Cities: Skylines

Cities: Skylines

Building Vehicle Monitor
60 Comments
=.:[Fox122]:.= 12 Sep, 2023 @ 4:16pm 
this mod seems to be behind my saved games or new games not loading, I think, got to do more testing of mods but this one was one that my issue happened
Ph.D. Mango 23 Apr, 2023 @ 12:48pm 
it's not work
sour haribos 28 Mar, 2023 @ 1:17pm 
whats the difference between this mod and transfer manager ce?
RZ_new 15 Mar, 2023 @ 12:21pm 
TOP 10 MOD.
StayHungryStayFoolish 17 Sep, 2022 @ 10:54am 
I would also like to add this nice mod to the Plazas & Promenades DLC Compatible modlist.

... after we see how this would co-operate with other mods and how the source code works. Now it is listed as a compatible but skipped mod.
Chamëleon TBN 17 Sep, 2022 @ 10:25am 
@kx36 - the reason why i ask to a link to source: Unknown code will lead in Compatibility Report to a warning for the users as mods with unknown sources can be risky, as we have seen in the past. Therefor an advice will be given not to subscribe such mods.
Plazmafield 17 Sep, 2022 @ 9:13am 
Haha my mistake, I only code in Python/Julia/VBA and just very recently started dabbling with Java. I mentioned C# because I've seen some people code in C# for their mods haha.
kx36  [author] 17 Sep, 2022 @ 8:58am 
C# isn't properly compiled to machine code like C/C++ is. It's only slightly compiled to Intermediate Language which is easily decompiled back to C#. The only reason we can make these mods is because we can decompile the Cities Skylines libraries, every modder can do it. Frankly, the only thing you can learn from my source files vs the decompiled IL is how bad I am at writing comments.
Plazmafield 17 Sep, 2022 @ 8:45am 
@Chamëleon TBN Geez, I didn't even think out decompiling code as a possibility to figure out what someone's done. You guys never fail to impress me with what you know and the effort you put in for the community. If it's a package/software, what do you use to accomplish this? I presume it converts the machine code or Assembly back into a human readable format (e.g. C# editor format).
Chamëleon TBN 28 Jul, 2022 @ 6:56am 
Any chance you release the source code, or will i need to decompile it on my own to see what you have coded? :D
amafobia 9 Jun, 2022 @ 10:56pm 
This mod is amazing! This mod coupled with Transfer Controller, Rebalanced Industries etc, I am having so much fun optimizing my industries!
MeteredPotatoCorp 7 Jun, 2022 @ 11:55pm 
This is a very handy mod. Thank you.
kx36  [author] 25 May, 2022 @ 9:50pm 
You can only view and delete vehicles. Can't directly make new vehicles or change vehicles' behavior.

Cities:Skylines' doesn't make and control vehicles in any simple direct way. Instead it has a complex system for brokering transfers between buildings with a negotiation of needs of one building and resources in another that results in a transfer contract being set up which sends a vehicle. Unfortunately this often results in vehicles being sent across the map or sent to/from outside the map even though 2 buildings which could have matched were right next to each other. Transfer brokering is very complex process and not really possible to use in mods without using something like Harmony to completely change the whole game AI in a massive way. Some mods like Enhanced District Services try to do this.

