Cities: Skylines

Cities: Skylines

Realistic Population 2 TESTING
926 kommentarer
algernon  [ophavsmand] 11. apr. 2024 kl. 18:53 
Updated to version 2.2.4:
- Update translations
algernon  [ophavsmand] 1. jan. 2024 kl. 15:46 
@femtas That's a "how long is a piece of string" question with no concrete answer.

Also, make sure that you're not using this version of this mod unless you're actively testing for me (which you're not). Use the production version instead.
femtas 1. jan. 2024 kl. 11:00 
how large can a city really be with this mod then, if you were to only use this mod and nothing else?
algernon  [ophavsmand] 28. dec. 2023 kl. 19:54 
@femtas Citizen Units are already optimized within buildings as much as is phyiscally possible. If you're having issues with Citizen Unit usage at that scale then something else is the issue.
femtas 28. dec. 2023 kl. 6:16 
could there be a way to somehow optimize the citizen units within the buildings? i'm having cities reach only up to 50k until the citizen unit limit gets reached or gets close to reaching. this is with the more citizen units mod.
algernon  [ophavsmand] 23. maj 2023 kl. 5:25 
Updated to version 2.2.3:
- Compatibility with game version 1.17
- Update AlgernonCommons
algernon  [ophavsmand] 9. apr. 2023 kl. 23:06 
Updated to 2.2.2.1rc1:
- Fix high-density and wall-to-wall slider value crossovers for commercial visitor multipliers
- Update AlgernonCommons
Doomhero 9. apr. 2023 kl. 8:20 
Alright, I'll see if that helps. Thanks!
algernon  [ophavsmand] 8. apr. 2023 kl. 18:40 
@Doomhero Not a bug in this mod; you've hit the game's CItizenUnit limit. See the 'More CitizenUnits' workshop page for more detail.
Doomhero 8. apr. 2023 kl. 9:11 
This just recently occurred, workers are no longer filling newly placed buildings, nobody is attending newly placed schools, and some low density homes are showing up 0/0 households despite showing it has 1 household in the RP2 menu. I'm assuming it's because of a bug from this mod, otherwise everything has been running smoothly.
algernon  [ophavsmand] 25. mar. 2023 kl. 17:14 
@swmyri Large high-density buildings will always have a large demand for goods, so any disruption to transportation networks (e.g. heavy traffic) will be seen there first.

Remember that you can always reduce their goods consumption in this mod's options.
swmyri 25. mar. 2023 kl. 15:22 
There is a problem with commerce. Don't know if it's a trouble caused by this mod but high-density commerce always haven't enough goods.
Frosted 11. feb. 2023 kl. 8:22 
Sorry author. no prob with the mod. working fine. i found not this mod making crime error
algernon  [ophavsmand] 27. jan. 2023 kl. 21:51 
@Frosted In what way? Post your testing detail, please.
Frosted 27. jan. 2023 kl. 19:59 
conflic with game anacrchy, crime error
algernon  [ophavsmand] 14. dec. 2022 kl. 21:18 
@CosmicFurFace That's always been the case - schools were added to this mod in 2.0, but not universities . There's multiple reasons for this, both realism and gameplay-related, ranging from real-life tertiary education capacities not being tied to floorspace in the same way that primary and secondary capacities are, through to there not being capacity issues with universities the way they've been implemented in the game (cf. schools).

TL;DR - custom capactities in this mod are (currently, at least) limited to schools (elementary and high), and the mod does not currently (nor has it ever) supported universities (again, yet).

As to the assets you've linked: that's just what their creators gave them (modulo policy and budget effects on your end, of course).
CosmicFurFace 14. dec. 2022 kl. 21:02 
I should note that this behavior is present in the release version of the mod as well, nothing new to the beta. Thanks.
CosmicFurFace 14. dec. 2022 kl. 20:57 
I've noticed that a number of buildings (in particular, a couple of university assets) do not display the "Realistic Population" button when clicked. I'm curious why, and if there's a way (besides the global "school" settings) to get access to customize them (and also just wondering why some assets just don't have the button). Haven't seen this discussed elsewhere.

Assets in particular: U-City College of Business is physically large compared to BTB Community College , but capacity is only 74 vs. 1850.

While I accept the capacity may be reasonable based on costs, I'm mainly wondering why these (and other) buildings in particular aren't customizable, if you could point me to such discussion.

