Cities: Skylines

Cities: Skylines

More CitizenUnits 1.1.3
542 Comments
algernon  [author] 15 Jul @ 5:39am 
@umran112demir Unfortunately, no. Attempts were made, but failed. The only thing to do is reduce your usage (removing pipes/powerlines, merging segments, replacing decorative networks with props/procedural objects/Intersection Marking Tool lines/etc.)
umran112demir 14 Jul @ 10:04pm 
Is there a way to increase network limits? I've never encountered anything like this before, even though I've taken many subway and bus trips. I'd appreciate any help, thank you.
algernon  [author] 14 Jul @ 6:20am 
@umran112demir This mod doesn't affect transportation stops and connections. That sounds more like network issues, either you've hit the network or node limits, or you've got broken nodes in your networks. Have you checked against the game's limits?
umran112demir 13 Jul @ 10:40pm 
Hello friend, after I started using this mod, all transportation units (bus, metro, tram, train, and monorail) started losing stops and losing connection between stops. I didn't have this problem before, but after I broke this mod, my city's population wasn't even 50,000 yet, and as I built too much road, transportation units started to break down. How can I fix this? Can you help?
vila浅水荟澄 6 Jul @ 6:33pm 
ok! Thanks
algernon  [author] 6 Jul @ 4:13pm 
@vila浅水荟澄 You can use it as much as you want. If the airline HQ is causing you problems, you might need to make the decision as to whether you want it in your city at all.
vila浅水荟澄 6 Jul @ 9:25am 
So the second option can only use once in the savegame?
vila浅水荟澄 6 Jul @ 9:23am 
The second option "Reset Array" help me decrease around 80k and the first option 3k. But the Airline HQ seems not influenced by them and it will increase 100k back after deleting and re-load. If I delete HQ for second time, the units wont decrease.
algernon  [author] 6 Jul @ 6:09am 
@vila浅水荟澄 That building can take a lot of units, yes - try deleting and re-placing. Also try running this mod's cleanup options once you've done so.
vila浅水荟澄 6 Jul @ 5:17am 
Well, the "Airline HQ" from Airport DLC cost me 100k citizen units. I never modify before.Is it possible to make a detect tool?
algernon  [author] 5 Jul @ 8:46pm 
@vila浅水荟澄 Yes, if a building's capacity is increased or decreased in any way, then that will affect the CitizenUnit usage accordingly, in line with the population. Both Realistic Population 2 and Ploppable RICO Revisited have been extensively tested and confirmed to not cause any issues with CitizenUnits.
vila浅水荟澄 5 Jul @ 10:16am 
Does building modified(increased or decreased capacity) by Realistic Population or Ploppable RICO matter? Only school capacity are modified by Customized It.
algernon  [author] 3 Jul @ 4:03pm 
@vila浅水荟澄 Typically it's modified buildings, most notably those with large population numbers. CitizenUnits are needed for each household, and every five (or part thereof) work and study places. Having buildings with large capacities requires an appropriate number of CitizenUnits to be claimed, even if they're unoccupied. Every time a new building spawns (or is plopped), CitizenUnits will be used up.

