Cities: Skylines

Cities: Skylines

CSL Show More Limits
124 Comments
theenderking990 28 Oct, 2024 @ 1:00am 
I need help. I've subscribed to this Mod, but when Opening the game, it's not there. I also do not see ANY of the Folder/Files listed in my File Explorer that should be there. can someone please tell me what I'm missing ?
sfh0525 23 May, 2023 @ 2:54am 
Still working
Sixeyeco 8 Jan, 2023 @ 5:10pm 
I just wanted to give you a big "thank you"! I hit my limit with a pop of 620k and thought it was over. Also, the info from your mod prompted me to go back to my developed areas and clear cut all the ghost trees. I appreciate your work. Thank you!.
OldyButCrafty 21 Nov, 2022 @ 8:20am 
@Royal Raven, yes that is true.

"CSL Show More Limits" deploys a much more informative and thankfully smaller and less obtrusive UI. It can be left on all the time which is essential when you are close to all limits. I use both mods and find Watch-It although fantastic overall does not monitor limits in this highlighting intuitive way.

This mod still works fine on my old big cities that are mostly bumping all of the limits, that said, I would be more comfortable when the author updates it to current game version.
Royal Raven 3 Feb, 2022 @ 3:43pm 
For those wondering, this is included in Watch It!
https://sp.zhabite.com/sharedfiles/filedetails/?id=1643902284
cahubble09 25 Jan, 2022 @ 2:23am 
Has this mod been updated to be compatible with Airports and the new game update?
Znamya Sovyetskoye 19 Jan, 2022 @ 8:57am 
This is very useful for large cities! By the way, could you please add the limit of importing/exporting cargo?
theviking738 8 Aug, 2021 @ 1:36pm 
this mode is just for showing
theviking738 8 Aug, 2021 @ 12:46pm 
hot to custom limit district
LemonsterOG 17 Jun, 2021 @ 8:49am 
@SayupTawa -- To my knowledge, your only option is to use Procedural Objects (PO) to convert props to procedural objects. PO's have a limit of over 2,000,000,000 so you should never run out.
SayupTawa 17 Jun, 2021 @ 8:39am 
I got a limit for prop,how to increase the number of properties,anyone please help me!
LemonsterOG 6 Mar, 2021 @ 11:36am 
@knighthawkGP -- If you're still active, it would be really nice to have Procedural Objects listed.
Ticonderoga Pencil 25 Dec, 2020 @ 2:12pm 
does this get rid of city limits/ does anyone know of a mod that does
GLORIA VINCIT 13 Oct, 2020 @ 9:47am 
ZmulizForever: hi I hope this is not too late to ask... how did you cut some of the stats using Electrix Road tool? Thanks in advance.
ZmulizForever 27 Dec, 2019 @ 2:19pm 
To answer some of the recent questions here

There was ability to change limits back in 2015 until CO released all these DLC. Tried it and no working edition so far yet (incompatible). But hence I figured out to cut some of the stats by help of Electrix Road Tool. Nodes and Segments. https://sp.zhabite.com/sharedfiles/filedetails/?id=1645781000 .

So far just 8 hours work to find and adjust faulty 6068 segments, and 5230 nodes.
Whilst remember for beginners that there are mods useful to cut out the no pipes and no power lines needed which also adds to the stats. The latter works more perfectly than Electric Road Tool which makes the feature "exit to menu" inaccessible, and hasn´t been updated since 2017.
tgh0st420 11 Dec, 2019 @ 9:37am 
CAN ANYBODY HELP ME TO CHANGE ROAD AND TRAIN TRACKS LIMITS IN GAME PLEASE. CHEERS
solernevada 10 Dec, 2019 @ 1:00am 
How can I change the limit of roads and train tracks?
EmotionallyBroken 13 Nov, 2019 @ 12:56am 
I subscribed and hit control L and nothing happens?
Meesmoth 11 Apr, 2019 @ 5:31pm 
Excuse me if I am going to sound rude, but what does Citizen Units mean and where they are used? I keep seeing 70k citizen units on a empty map of 0 population.
Mister Doctor 1 Apr, 2019 @ 11:48am 
Yeah watch it is the version i recommend too
Keallu 3 Feb, 2019 @ 7:13am 
If you are looking for an updated and enhanced version of this, then take a loot at:

Watch It!

