Cities: Skylines

Cities: Skylines

Total Autobudget - FIX
46 Comments
yanindra0 30 Apr @ 7:21pm 
autobudget for transport?
PhazezGova 3 Dec, 2023 @ 8:47am 
This mod as a new edition would be really nice, if anyone is familiar with it
SEZER 17 Aug, 2023 @ 5:06am 
how does it calculate what maintentace to set in short?
Hestia 9 Jul, 2023 @ 3:32am 
Mod seems to work okay in the latest update.
star 1 Jul, 2023 @ 6:54pm 
It need an update :steamthis:
Hestia 23 Jun, 2023 @ 6:14pm 
Is this mod okay with the latest patch?
Donavan 2 Jun, 2023 @ 7:58pm 
Any chance on getting an update to work alongside the "Power Storage" mod? Kinda like how the target water storage slider works by allowing the storage of water in the tanks.

All of my power storage mods are stuck at 0MW unless I manually adjust the power budget, even with the 10% buffer.
maculator 13 Apr, 2023 @ 6:23pm 
Sadly there is no option to set the update frequency.
12k population runs at 60fps locked, normally.
With this mod 24fps...
This is ridiculous.
LAF Games 4 Apr, 2023 @ 4:36pm 
Although, keep in mind I'm currently not doing any industry stuff outside of just plopping some yellow squares and some offices.
LAF Games 4 Apr, 2023 @ 4:34pm 
I'm having to disable Total Autobudget's access to electricity when I have a massive city, I have about 60k pop, because the maximum buffer isn't big enough. I keep getting cims complaining about not having enough electricity every so often. Other than that, the mod seems to work fine for other budgets and it works for electricity ONLY during the first handful of in-game years.
BevansDesign 1 Apr, 2023 @ 9:10am 
If you're having issues with electricity, be sure all of your buildings are connected to the same power grid. The mod can't adjust multiple grids independently.

I haven't actually tried this version of the mod (just the original, which is now somewhat broken) so it's possible that it doesn't work anyway, but it *definitely* doesn't work with separate power grids.
Duke49th 25 Mar, 2023 @ 1:13pm 
I need to say, I had lots of crashes too - but that was prop anarchy for me and another mod (forgot already which one) - but this mod right here, works as usual. No shortages, no crashes, not other issues.
Duke49th 25 Mar, 2023 @ 1:11pm 
I don't know what people talk about. Maybe other issues or conflicting mods. Works fine for me together with over a dozen other mods.
PhazezGova 11 Mar, 2023 @ 3:05pm 
I had enormous problems today, the game crashed three times after the autopause appeared. I couldn't save and had to quit the game via the task manager.
johnjjbsu 4 Mar, 2023 @ 5:21am 
Breaks libraries - Keeps them from operating even when education auto budget box is kept unchecked.
fluffy 29 Jan, 2023 @ 12:34pm 
@moreoptions is true, we could have more sliders to specify the budget for one type of location :D
Javiervs 22 Jan, 2023 @ 3:09pm 
Unfortunately, It doesn't seem to work correctly. Keeps the energy budget too low, causing blackouts even though I set 10% buffer and 150% max budget.
Boom Nosloc 14 Jan, 2023 @ 9:21am 
Getting an error that is crashing the game, any chance on an update?
Major Problem 12 Jan, 2023 @ 10:10am 
This seems to be utterly broken unfortunately. I'm not able to get it to supply electricity to the entire city, and there will always be patches that don't have enough juice... and this is with only 7000 people. So it seem like the 10% buffer is broken, tbh. Arithmetics is hard ;)
Tuga_Venatus 29 Dec, 2022 @ 10:45pm 
MOREOPTIONS what for? its all education, so one slider is enough.adding more stuff will just make it more complex and subject to break, specially for options that are not a need, since it fall all under ht esame category as i said.
MOREOPTIONS 26 Dec, 2022 @ 2:39am 
Would be awesome if someone could put a separator between libraries and schools ! Do you happen to know if anyone is working on that? An independent:steamhappy: slider for the Libraries!m mmmmm Hint Hint, Can you???
CheezBallz 18 Dec, 2022 @ 11:08pm 
Does this work with the newest version?
ouz 24 Nov, 2022 @ 1:59pm 
Any plan for the Roads and Vehicles update? Thnx
PhazezGova 7 Oct, 2022 @ 2:33am 
In the morning at 6:00, there are slight problems with me, from a population of 8,000 +. About 5% of the buildings have a lack of electricity.
maildt12 24 Sep, 2022 @ 2:20pm 
Do i need to unsubscribe from the original?
Moondog548 16 Sep, 2022 @ 7:36am 
WOW awesome update!
Olympic1  [author] 16 Sep, 2022 @ 6:36am 
Updated the mod for 1.15.0-f5
snottily 16 Sep, 2022 @ 6:31am 
:steamhappy::steamhappy::steamhappy:
snottily 16 Sep, 2022 @ 4:44am 
@Olympic1 - could you please update this fix for the new game version?
it is such a nice mod to have....:steamthumbsup:
Marquillotuca89 14 Sep, 2022 @ 10:28am 
Today's update is causing an exception

