Cities: Skylines

Cities: Skylines

Enhanced Building Capacity
81 kommentarer
Rasxbeastz 25. okt. 2021 kl. 13:46 
This mod does not work for me
Flexible Games 29. okt. 2018 kl. 15:04 
I've updated this mod : find it here : https://sp.zhabite.com/sharedfiles/filedetails/?id=1551563197
Edgelord69 22. aug. 2018 kl. 8:14 
It only works for new start. When I load the savegame the default values are used, resulting in a sudden and massive migration of cims...
DartMada 5. juli 2018 kl. 16:53 
I keep getting O households in low density residences. I set the capacity of each level at 1 so I could have single-family homes
Dunkleosteus 19. juni 2018 kl. 13:24 
Anyone have suggestions for realistic values? I know that low-density is far too dense and high-density is far too sparse. Like a low-level low-density residential house will hold like 5 families, but that's ridiculous. It should be like 1 family. Meanwhile, a high-density building will hold 16, even as a 13 story building. The high-density would be more like 100 families at full capacity. What values should I enter to be more realistic?
TRVTHNVQE 9. juni 2018 kl. 5:01 
compatible with realistic population and consumption?
Beth2020 21. jan. 2018 kl. 20:41 
@Julianay

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.

:^)
Beth2020 21. jan. 2018 kl. 20:37 
@Julianay
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?
Beth2020 21. jan. 2018 kl. 20:30 
@Julianay
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.
nicolas1507 2. nov. 2017 kl. 12:02 
Hi, do you plan any update for last add-on ?
Erocco 20. okt. 2017 kl. 22:28 
Will this ever be updated to add the new specializations?
Haris 6. nov. 2016 kl. 1:51 
Can I use this mod on staduim?
JernBesta 6. maj 2016 kl. 6:24 
Is this mod still working good? I mean I want to decrease the residents in low res buildings. And also increase office workers by 30% ish.

Is it easy to do?
julianay  [ophavsmand] 1. mar. 2016 kl. 7:53 
@ramrom - When you set the capacity in the xml file, it's for all buildings. However, this mod does not support any of the addons (yet)
ramrom 27. feb. 2016 kl. 14:08 
Do you have to click through every house to set its population capacity or does once work for all houses in the game?
baronjutter 22. okt. 2015 kl. 14:47 
Any plans to update this for afterdark to take into account the new commercial types?
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?
Flexible Games 26. aug. 2015 kl. 16:42 
Capacity is definetely not how many people live/work at a building. Just looking at the default values makes this obvious. I wish we could tweak how many of each education level a building employs.
Bruizer 9. juli 2015 kl. 9:39 
Awesome, thank you!! Good luck with your exams!
julianay  [ophavsmand] 8. juli 2015 kl. 8:58 
@Bruizer - Sorry for not responding. I have my exams at the moment, so I'm quite busy learning for university. I have no problems running this mod with the latest version of the game :)
Bruizer 6. juli 2015 kl. 9:48 
Im trying to troubleshoot which of the mods I have installed is incompatible with the update from last week (1.1.1c). Has anybody noticed trouble with this mod? It seems to work for me, but I can't be certain so others' feedback would be great!
Bruizer 1. juli 2015 kl. 14:46 
Is this mod compatible with the game update released 1 July 2015?
julianay  [ophavsmand] 26. juni 2015 kl. 10:57 
@Ciaolo87 - Do you mean that any building can hold residents, workers and also have customers at the same time? I once looked into this, but I wasn't very successful. I might look back into this. However, I'm learning for my college exams at the moment, so I don't have time to do so.
Ciaolo 23. juni 2015 kl. 22:12 
Is there hope for separating the various types of capacities (residents, workers, shoppers)?
adamlabecki 17. juni 2015 kl. 20:17 
@ julianay - no need to need to apologize. Thanks for doing that update (will have to find time to try it out soon!
julianay  [ophavsmand] 17. juni 2015 kl. 13:28 
@Bruizer - I'm glad we solved this one and thanks for letting me know what the issue was.
Bruizer 17. juni 2015 kl. 13:23 
@julianay - WOW that is amazing. I see the problem. it's writing the config file in a different location....

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!!
julianay  [ophavsmand] 17. juni 2015 kl. 13:16 
@adamlabecki - Just to let you know, the update is live now

@Bruizer - Since I just updated the mod I added that the mod prints the config file path in the debug console.
julianay  [ophavsmand] 17. juni 2015 kl. 13:05 
@Bruizer - When you start a new game or load one and hit F7 on your keyboard, does it say in the debug console that the mod is loaded?
Bruizer 17. juni 2015 kl. 12:59 
@julianay Thanks for the reply.... no error message or anything like that. It's as though I haven't got it installed but I see it listed and checked "on" in the Content Manager.
julianay  [ophavsmand] 17. juni 2015 kl. 12:48 
@adamlabecki - Sorry for not getting in touch with you for so long. I had and have a lot to do for university. I implemented your request and will update the workshop in the next 5 minutes :)

@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.
Bruizer 17. juni 2015 kl. 11:33 
I would >>love<< to use this mod but no matter what I try I can't seem to make it generate the PopBalanceModValues.xml file.