It is severely optimized in terms of performance and reliability.
Viper 16 Jan, 2019 @ 1:46pm 
Could some one tell me what all thes parts entail? For instance what's the difference between net notes and net segments. what does they contain?
Found out that pipes is awful to use sence they use alot of net segments (filled 81 map => ~14000 net segments)
tired-broad-53 15 Nov, 2018 @ 10:10am 
I just wanted to take a moment to personally say “Thank You!” for your time, effort and hard work to provide this mod. It enhances my gaming experience, and I do so appreciate you for providing this to all of us.
Schlumpf 1 Nov, 2018 @ 12:05am 
Are there any new limits introduced with the new DLC´s? At this time I am wondering if there is a hidden limit on delivery trucks.
TheKillerChicken 24 May, 2018 @ 4:04pm 
An 0/0 issue is caused by the citizen units hitting the limit.
Darkangel 20 May, 2018 @ 2:16am 
I presume if you are playing with 81 tiles then your net nodes will limit forst then segments but you wont have to worry about lanes? My lanes have only uses 50% but the other 2 are almost hitting their limit now. Cant wait for parklife where you can place buildings without roads as that will take the heat off the nodes and the segments. Made all my normal roads now with bicycle lanes because my parked cars were hitting limits and industry was starting to say no raw materials icons everywhere. ps foolseyes you have to wait for residents to move in after you've zoned! Why dont you try and answer a sensible Q: what the scenario would be if you had your limits close to net lanes rather than net nodes or segents, hmm?
foleyele 5 May, 2018 @ 5:35am 
How can I fix the problem "0/0 households" with this mod?
H4Z1 24 Mar, 2018 @ 6:18am 
Is it weird that I'm getting this error everytime I use your mod and disable it afterwards?

Simulation error: Division by zero
at EightyOne.ResourceManagers.FakeWaterManager.SimulationStepImpl (Int32 subStep) [0x00000] in <filename unknown>:0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0
at WaterManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0
at SimulationManager.SimulationStep () [0x00000] in <filename unknown>:0
at SimulationManager.SimulationThread () [0x00000] in <filename unknown>:0 [Core]
Vimes 7 Mar, 2018 @ 9:04am 
How critical is it for the proper functioning of the game for the Citizen Instances exceeding their maximum that the came is coded for. ....?

