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Since the original author is not available at this time, I intend to proceed with the enhancement in Real Construction Fix .
I’m experiencing some problems with the recent update 1.17.0, I will continue to support it.
For this reason, it is best to assume that one vehicle will be dispatched per Resource Building.
When you first start the game, it is recommended to build about 4 Resource Buildings to speed up the initial building process.
Also, wind turbines are better than coal power plants at first, because buildings that do not need to face a road are built immediately.
I will answer to the best of my knowledge that I can find out to continue this mod.
Internally, the MOD has 20 construction and 20 operational vehicles each.
At this time the number of vehicles does not change with the budget, it is fixed.
Click on the orange helmet icon in the Resource Building to see the resources held.
As you can see by observing this, for example, building materials consume coal and lumber to produce building materials. They are created little by little by consuming surplus resources.
For every 8,000 building materials, one vehicle can be dispatched. Building materials can be stored up to 64000, so up to 8 vehicles can be dispatched at the same time.
However, in most cases, the speed of building material generation is slow, so one vehicle will be dispatched after 8,000 have been accumulated.
This is the reason why only one vehicle appears to be in operation.
There is a replacement mod for this one. You can see the amount of construction resonances for any building by selecting the hard hat icon and if it is a construction building, it will list how much of each resource it has
Another important issue I have realized is the City Fuel Supply building which is almost never used. I have yet to see a city service vehicle to go there for refueling.
After trying this mod for hours, (the fixed version thanks a lot to @iwarin123, since the old one doesn't work for me) I can clearly see that there are some obvious issues however, but since I can’t post everything in one comment I will split up the issues into several comments:
I love this mod too.
Compatible with 1.16.1-f2 (Hubs & Transport)
Real Construction Fix
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2967470119
0/$100 gathered.
awaiting the update obviously.
i can place only the brickworks and lumber yard
Don't zone too much; I can't figure out how deliveries are "planned", so you might end up waiting a very long time to get services built, and your Cims will get very annoyed and income will fall quickly.
Speaking of income, it takes a long while to go through the milestones in the game, especially if you, as I, combine this mod with realistic population. Suddenly all the early game houses has one family, which makes it very hard and requires a lot of space.
Zoning just small lots will build smaller houses, which will make room for more Cims in less area.
I don't think so
Here is link to my subscribed mods, ( i hope you can see my workshop page)
https://steamhost.cn/steamcommunity_com/profiles/76561198057411677/myworkshopfiles?browsefilter=mysubscriptions&sortmethod=subscriptiondate§ion=items&appid=255710&requiredtags%5B%5D=Mod
at the moment i have 97 mods and over 4500 assets, so my game loads over 10 minutes and checking which one is causing error will be nightmare xD
I also have nothing happening and array index out of bounds spam, but don't want to take the time to figure out if there's a mod conflict with something else I have installed unless I know the mod isn't broken
I've got array index out of range no details error few seconds after ploting any bulding which have to be resources generator. after that water pipes and electricity stop working corectly, cars are jumping forward and backward. deleting buildings and traffic removes problem but after putting them again there is still problem with jumping cars.
is that building properly connected? do you have 'enable unfinished transfer match' (something on the lines of that) enabled?