Cities: Skylines

Cities: Skylines

Super Hearse AI [Beta 2.1]
54 Comments
jp_2028 5 Mar @ 1:14pm 
yo btw the mod for some reason causes a bug with waste management buildings that they only send out one garbage truck total, idk why that happens just letting you know. other than that amazing mod
GMD Whatever 18 Sep, 2024 @ 10:35am 
idea: make the hearses go off the road in case the building is near but not on the roadside.
arissword 24 Nov, 2023 @ 4:49pm 
Oh, my bad. I just forget to turn on the mod switch at content manager. It works just as you described. Thank you!
arissword 24 Nov, 2023 @ 4:20pm 
Besides, I've installed the industry DLC. Do they have any conflicts? Thank you.
arissword 24 Nov, 2023 @ 4:18pm 
Hello, I installed this mod, but hearses still go far away from their own district to pick up corpse. I've also install Transfer Manager CE and Harmony, do they have any conflicts? In fact, I've tried uninstall Transfer Manager CE, but the hearses still behave the same. Thank you.
coolkys 12 Feb, 2023 @ 9:07pm 
Damn, that sucks. Thanks, hope you get your GPU fixed. The used GPU market is also quite good these days.
gawrbage  [author] 12 Feb, 2023 @ 9:03pm 
Hey, my GPU died (rip) and I've been trying to fix it. So I'm going to just disable district jumping in the meantime. And I'm going to add options in later, sorry for the inconvenience. Remember to always save your city in separate saves to keep it from being corrupted or collapsed.
coolkys 12 Feb, 2023 @ 8:37pm 
(4/4)
Right now, the game is unplayable due to severe death waves. About 1 hour in, I lose 30,000 citizens to death+leaving from city angrily. If my theory is correct, I cannot play the game until I can disable the district-hopping optimization.
coolkys 12 Feb, 2023 @ 8:37pm 
(3/4)
Above are what I believe is happening in my city. In a small town, steps 1~4 might not be much of an issue, but scale this up to 10 districts across 25 tiles, with a population of 622,000 and you can see how it would create a vicious cycle. That is, if this is correct(which is why I'm asking you).
coolkys 12 Feb, 2023 @ 8:37pm 
(2/4)
1. Although there are some buildings with corpses in district 'A', they've all been assigned a hearse. So, a hearse in district A is assigned to a building in district 'C'.
2. District C is very far from district A. Although there is no congestion anywhere, it takes the hearse about 2 weeks in-game to travel.
3. Meanwhile, in district A, many citizens die and more hearses are required. Therefore, your mod calls for some other unused hearses in other districts, much like steps 1 and 2.
4. The hearse from A arrived at C and did its job, but finds out again that district A has already called other hearses from other districts and it can go pick up some body from yet another district.
coolkys 12 Feb, 2023 @ 8:37pm 
Just a follow-up question about the behavior I commented a few days ago: I posted that comment because of a death wave that I've never seen before since installing your mod. Then I found out you did a optimization patch that allows for hearses to go outside their district if there's nothing to do in their own district. I just want to know for academic purposes, if my theory of how my death wave could be caused by your update, is correct:
Chamëleon TBN 11 Feb, 2023 @ 2:24am 
@gawrbage i have a longer listl with incompatibilities. maybe it would be good to contact me on discord to see if anything of them got solved.
coolkys 10 Feb, 2023 @ 7:05pm 
ok, good to know!
gawrbage  [author] 10 Feb, 2023 @ 6:41pm 
btw, I did not find any incompatibilities with those mods.
gawrbage  [author] 10 Feb, 2023 @ 6:41pm 
Thank you for posting. I'm in the process of adding mod options. I'll give you an option of turning off the ability to serve other districts when the current is empty. Thank you for your help.
coolkys 10 Feb, 2023 @ 6:37pm 
The mods I'm using are:
-Network Anarchy
-More Vehicles
-Node Controller Renewal 3.3.3
-Harmony 2.2.2-0
-NoPillars
-TM:PE 11.7.3.1 stable

Population is at 620K, using 25 tiles.
gawrbage  [author] 10 Feb, 2023 @ 6:26pm 
Thanks for mentioning it. Yeah I had that issue with the previous version. Where if the district was empty from dead bodies, that the hearse would travel across the map to get random bodies. I fixed it so the hearses prefer their district first, then they pick the closest bodies next to their district after their district is cleared.