(Filename: Line: -1)

IndexOutOfRangeException: Array index is out of range.
at Autobudget.Mod.UpdateUI () [0x00000] in <filename unknown>:0
at Autobudget.SerializableDataExtension.OnLoadData () [0x00000] in <filename unknown>:0
at SerializableDataWrapper.OnLoadData () [0x00000] in <filename unknown>:0
Rethrow as ModException: The Mod C:\Program Files (x86)\Steam\steamapps\workshop\content\255710\2803558200 [AutoBudget.dll] has caused an error

Here's the output log
https://ufile.io/8yvrnr0y
Ranazomic 18 Aug, 2022 @ 1:26pm 
what does this fix?
Plazmafield 9 Aug, 2022 @ 9:26pm 
@Olympic1 I wanted to pass on a remark from the dev StayHungryStayFoolish with respect to why he "skipped" this mod. Quote:
"Total Autobudget - FIX - nice fix, I might use it, if it does no eats FPS"
That found at this link: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2744969330/4731597990011153998/


continued below in sequential order...
Plazmafield 9 Aug, 2022 @ 9:24pm 
cont...

which is associated with this thread of mod management he created:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2595470859

in case you want to see for yourself... Okay anyway, I thought I'd address that statement and provide a couple of suggestions that might help reduce FPS impact in return for a slightly less optimized budget management.

So, before I say anything, I want to at least say that I've skimmed some of your Github code to get a general feel for what it's doing. I'm not going to claim to know what's going on entirely, but as mentioned, skimmed.

Regarding the heat on/off aspect, the game will cause a bunch of those heat-icon pop-ups above the houses. Give the player an option to auto-suppress those on buildings that the mod is able to affect. Any buildings outside of the range that the heat source can reach, leave as is. This might help a small amount due to the graphical changes having to occur for each and every building. Arguably,
Plazmafield 9 Aug, 2022 @ 9:23pm 
cont.
the same thing could be said for the other features, but the heat on is the primary one that should be noticed. Alternatively, you could offer an option for a static frequency of updating the display with said icons... perhaps using system time rather than game time due to mods such as Real Time.
Second, and somewhat related, the probably less taxing feature of "freezeUI = false" could have the option to update less frequently displaying a weighted average instead of current value. The periodic updating display of weighted ratios could be meaningful to the player. For argument sake, let's say a player has been noticing garbage symbols remaining longer than he/she would have liked and thus goes to adjust the budget parameters. A simple or exponential moving average that lags updates will be approximately accurate, contain less noise than constant updating with current values, and let the player judge from a larger sample of data than the current value what to change things from.
Plazmafield 9 Aug, 2022 @ 9:21pm 
cont...

The reduction to updating might help improve FPS performance minimally, but the other aspect of what I described might still be a desirable feature.