My 220k City is doing pretty well with other limits but the CI one is already at 50k with a max of 65k showing as possible
AmiPolizeiFunk 10 Oct, 2017 @ 8:19am 
this is such an essential tool when you get up near those limits. cross one w/o knowing and you enter the twilight zone. thx for this :medkit:
knighthawkGP  [author] 19 Jul, 2017 @ 10:19pm 
@cdmitridavidson - @UguuDoki is right. Basically watch where the blue lines form\break in a given zoned area while zoning, each grouping is a zoneblock. I think the max is something like 12x8 or 12x10.. but I forget.
UguuDoki 19 Jul, 2017 @ 2:52am 
@cdmitridavidson
You can easily learn what a zone block exactly is by observing data changes while toggling zoning on and off.
cdmitridavidson 18 Jul, 2017 @ 10:59pm 
Knighthawk, do you have any idea what "zoned blocks" are? When I reached the hard limit for them, I could no longer build new roads, and the limit is about 49000. It doesn't make sense that a single square on the side of a road (which you can zone) would be equivalent to a zoned block because then you would reach the limit extremely quickly. If I knew what a zoned block was I could know how to space out my built-up areas. Thanks so much for your help.
Darkangel 21 May, 2017 @ 1:16pm 
I found that by 'despawning' in traffic president helped and got the limits back down but I dont like vehicles disapearing without getting to their locations.
knighthawkGP  [author] 21 May, 2017 @ 6:38am 
@Mikelarch - You mention two different issues here, one is vehcile useage (count) and one is path units.
You vehicle usage is likely due to traffic\distrance\etc. As for path units obviously the more transport building and vehicles you have active the more units will be used to keep track of said transportion. With respect I'm not in a position to trouble shoot your specific map - that would be something for other forums (like pdx, where others could chime in and more easily communicate. Tip - generally you can't and shouldn't compare an experiance in one map\city with another unless they are nearly exactly the same in every way.
Darkangel 21 May, 2017 @ 6:10am 
What would be the cause of a path unit overload? Just started this map 2 days ago only around 45000 population and my active traffic is already over 14500 almost the 16000 limit whereas before without mass transit a week ago on another map I have over 100 k population and only around 6k active traffic???? What happened?? I've noticed 'match of the day' stadium i got seems to conflict or have problems with bus fares going down to nil and not just for the match day; it stays like that for over a month! So can anyone confirm if thestadium prop is the cause of the path unit problem? Yes i have only a few roads that lead to nowhere because i havent finished the highways yet and no one goes that direction so it cant be a lane problem or a phantoim lane which ive read about as its not lanes that are reaching the limit its path units ( and active traffic which is usual as paradox wont fix that problem).
knighthawkGP  [author] 18 May, 2017 @ 11:13am 
@UguuDoki - Your welcome, though there are no actual changes, just recompiled against 1.7 release.
UguuDoki 18 May, 2017 @ 11:11am 
Thanks for the quick update!
knighthawkGP  [author] 25 Mar, 2017 @ 12:18am 
@Dave - Somewhat common problem, with no solution, and CO isn't likely to bump those up further in CS1.0 (except maybe vehicles a bit if enough people moan).
Dave 23 Mar, 2017 @ 5:20pm 
need more net segments, nodes, vehicles.. :/ map is game over
knighthawkGP  [author] 18 Mar, 2017 @ 6:22pm 
81 titles - Exactly what I mentioned, you can't use all of them without design sacrifices due to travel times, long travel times == more vehicles in use.
Skullzcrusherz 18 Mar, 2017 @ 8:20am 
Thanks but I think this is more the issue. I'm using 81 tiles and other mods I built a huge city and hit 300'000 and hit the car limit... so my city is not fucntioning properly as a result.. I'm going to be taking a hiatus from CS for a while... I hope someone can mod through that in the future..
knighthawkGP  [author] 7 Mar, 2017 @ 12:25am 
@3skullzCrusher - What you describe is problem with your city design\transport layout in most cases.
Skullzcrusherz 6 Mar, 2017 @ 4:23pm 
So there's not a lot i can do to solve that issue? all I keep doing is restting the traffic with the Traffic AI mod.. if you have anything for me let me know.. Thanks!
knighthawkGP  [author] 4 Mar, 2017 @ 6:00pm 
@3 skullzcrusher - this mod has nothing to do with what your describing it shows you limits it does not increease them. Sounds like someone meant the CSL Service Reserve mod, though that doesn't increase limits either.
Skullzcrusherz 4 Mar, 2017 @ 5:35pm 
Hi I was told this mod could fix my problem with indutries not selling their product. I'm not 100% sure what I'm doing and the only thing that's working a bit is the Traffic AI mod when I hit "clear traffic." as well as other issues.. like dead not getting picked up and shops also saying they don't have any goods to sell.. So do I need to increase vehicle limit?
OddSwizzle 12 Feb, 2017 @ 8:04pm 
Aight thanks!
knighthawkGP  [author] 12 Feb, 2017 @ 4:32am 
It's the number of citizens actually active and being tracked individually doing something (like traveling) at any one moment in time. You will be fine.
OddSwizzle 11 Feb, 2017 @ 2:37am 
what is 'citizen instances' and how does it work ?? mine seems to be very high at 32k while i only have 70k population. does this mean that my game will become unplayable at around 140k population due to reaching the 65k citizen instances limit?? or will i be alright?