I'll check the code again for the bugs. Please tell me if you run this with any mods, because different mods could cause interference.
coolkys 10 Feb, 2023 @ 6:18pm 
Hi, there seems to be an issue where the hearses are behaving like vanilla(traversing the entire damn map just to pick up a body) and not staying within their districts, could this be related to your latest update? Issue started yesterday.
Chamëleon TBN 8 Feb, 2023 @ 1:59am 
Thanks for linking, warning of no source code will be removed with next CR catalog update
Chamëleon TBN 7 Feb, 2023 @ 4:06am 
@gawrbage can you please link the sourcecode?
gawrbage  [author] 3 Feb, 2023 @ 9:06am 
Update: somebody told me that the hearses are running all around the city WHEN there are no bodies in their district. I fixed that in the next update. Also, I'm adding an option to explicitly limit hearses to their own districts, or allow hearses to go out their district.
xeubrec 3 Feb, 2023 @ 8:30am 
i shall give it another try! thanks for updating! :)
gawrbage  [author] 3 Feb, 2023 @ 7:46am 
I uploaded the newest version, and it runs on Harmony, so the mod compatibility has been improved. Please post bugs in the comments if you can.
gawrbage  [author] 24 Jan, 2023 @ 4:31am 
I noticed some conflicts with the Harmony mod, so I'm rewriting the code and including Harmony as a required dependency to run this mod. Harmony has been a blessing because multiple Harmony mods can work together and it they don't conflict. I still have a lot to do before finishing the code, but I'll drop the update when it's ready.
xeubrec 22 Jan, 2023 @ 7:34pm 
use with caution. no hearses nearly killed my city! D:
zboss79 31 Jul, 2022 @ 4:59pm 
This mod is preventing my cemeteries to spawn hearses. It flickers between 1 and 0/10
lramsd 4 Jul, 2022 @ 9:09pm 
This mod hasn't worked for me. The hearse still goes where they want. I'm not sure if it's supposed to show up or not, but I can't find it in the pause menu. I do have it turned on also
SwL.Subtraktor 11 May, 2022 @ 11:32pm 
That is great! Also, 100% understandable. I don't have experience with CS modding myself, but I have modded Stellaris before and do some light coding at work, so maybe I can figure this out myself. Should probably be as simple as finding that specific rule and getting rid of it, right? :)
gawrbage  [author] 11 May, 2022 @ 6:26pm 
@WfB.Subtraktor This mod is two years old now, and it is still functional. I have to rewrite some of the code. I haven't had any problem using this mod with TMPE though, even on the latest version. I'll look into rewriting some parts of the mod to fill in your request. Though I have to keep up working on my job instead of developing mods for games because it doesn't earn me any money.
SwL.Subtraktor 11 May, 2022 @ 12:48pm 
Would it be possible to get this mod without the district rule? I often use very small districts that would require their own graveyard. Apart from that I really like what this mod does!
Dave89 8 Feb, 2022 @ 4:03am 
@gawrbage: Hello ! what a great idea and mod - since Iam playing heavily modded, does this mod reduce performance ? is there any interaction between this mod and TMPE ?
Halberd 17 Jul, 2021 @ 9:10pm 
doot
chris.km 10 Jul, 2021 @ 3:09am 
The mod works great.
But is it possible to program it in such a way that the hearse drives within the range of the cemetery / crematorium if they are not assigned to a district, or drive beyond the district boundaries within range if there are no more dead people to be fetched in the district? So you wouldn't have to build a crematorium in every small district.
dude57 21 Feb, 2021 @ 7:06am 
Sorry for my late reply. Seems to be working fine here. Hearses pickup only in districts were they are placed.
gawrbage  [author] 30 Jan, 2021 @ 10:36am 
Thanks, I've loaded up my game and retested the mod, it still seems to be working on the latest version with TMPE.
dude57 30 Jan, 2021 @ 8:41am 
Testing this atm. in a prebuild city with 190K citizens. At first glanze it looks like to be working. Will confirm this after more test. :)
matveytheman 29 Jan, 2021 @ 3:19pm 
This will help me alot
ApollonDriver 29 Oct, 2020 @ 2:44pm 
@TurtleShroom did you test it? Did it conflict with the service vehicle slector?
TurtleShroom 29 Sep, 2020 @ 9:27pm 
How exactly does this conflict with the Service Selector Mod, though?
TurtleShroom 29 Sep, 2020 @ 9:26pm 
@Wolf

We were all new to the Internet once..I joined in 2007 and was taught that ALL CAPS meant shouting when online within a matter of weeks.
gawrbage  [author] 3 Jun, 2020 @ 8:34am 
i don't play the game as much anymore, but hit me up if the mod no longer works and i'll fix it when i can!
The BillDozer 3 Jun, 2020 @ 8:22am 
Keep working on this!!!!!!!!!!!!!!!!!
gawrbage  [author] 21 May, 2020 @ 7:52pm 
hey, i've got the github posted, i was sick the past few weeks!
ビンス 21 May, 2020 @ 4:05pm 
This seems like a very promising project, I'm going to try to keep up with it.
[CZCR].Wolf 11 May, 2020 @ 2:16am 
Great mod!
@Sp3ctre18 lmao, are you serious? Are you new to the internet?
leftbehind 6 May, 2020 @ 2:25pm 
VS github stuff is grim as toast; try a proper git client - some are listed in TMPE wiki: https://github.com/CitiesSkylinesMods/TMPE/wiki/GitHub-Clients
gawrbage  [author] 5 May, 2020 @ 5:10pm 
i spent an hour trying to get it to work with visual studio, so no, there's no progress on the github
algernon 5 May, 2020 @ 4:31pm 
Is there any progress on the Github?
ASD 4 May, 2020 @ 9:45am 
can we have the same for fire, ambulances,police, garbage?
gawrbage  [author] 2 May, 2020 @ 11:34am 
I've tested the mod with TMPE and it didn't have any problems or conflicts, both mods worked flawlessly, if you have any problems please post it in the comments or in a discussion so I can resolve it immediately, thanks!