Instead, Building Vehicle Monitor is more about giving the player an insight into how the AI is behaving so that you can tweak your city to help the AI out in brokering better transfers.
Timshel97 21 May, 2022 @ 9:19am 
Does this allow you to set which delivery vehicles are allowed to be received by a building? or does it just simply display them?
timstim_x 7 Mar, 2022 @ 2:30pm 
@kx36
Thank you!:hardhat:
kx36  [author] 25 Jan, 2022 @ 5:42pm 
Hotkey is now customizable.
User 14 Nov, 2021 @ 8:55pm 
i love this!:steamthumbsup:
MageOfAnubis 6 Oct, 2021 @ 7:36am 
Could you place this mod in GitHub? Most of the big mod authors are doing that these days. Cities has a LOT of users globally, and Paradox keeps it updated on a regular basis. So just in case life gets in the way (as it usually does), or you just move on to better things (like building a Mars colony with Elon), at least someone can pick up the torch and soldier on. Cheers!
dbaeco 7 Sep, 2021 @ 7:03pm 
Yes please work on a Hot Key option, Shift B clashes anytime typing a label with a capital B !
Thanks for the extra info and tracking, really useful (particularly to get a handle on death waves and hearses)
timstim_x 4 Aug, 2021 @ 9:00am 
Could you add a way to change the hotkey? Anytime I want to capitalize the letter "b" the panel opens.
Icy McFreezeFreeze 2 Apr, 2021 @ 6:11am 
Hello, does this include vehicles that have yet to spawn? (eg Trains waiting for room at a cargo hub?)
The Engineer Pop 26 Mar, 2021 @ 10:25pm 
https://imgur.com/gallery/5zY3MeH
I thought it is a bug of Enhanced District Services, but somehow I remembered I turned this mod on. Will it be an error of matchmaking?

When I erase returning trucks using this mod then these warehouses start to dispatch its trucks.
Disco Bambino 13 Feb, 2021 @ 10:31am 
@chaos ty! I wish there were some mod that alerted you to broken connections, bc. I had the same problem with a bunch of RICO buildings that I had moved too far away from road networks.
Chaos 12 Feb, 2021 @ 10:02pm 
@Disco Bambino, check out Transfer Broker - it's a new mod still in Beta, but it does match making based on road connections. It's what you need to build islands with no road connections
Disco Bambino 12 Feb, 2021 @ 9:31pm 
I had this problem with garbage trucks spawning and instantly despawning. Turns out that no, you can't have an island with no road connections. So thanks to this mod bc. it was driving me nuts!
Lost Nomad 15 Dec, 2020 @ 3:33am 
Global shift-B works for me.
Chaos 29 Nov, 2020 @ 8:42am 
I suggest Shift-B as a hotkey.

This should be a global-enable, ie, when BVM is "on" it should automatically open for new buildings you click; you shouldn't have to toggle the BVM window separately for each building.
kx36  [author] 29 Nov, 2020 @ 3:21am 
OK, I'll try adding a hotkey. Any suggestions for a default hotkey?
Lost Nomad 20 Nov, 2020 @ 10:28am 
Definitely needs a better way of opening the list, i.e. a hotkey.

Does not work with Enhanced District Manager, the list does not open when EDS is installed. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1922400472

Crashes the game, raising a exception in TM:PE parking code. I am reporting the bug details in your pinned bug reports.
Chaos 17 Nov, 2020 @ 1:07pm 
A better trigger to open the list is needed. Perhaps an obtrusive UI button is needed after all, to make it compatible with buildings like "Cargo Train Terminal", and zoned industry/commerce buildings like "The Lumber Mill", etc
Chaos 17 Nov, 2020 @ 12:56pm 
When ScaleUI is used at 75%, the vehicle list window has 25% padding on the right and bottom. Even if you resize the window, the same amount of screen real estate is blank.

While investigating the conflict, I disabled and re-enabled the ScaleUI mod. After re-enabling ScaleUI, BVM would not open the vehicle list, and the log contains:

NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at BuildingVehicleManager.UIBvmPanel.SetTransform () [0x00000] in <filename unknown>:0
at BuildingVehicleManager.UIBvmPanel.SetBuildingPanel (UInt16 buildingID) [0x00000] in <filename unknown>:0
at BuildingVehicleManager.Loading.OnWorldInfoPanelClick (ColossalFramework.UI.UIComponent component, ColossalFramework.UI.UIMouseEventParameter eventParam) [0x00000] in <filename unknown>:0
at ColossalFramework.UI.UIComponent.OnClick (ColossalFramework.UI.UIMouseEventParameter p) [0x00000] in <filename unknown>:0
... (truncated due to 1000 char limit)
dbaeco 20 Oct, 2020 @ 8:27pm 
Found a conflict with GeliDistricts. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=927293560
Had all been working good, then after loading gelidistricts, the vehicle list would not open. Clicking on vehicle numbers did nothing. Removed Gelidistricts and all was well again.
Gelidistricts would not work either, should dispatch vehicle to district only, but stopped vehicles dispatched within district, only buildings outside of district. would dispatch.
Commented the same to Gelidistrict page.
ApollonDriver 13 Sep, 2020 @ 2:08pm 
@M.HA not this one but there is a mod that gives cars according to the wealth of that citizen. But I don't know the name of that mod :(
M.HA 12 Sep, 2020 @ 4:04pm 
does this mod allow you to control how many civilians owned a particular vehicle? (let's say i subs ferrari assets and i want to set this car only owned by some civilian)
ApollonDriver 5 Sep, 2020 @ 4:18pm 
does this allow you to change the number of vehicles a building has?
Kesangan 19 Jul, 2020 @ 12:12am 
@Zetesofos, after clicking on main building, click on the word "trucks" on that window. See the screenshot below

https://i.ibb.co/SfHWrhY/2051693155-preview-screenshot.jpg
Zetesofos 18 Jul, 2020 @ 7:10pm 
As of July 2020, I'm struggling to get this mod to work - no window is coming up when clicking on main building options (either industries or services). Not sure if anything has changed and/or if I have an incompatible mod; wondering if anyone else has had issues.
bailey_alex1999 11 Jul, 2020 @ 1:26pm 
Does this mod work with the Advanced Vehicle Options mod?
kx36  [author] 28 Jun, 2020 @ 2:43pm 
@xxx78 you're not blind, it's just a quirk of how the game works, the vehicles don't "belong" to the stations, they belong to depots, so e.g. look at the bus depot, not the bus station.
xxx78 27 Jun, 2020 @ 4:31am 
Nice mod, but I have problems making it working with Show it. I cant find any text mentioning "vehicles" in any station buildings. Maybe Im just blind...
Tim 10 May, 2020 @ 1:41pm 
@kx36 - I am in for the districts as well. Thanks for this mod!
Termite 9 May, 2020 @ 12:34pm 
Sounds good. Knowing which district a vehicle is going to on cities with remote areas can be really helpful.
kx36  [author] 9 May, 2020 @ 4:29am 
@Termite If district names is something that would be useful, I can add that in. Getting the district name for a building is trivial. I'm just wondering what is the best way to display that without cluttering the interface.

So far what I have is that if you click on "owner" or "description" titles, it toggles the text for both columns between being building name and district name, while the function of clicking on the data remains unchanged, i.e. focus camera on the building.
Termite 3 May, 2020 @ 4:06pm 
Is there anyway you would be able to add the district vehicles are going to?
Termite 3 May, 2020 @ 1:32pm 
Thanks. I can confirm it works with the custom assets I use. If any others show problems I will let you know.
kx36  [author] 3 May, 2020 @ 8:51am 
I have just released an update (v1.5). You should see performance improvements as well as improved compatibility with custom assets. You can also now click on the "Load" title and switch between showing load as percent and fraction which might be useful for public transport depots. Any problems, let me know.

@Termite I have tested that it works with the assets you have kindly listed as well as a random selection of assets I've found on the workshop.

@CreatorOfWorlds I have tested that it works with all 32 assets currently in @dboi88 's Industries Remastered collection, even the ones that take in vanilla zoned industrial goods and put out vanilla zoned commercial goods, since at their heart all the assets so far are Industries DLC type processor buildings.
CreatorOfWorlds 3 May, 2020 @ 7:54am 
Has anyone tested this mod with ‘industries remastered’ assets?
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2071860124
Termite 2 May, 2020 @ 11:41am 
kx36  [author] 1 May, 2020 @ 4:41pm 
@Termite I think I have a solution for the next version update to get it working for any custom asset which duplicates the functionality of an in-game building. Could you please tell me some specific assets you've noticed it doesn't currently work on so I can test them out. Thanks.
André 27 Apr, 2020 @ 7:47am 
IDEM