Third, let the player have an option to scale off the amount of api calls the budget manager performs in correlation to player wealth, income, and city development stages, etc. Obviously, as a player becomes more wealthy and grows net income, giving consideration for variance due to imports/exports, and has progressed the city further to a more stable state, perfect budget management matters less than before. As such, just like before, a scalable lambda value could be offered to the player to set. This lambda value could represent the maximum value to scale off the autobudgetting updates to.
Plazmafield 9 Aug, 2022 @ 9:20pm 
cont...

So, for example, say a player has just started and would want this at 100% frequency of updates. Well, the algorithm you create to scale and account for net cash wealth, net income, net cash flows, city size achievements, and city population would at this point be implemented at 100% of frequency of updates regardless of the scale factor input. Basically, lambda would be a decay factor that approaches the set lambda by the player. In the decay process, the calculated lambda value would periodically perform another set of api calls and recalculate the parameter values to rebalance lambda for present conditions. As you can see, this would enable you to scale off the frequency of api calls without completely removing the functionality of the mod as the player theoretically needs it less. If set at 100%, then the mod always works at full performance, and if set at 0%, but still ticked on as a feature to use, then the player simply wants to scale it down to manual management.
Plazmafield 9 Aug, 2022 @ 9:18pm 
cont...

Now the algorithm... well, I'd suggest using a bunch of ratios rather than raw api called values. E.g. Wealth / (population + population * exp(EWMA of population rate changes over time)) * weight of relative importance to the algorithm + .... the other ratios however you like to create it. In the portion I was trying to demo above, basically you're taking the PV of Wealth and scaling it against the population plus PV exponentially weighted rate changes to create a moving average factor that serves as an instantaneous rate value. Anyway, the algorithm can be whatever, just providing a starting idea as too what it might look like.

Finally, and this is probably a less reasonable thing to introduce than the other three, and I'm not sure if the game will allow it or not, but you could have the "idle" service vehicles statically patrolling the city keeping approximate equal distance from each other (each other being only other static service vehicles of the same type).
Plazmafield 9 Aug, 2022 @ 9:17pm 
cont...

I don't know how it works, but if the game treats the home facility as being static, you could trick the api with dummy values so it thinks those vehicles are within the building and idle to keep costs down. However, upon moments notice that one is actually needed, then it's "deployed" in which you update the game with the coords of the service vehicle(s) nearest to the issue. I left it as vehicle(s) as in some cases, multiple service vehicles may be needed. Anyway, now the game thinks it's been deployed to the new coords and starts charging for it, but time is saved because the vehicles were already deployed and spread out. Thus reducing the time the vehicle is active per se.

I'm interested in hearing your thoughts on any of this. I've never developed a cities skylines mod so I may be naive to what's actually possible with the ColossalFramework package (I didn't read up on the package documentation either to be fair).
Gadriel 🗡 2 Aug, 2022 @ 10:12am 
Love the mod. It saves a lot of tedious adjustments of the budget.

However, it doesn't seem to work with the Waste Processing Complex. Keep getting brownouts. Everything is on a single grid with a 5% margin.

Auto-budget is most important early in the game when money is tight, so it's not all that important, but thought I see if others have the same problem.
Yeti Spaghetti 30 Jul, 2022 @ 8:37am 
Thank you for this!
Olympic1  [author] 27 Jun, 2022 @ 1:57pm 
@juanvater @Max | Orize You should unsubscribe from the original mod as this is a fixed version from it.
Orize 27 Jun, 2022 @ 10:05am 
Do you use this together with the original mod????
juanvater 27 Jun, 2022 @ 7:02am 
Thank you! should I unsuscribe to the original file?
Hestia 26 May, 2022 @ 10:59pm 
Thank you!
Moondog548 19 May, 2022 @ 7:23am 
THANK YOU! It's been so so long...
StayHungryStayFoolish 4 May, 2022 @ 5:01am 
Thx for the update and you have also shared the source.