:0
at EnhancedBuildingCapacity.LoadingExtension.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0
at LoadingWrapper.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0
ModException: A Mod caused an error"
All I've done is change some of the capacity stats, didn't touch the formatting.
@baronjutter - I just looked at the pop balance source code and couldn't find anything about changing the balance of worker education. Actually I'm not quite sure what you mean with "balance of worker education".
I'm not sure how familiar you are with C#, but you are very limited to change existing code for safety reasons, so it would be very tricky to do so and you would probably end up with rewriting the user interface.
@mgebauer293 - That value is just for demonstration purposes. If you've read the description you would know that this mod comes with the game's vanilla settings.
What I'd almost want to do is to DECREASE the population slightly from vanilla, but fudge the city-wide total to be accurate based on the buildings depicted.
Thoughts?