Cities: Skylines

Cities: Skylines

Total Autobudget
203 Comments
Chaos_02 27 May @ 11:32am 
System.IndexOutOfRangeException: Array index is out of range.
at ColossalFramework.PoolList`1<ColossalFramework.UI.UIMarkupToken>.Pop () <0x0006d>
...
at ColossalFramework.UI.UIComponent.Show (bool) <0x00025>
at ColossalFramework.UI.UIDynamicPanels.Show (string,bool,bool) <0x000e6>
at InfoManager.ToggleModeUI (InfoManager/InfoMode) <0x00df0>
at (wrapper dynamic-method) InfoManager.InfoManager.SetCurrentMode_Patch1 (InfoManager,InfoManager/InfoMode,InfoManager/SubInfoMode) <0x00066>
at Autobudget.AutobudgetElectricity.setAutobudget () <0x00278>
at Autobudget.AutobudgetBase.SetAutobudget () <0x001fd>
at Autobudget.AutobudgetManager.SetAutobudgetAll () <0x0006a>
at Autobudget.Threading.OnAfterSimulationFrame () <0x00039>
at HealkitMod.Patches.ThreadingWrapperOnAfterSimulationFramePatch.Prefix (System.Collections.Generic.List`1<ICities.IThreadingExtension>) <0x00068>
Mystic~ 17 May @ 3:06am 
I could really use your smart modding brain in Cities: Skylines II lol.

Modding there is still in "Beta" some how but it's possible
shaneturner12 21 Feb, 2024 @ 12:38pm 
Redemptionzdd / Furnox / xvicttorxx - have you tried the version linked by yao_zhou?
Redemptionxdd 21 Feb, 2024 @ 7:24am 
Update please
Furnox 17 Jun, 2023 @ 7:54am 
Update please
xvicttorxx 5 Apr, 2023 @ 6:38pm 
update this pls
yao_zhou 14 Dec, 2022 @ 7:28pm 
Use this mod instead:
Total Autobudget - FIX
shaneturner12 30 Sep, 2022 @ 1:42pm 
Warmax - there’s a fixed version linked a few comments down
warmax356 30 Sep, 2022 @ 1:40pm 
needs update for latest dlc
Merrlin 1 Jun, 2022 @ 1:42am 
Great concept, but keeps turning off all my heating plants once enabled. Other auto-budget settings are inadequate to keep up with growing demands. Had to unsub and found it easier to manage my own settings.
Felnel 26 May, 2022 @ 9:34pm 
Will be nice a update to new budgets
Olympic1 4 May, 2022 @ 1:48am 
I uploaded a fix for this mod that works with the latest release of the game.
Total Autobudget - FIX
rofldebofl 12 Feb, 2022 @ 1:18am 
I have the exact same error that @Bird just mentioned
Bird 8 Feb, 2022 @ 5:53pm 
ModException: The Mod C:\Program Files (x86)\Steam\steamapps\workshop\content\255710\1541897355 [AutoBudget.dll] has caused an error ---> System.IndexOutOfRangeException: Array index is out of range.
at Autobudget.Mod.UpdateUI () [0x00000] in <filename unknown>:0
at Autobudget.SerializableDataExtension.OnLoadData () [0x00000] in <filename unknown>:0
at SerializableDataWrapper.OnLoadData () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
Game says this.
Xiazee 6 Feb, 2022 @ 5:56am 
Autopause triggered while i was creating a curved road, so it broke all placement and painting tools, and the lengths and angle are still displayed on the map.
Emark Muskerberg 30 Jan, 2022 @ 6:14am 
Seems to be broken as of the Airports update. At least for me.
cahubble09 25 Jan, 2022 @ 2:27am 
Has this mod been updated to be compatible with Airports and the new game update?
2xlbu4u 3 Jan, 2022 @ 7:25pm 
Please allow budget minimum to go all the way to zero not 50%. Water usually starts at 20% but you can't do that since min is 50%
Atha Heartless Angel 27 Dec, 2021 @ 6:46am 
Great Mod but with it activated, policies panel does not work.
Tested with and without it, only this mod make policies panel loading fail.
liurubo168868 27 Nov, 2021 @ 3:25am 
加载时出现错误
920780135 27 Nov, 2021 @ 2:21am 
game error and crash while loading
goldenty4 14 Nov, 2021 @ 1:42pm 
this is literally amazing but sometimes it makes the budget goes to 50% and makes a lot of problems but 2 seconds later it goes back to normal so its not a problem
Future 16 Oct, 2021 @ 1:33pm 
@Raciper
what other mods are you using
Jose Gaspar 14 Oct, 2021 @ 9:13pm 
My last crash dump points right to this mod. Which is unfortunate, I love it.


========== OUTPUTING STACK TRACE ==================

ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6EE086668)
0x00007FF6EE086668 (Cities)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6EE086DF6)
0x00007FF6EE086DF6 (Cities)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6EE0C4DB3)
...
0x0000000045B2C149 (Mono JIT Code) Autobudget.AutobudgetElectricity:setAutobudget ()
0x0000000045B2BE2E (Mono JIT Code) Autobudget.AutobudgetBase:SetAutobudget ()
0x0000000045B2BB9B (Mono JIT Code) Autobudget.AutobudgetManager:SetAutobudgetAll ()
0x0000000045B2BAFA (Mono JIT Code) Autobudget.Threading:OnAfterSimulationFrame ()

...