However, there's currently no known 'artificial leakage' of CitizenUnits the same way that e.g. pathing errors can cause PathUnit leakage.
vila浅水荟澄 3 Jul @ 1:31am 
What known issues can cause the citizen units to grow abnormally? The population of my city has been around 90k, and the citizen units has not reached its upper limit yet, but it keeps growing. I need to occasionally use TMPE to clear all vehicles and pedestrians, so that the citizen units can return to around 180k. At present, I have only noticed that hotels and shelters and modified building(by Customize It)/vehicles(by IPT2) occupy a large amount of citizen units.
gametijdnl 22 Jun @ 6:33am 
true but i dont play it because of 2 reason one performance still sucks second they made the gameplay less easy and fun i wish someone made a mod that turns cs2 to like cs1 with all the easy systems like electricity water ect
algernon  [author] 22 Jun @ 5:45am 
@gametijdnl Nothing to do with the engine, and because that would require rewriting the game using a completely new architecture. Which means making a new game. Which is what they did.
gametijdnl 22 Jun @ 2:48am 
ok so why dont the devs update the game to a better engine that support more bit
algernon  [author] 21 Jun @ 8:59pm 
The index and data structures for citizens (and much of the other game data) is limited to 16-bit, which maxes out at 65 535 (plus zero index for null). Going beyond that requires rewriting the game.
patrioticparadox 21 Jun @ 4:30pm 
My guess is there is a hard coded int which is why the limit of real citizens is ~65k. Citizen UNITS are a different thing entirely.
gametijdnl 21 Jun @ 12:40pm 
can i ask why its it impossible to change the lmiti of the citizens to higher and not let it crash because i dont have complete the city because i cant get more citizens while the pc of mine can run it
fl 18 Apr @ 5:57am 
I reset the citizen units by your mod, the population reduce to 200,000 but when I reload my game it turns to 310,000, while the number of citizen unit down to 320,000. That's great!
fl 17 Apr @ 6:01am 
That's a relief for me. Thanks!
algernon  [author] 17 Apr @ 5:47am 
@fk It means that there are no detected problems, other than ones that were fixed.
fl 17 Apr @ 1:05am 
hi, I have used advanced vehicle options mod and modified some vehicles' capacity, and my citizen unit is 450,000 while population is 270,000. I wonder if sth was wrong so I click the invalid checks button from your mod to load the game and nothing happened. Does this mean there is no problem of my save?
Gascon97 15 Mar @ 5:27am 
I guess LOL, next time no real population mod so i don't hit the limit so soon
algernon  [author] 15 Mar @ 1:23am 
@Gascon97 At 1 million pop, definitely. You've almost certainly hit multiple game limits behind the scenes and your city isn't really functioning properly. Congratulations, you've finished the game! Time to start a new city, maybe?
Gascon97 14 Mar @ 3:33pm 
Yep I did and did nothing guess I over extended too much and the game just can't handle it
algernon  [author] 11 Mar @ 5:05am 
@Gascon97 Have you tried the mod's functionality to rebuild your CitizenUnit array?
Gascon97 11 Mar @ 4:53am 
A shame the game limits population
Gascon97 11 Mar @ 4:53am 
0/0 I meant
Gascon97 11 Mar @ 4:52am 
I'm not, Im constantly getting / for residential buildings despite resetting the citizien units every time I load, don't know gow or why but my citizien units are at MAX every game and I can't find a reason
algernon  [author] 11 Mar @ 12:14am 
@Gascon97 Also note that 'CitizenUnits' are NOT Citizens (since re-reading what you wrote makes me suspect that you might be confusing the two).
algernon  [author] 11 Mar @ 12:13am 
@Gascon97 The game has a hard pop limit of just over 1 million. You can never go over that, no matter what you do.
Gascon97 10 Mar @ 3:50pm 
Even after using this mod I stll get the cap of citizien units, tried to build a huge city but I can't get passed the 1Million people even afer having load sof houses as they show 0/0, tried ressseting multiple times but there are always lots of them showimg that. Guess double the vanilla amount is not enough for me
jac96 22 Feb @ 9:16am 
I was still having issues and decided to try the "Reset entire Citizen Unit array on next load" option and it cleared up 180,440 citizen units. Holy cow! I just left a small thank you in Ko-fi
jac96 15 Feb @ 8:46am 
That freed up a lot of citizen units in my old city. almost 7k
jac96 14 Feb @ 3:55pm 
nice, thank you!
algernon  [author] 14 Feb @ 3:11pm 
@jac96 Yes, definitely. Just make sure the the mod is set to use the vanilla CitizenUnit limit (in the options panel, should be there by default already but check just to make sure) before you load your city.
jac96 14 Feb @ 2:43pm 
Is it possible to check and fix invalid CitizenUnits without committing a city to this mod?
algernon  [author] 14 Feb @ 3:41am 
@ws_tham If that's happening then there's no point to a higher limit, because that would quickly fill up to due to whatever's causing your current issues.

Rather than trying to increase the limit, you need to identify and resolve what's causing your CitizenUnit usage. Otherwise no amount of limit increase will help.
ws_tham 14 Feb @ 1:55am 
Is there a way to increase the citizens unit to unlimited, because when I grow my city, it still reaches the limit.
BillPaxtonInAliens 5 Jul, 2024 @ 12:58pm 
@1942ertan

drop the seagulls mod and get Hide it! (its all in one) has alot of things you can hide!.
algernon  [author] 5 Jul, 2024 @ 7:19am 
@Tsukimatsu | 暁松 I can't speak for RealTime 2.0; you'll need to ask its maintainer if they've added compatibility for this mod (it's not something I can do from this end).
Tsukimatsu | 月松 4 Jul, 2024 @ 12:43pm 
@algernon ty , but i think its collide with realtime 2.0 mod because in realtime have simulation citizen to
algernon  [author] 3 Jul, 2024 @ 11:53pm 
@Tsukimatsu | 暁松 81 Tiles 2, this mod, and More Vehicles all work fine together.
Tsukimatsu | 月松 3 Jul, 2024 @ 1:08pm 
this work with realtime mod? idk this because more vehicle crash with 81 tiles or this mod because fire station or school always closed
1942ertan 29 Jun, 2024 @ 1:29am 
Is there any mod to hide citizen like hide seaguls mod?
algernon  [author] 9 May, 2024 @ 4:21pm 
@scania It sounds as though you're just flat out of CitizenUnits generally, even with the expanded limit. Try using the cleanup options of this mod, and make sure that you're not subscribed to any 'cheat' assets.
scania 9 May, 2024 @ 10:02am 
i always get 0/0 residents in every building. do you know how i can fix that?
Fan 13 Mar, 2024 @ 9:28pm 
Can more citizen instances be added