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
adamlabecki 5. juni 2015 kl. 22:26 
@juliannay

If it would not be much trouble for you I would definitely appreciate that.
linn 1. juni 2015 kl. 2:35 
the only problem with that mod is that its for residentials, and its for a different problem. My problem is that the new increased values are not used until i bulldoze the building and its rebuilt. And i have a 700k pop city, u can imagine.
julianay  [ophavsmand] 30. maj 2015 kl. 13:36 
@adamlabecki - This is something that the game does by default. When your value multiplied with a random number and the width and length of the asset is less than 100, the game calculates with 100. I could change that if you wish.

@762 - There is a mod to fix this which can be found here
linn 29. maj 2015 kl. 7:39 
ok i migrated to this from popbalance, defaults work good, but when i add capacity to for example commercials, they show the added amount but the jobs never get filled, like i have buildings with 60/60 jobs in the original, modded 60/72, the added 12 jobs never get filled. Or is it just the ui showing false data?
adamlabecki 28. maj 2015 kl. 22:39 
Has anyone figured out which values result in 1-2 households/house?
I find that even with "10" level 1 residential can have 3 households/house.
julianay  [ophavsmand] 28. maj 2015 kl. 7:31 
@762 - just unsubscribe or deactivate the original pop balance mod and subscribe and activate this one. the pop balance mod values can be found here [github.com] :)
linn 28. maj 2015 kl. 3:17 
so i have the original popbalance mod, how can i migrate to this?
baronjutter 27. maj 2015 kl. 20:23 
Thanks, very fast support :)
julianay  [ophavsmand] 27. maj 2015 kl. 16:16 
@baronjutter - I uploaded the fix, just to let you know
julianay  [ophavsmand] 27. maj 2015 kl. 16:14 
@baronjutter - I'm working on it, and I found a fix, but this is more or less a fix where no one should be needed. I assume you are interested in programming, so here is what's happening: Unity has some issues just like the game. I'm calling a function from the game every time the game is loading (also happens when creating a new game) which returns a list of all buildings on this map. I thought this function will never return null which is basically equal to nothing but rather an empty list. It seems I was wrong. I'll upload the fix in a minute or two and sorry for the circumstances :)
baronjutter 27. maj 2015 kl. 15:54 
I did a little more testing, I can't get the error to go away even with a fresh mod install and the default config file. It will pop up not on the first time starting a new map, but after a restart. The odd thing is that the mod is working. I changed some numbers around to crazy values and despite getting the error, the mod is reading the correct values. The mod was functioning fine for me for days as I was happily editing stats, it only started doing this after I subscribed to a custom map (which I've since deleted) but that's the only change to the game I've made. I also can't quit to menu anymore as the game will crash.
baronjutter 27. maj 2015 kl. 15:14 
Love this mod, been using it for the last few days but now I'm getting this error
"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.
julianay  [ophavsmand] 25. maj 2015 kl. 11:23 
@Rascal - Yes it works with the newest patch

@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.
baronjutter 25. maj 2015 kl. 9:44 
It's a useless cosmetic detail, but is there a way to have a "fudged" population total? I find the vanilla game with it's way too low population counts in buildings has way more than realistic traffic, people are going to and from work/shops far too often. Trucks are making deliveries too often, people need garbage pickup too often and so on. So by raising the population stats to realistic levels it just makes this traffic issue so much worse.

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?
Mr. Lioness 25. maj 2015 kl. 4:05 
240 households in a small hut? Tooooo crazy!
baronjutter 23. maj 2015 kl. 16:24 
Thanks for making this mod. I was trying my best to learn how to compile the pop balance source code but kept running into errors, glad this project is going. In pop balance though in the source code it also allows changing of the balance of worker education, would that be possible to add in as well?
Rascal 22. maj 2015 kl. 7:47 
So does this work with the latest patch?
kreaturen 7. maj 2015 kl. 15:59 
Good to know you're not totally annoyed, I'm happy just to not be completely wrong in my own search (maybe there's hope for me yet), but man, that's some nasty numbers shuffling aright. Cudos for figuring it out so quickly. Godspeed in figuring out injections, sound like it could open a lot of doors :) I'll just continue tweaking the numbers as is, and see where it leads. Just remembered too that just because commercial is high, I don't have to zone it... With a little ofpatience, residential demand will rise again and things may balance itself out... The game is sort of forgiving that way I think.
julianay  [ophavsmand] 7. maj 2015 kl. 14:13 
@Eistein - (damn this 1000 character limit...) There is a way to override methods with a new operator when inheriting a class, but even then I would have to tell the game to use my class. I had the same problem with the school tooltips, because they're not part of the schoolAI. (I'm not really familiar with code injections) Since this mod is NOT a dead project I might look into this and hopefully I'm able to load my function into the game.