========== END OF STACKTRACE ===========
hergy 10 Oct, 2021 @ 3:05pm 
hergy 10 Oct, 2021 @ 2:56pm 
In the early game it´s working fine. But if i reached roundabout 3k population, my savegame is crashin when i trie to load it.
This is the case at ALL my saves with more than 3k population.
This saves are loading correctly when i disable this mod.
However this mod is working with my saves with more than 3k pops only if i usuing a few mods.
If i use all my other mods, total autobudget doesnt work...

Maybe this mod gives me the killing RAM usage?
hemajoshi 26 Sep, 2021 @ 12:01am 
Definitely in my top 10 fav mods
Jose Gaspar 23 Sep, 2021 @ 11:09am 
Any chance of increasing the buffer, the 10% seems not enough to handle quickly growing cities and that level sets of the Watch It warnings to option, would like to set in the 15-20% range during rapid growth, but after get the Capital City the 10% is more than enough.

By the way Great Mod.
BevansDesign 11 Aug, 2021 @ 7:30am 
Love this mod.

I'm guessing that development is pretty much done, but if you (or anyone who picks up development) are looking for a suggestion here's one:

It'd be great if you could add the option to ignore certain buildings when the mod is calculating its budget adjustments. Currently, power and water facilities need to be connected to each other for the mod to work correctly, but I have a water basin with a water pump and water filter on it that I'd like to exclude from the calculations, since they're not connected to anything else.
mvcomputers 8 Aug, 2021 @ 12:21pm 
Game doesn't load all the way when I turn this mod on.
Critical Thinking 29 May, 2021 @ 9:56am 
Hi, great mod and I love it. I have it since the begin of my CS Carrier.
I woudl like to inform you that Realistic Population 2 works wierdly with Total autobudget. Cities lose randmly power and water for long periods of time.
Manu 29 Apr, 2021 @ 8:27am 
This is soooo necesary. the budget cannot be handled by hand as the spends fluctuate so much is better to just leave it at 100% and just add more services as needed and take the wasted spends than manually changing it every minute.
ZydraHydra 11 Apr, 2021 @ 12:22pm 
@sack this is the greates bug i have ever heard it sounds more like the mob moved into your town and pays you off :steamhappy:
Future 24 Jan, 2021 @ 3:03pm 
Wasn't there a 'auto empty when full' option for the garbage budget control?
Mr Lowe 20 Jan, 2021 @ 9:18pm 
Works well on small cities and does what it says, but unfortunatley, tracked this down (when all budgets toggled off the problem goes away) to a massive slows down - vehicles and pedestrians barely move, landscaping tools sluggish etc - for 15 to 30 seconds every 45 seconds to a minute after reaching about 50000 population - started a new game and its is there too - but just barely noticable: gets incrementally worse as the city grows bigger.

I did not test toggling individual budget controls to see if it is certain ones casuing it, as city is stable enough now to not need it active. Primarily useful when growing a new city and less so as more established.

FLN1 11 Jan, 2021 @ 8:07am 
@LETR1STE

You might try disabling autobudget for services like police, hospitals and fire stations. When it lowers the funding for these services they cover less area and can bring down land value. Personally, I only let it change budget levels for water, power and some other things like industry that don't have any radius effect to them. Hope this helps!
Universe 3 Jan, 2021 @ 9:09am 
This mod causes massive graphical issues.
oiiaooiiaooiia 20 Dec, 2020 @ 9:33pm 
this mod drastically decrease my whole map land value any tips?
nlangevin 7 Dec, 2020 @ 12:26pm 
thanks
Chriz 18 Nov, 2020 @ 7:22am 
The game either crashes while loading or if it successfully loads, the water bug is there
Future 10 Oct, 2020 @ 7:07am 
Can you add a feature for power plants and water pumps/sewage outlets to turn on & off based on demand, just like with boiler buildings?
sack 19 Sep, 2020 @ 11:37am 
Great Mod, realy helps me out while building my city. I encountered a weird bug while playing. Somehow the crime rate skyrockets to over 200% everytime I adjust the budget for schools. As soon as I turn the auto function for education back on everything goes back to normal. Also while the crime rate goes nuts the buget for the police is negativ, so I get money back from it. I can adjust the police buget as much as I want, only if i change something for scools it goes carzy.
Future 4 Sep, 2020 @ 5:38pm 
@kennethfirthnovelo those two together work for me
KennethFN 27 Aug, 2020 @ 9:05pm 
Is it compatible with real city?
peb2002 23 Aug, 2020 @ 4:32pm 
Great mod - when busy building a city up, not having to continually adjust budgets is a god send. Thanks @zenya:steamhappy:
tau.psl 27 Jul, 2020 @ 11:02am 
Женя , дарова епт)
unobtanium 17 Jul, 2020 @ 10:54am 
Hey I am the creator of the Better Budget mod. I was notified that your and my mod are not compatible. I am creating clones of the budget windows and place them directly in the info panel window for users to adjust the expenses. However, it seems that your mod does not update those copies, only the main ones in the main budget window. Even thought manually changing the sliders does change them both.
The issue might arise that I am creating copies of the budget UI elements with the help of Reflections (its a bad workaround for when something changed in the game but oh well). Or maybe you need to iterate through the list of info panels and adjust the sliders there as well.
I know the code is on github but I am having barely any time right now to check it out. Can you show me into the right direction to in which file the sliders are being adjusted? I could try and update my copied sliders there as well to make the mods compatible again.
hmiersch 14 Jul, 2020 @ 7:11am 
if i turn on day/night cycle, does this mod set the night time budget too?

my garbage budget was stuck at 120%, even when i built another incinerator. then i increased the max garbage amount to 90% and now the budget has gone down to 73%. i'm gonna try different values for this setting...
rise 2 Jul, 2020 @ 8:13am 
I'm also getting crashes