Thanks, algernon, for all you've done to improve this game. Even despite the continuous "it's broke, fix now!' comments.
algernon  [ophavsmand] 13. dec. 2022 kl. 2:05 
Updated to 2.2.2 release version.
algernon  [ophavsmand] 25. nov. 2022 kl. 4:49 
Updated to version 2.2.1.1 :
- Fix infinite loop in notification panel in some Chinese systems
algernon  [ophavsmand] 24. nov. 2022 kl. 16:32 
Updated to 2.2.1 final :
- Update translations
algernon  [ophavsmand] 20. nov. 2022 kl. 18:13 
Now testing 2.2.1 release candidate 1 :
- Update commercial goods sales multiplier code
algernon  [ophavsmand] 15. nov. 2022 kl. 1:57 
Updated to 2.2 final (including proper tagging for game version 1.15.1).
franzeusq 14. nov. 2022 kl. 9:00 
any update related to the next update of the game?
Moondog548 14. nov. 2022 kl. 7:04 
One of the greatest mods OF ALL TIME! Looking forward to the future! :D
algernon  [ophavsmand] 12. nov. 2022 kl. 0:11 
Now testing 2.2 release candidate 2:
- Update AlgernonCommons
- Minor cleanups
algernon  [ophavsmand] 4. nov. 2022 kl. 22:39 
Now testing 2.2 release candidate 1 :
- Add separate calculations for Wall-to-Wall buildings
- Add option to enable all zoning types from game start
- Update UI style
- Update AlgernonCommons
algernon  [ophavsmand] 4. okt. 2022 kl. 5:28 
Updated translations.
algernon  [ophavsmand] 17. sep. 2022 kl. 23:10 
@anopiko No worries - easy to miss!
anopiko 17. sep. 2022 kl. 14:54 
Nevermind, I'm an idiot, I cut the budget for schools lol.
anopiko 17. sep. 2022 kl. 14:41 
Seems like not matter which multiplier is set on in the mod options, the actual amount of students being roughly 4 times LESS than it should be. For example, if it shows 738 calculated students count for my school, in reality (and in the school popup when you click it0) it is 185 students.
anopiko 17. sep. 2022 kl. 14:34 
For some reason I'm getting much smaller amount of students in elementary schools despite settings for schools turned on and a capacity multiplier of x3. Any thoughts?
TazManIam2 15. sep. 2022 kl. 21:10 
Negative profit from warehouses and unique industries was resolved with this rev. Thanks!
algernon  [ophavsmand] 15. sep. 2022 kl. 19:32 
The main branch has now been updated with the fix, so there's no need to subscribe to this branch any more if you were just here for that.
algernon  [ophavsmand] 15. sep. 2022 kl. 18:36 
Version 2.1.0.1 :
- Disable ModifyMaterialBuffer check (sometimes caused industry area revenue to be reported as negative in city budget panel)
- Add additional null checks when attempting to add info panel buttons
algernon  [ophavsmand] 15. sep. 2022 kl. 18:36 
Thanks for the feedback!
Iris Spenlow 15. sep. 2022 kl. 10:32 
@Algernon - Can confirm, no more negative profit in the milions from industry.
nigelcgn 15. sep. 2022 kl. 9:57 
Hi Algernon, I'm testing 2.1.0.1 and it seems to have resolved the negative income issue and is compatible with the latest 1.15.0-f7 build. I'll keep testing and let you know if there is any issue. No news is good news!
algernon  [ophavsmand] 15. sep. 2022 kl. 7:46 
2.1.0.1 tesing: testing fix for issue where industrial area income is incorrectly recorded as negative in city finances.
algernon  [ophavsmand] 14. sep. 2022 kl. 8:22 
Version 2.1:
- Compatibility updates for game version 1.15
- Implement AlgernonCommons
CrankyAnt 4. sep. 2022 kl. 16:25 
@algernon, awesome, thanks!
algernon  [ophavsmand] 4. sep. 2022 kl. 16:22 
@CrankyAnt Yes, that's something that I'm looking at for a future update.
CrankyAnt 4. sep. 2022 kl. 9:30 
Hi Algernon, recently I downloaded many building assets from the workshop. Often in sets containing many buildings. With RP I work with two settings for residential population. The older looking buildings get "European apartments old" and to the more modern buildings I assign "European apartments modern". Right now I have to go through every single building in a specific set to change it from my default (European modern). Do you think its possible to add a feature to the mod where we can select multiple buildings and then change the packs for those? So basically all info that is in the top half of the settingspanel cause I can imagine floorplans and areas are too building specific to mass-edit.
Similar questions have been asked before, Im aware of that. But I felt a bit like none of those other commenters were able to express their actual question to you. I hope I have been able to do so, if not let me know.
Thanks!
theb2blandlord 20. aug. 2022 kl. 19:11 
@alegrnon ok thanks
algernon  [ophavsmand] 20. aug. 2022 kl. 18:29 
@theb2blandlord Unless you are a tester, no; stick to the stable branch.
theb2blandlord 20. aug. 2022 kl. 15:07 
is it ok to try this mod out @algernon
algernon  [ophavsmand] 25. juli 2022 kl. 20:45 
Version 2.0.5:
- Ensure manual population changes always force eviction of households if required
- Don't force-update buildings on default changes
= Clear visitplace cache on global commercial changes
- Refactor per-floor population preview calcs
- Update translation framework
algernon  [ophavsmand] 4. juli 2022 kl. 18:34 
Update to 2.0.4.2 - fix initial calculation mode vanilla choice sometimes not ensuring vanilla maximum populations.
algernon  [ophavsmand] 4. juli 2022 kl. 17:44 
Update to 2.0.4.2 - ensure manual population changes always force eviction of households if required.
algernon  [ophavsmand] 3. juli 2022 kl. 18:21 
Version 2.0.4.2 :
- Fix overlapping dropdown menus on population pack panel