Cities: Skylines

Cities: Skylines

Real Construction Fix (1.17.1-f2)
69 Comments
Future 27 Jun, 2023 @ 1:01pm 
I meant to say 'Real City Revisited'
iwarin123  [author] 27 Jun, 2023 @ 7:38am 
Due to the time required to respond, "Real City" collaboration has been temporarily disabled.
It can be activated with "Real City Revised". I will re-link with "Real City Revised" in the near future.
Future 26 Jun, 2023 @ 2:14pm 
@iwarin123
Were you able to fix the reference to Real CIty?
CPA Runner 17 Jun, 2023 @ 11:36am 
@iwarin123 It may be easier to just reference Real City Revised. I believe that Real City is currently broken.
StayHungryStayFoolish 16 Jun, 2023 @ 1:38am 
@iwarin123 it is a new concept, I have to get used to it. If I have a ploppable building (ie parking or pavement asset) it takes a long time to see it right. So I am happy to include this in the game, but it simply does not fit to my idea of building.
Future 15 Jun, 2023 @ 7:32pm 
@iwarin123
no problem, I love this mod
StayHungryStayFoolish 15 Jun, 2023 @ 8:11am 
@iwarin123 I added the mod for a while and I see no exceptions or other errors thrown. As far as I understand, the included and enabled mod needs to be "activated" in the options, right?
iwarin123  [author] 15 Jun, 2023 @ 7:05am 
@Future
Thanks for the detailed information.
Currently it references " Real City " as per the original mod.
I have been able to confirm the reported incompatibility.
Will attempt to also reference " Real City Revised ".
Future 14 Jun, 2023 @ 12:04pm 
I think the reason this is incompatible with 'Real City Revisited' because it is looking for 'Real City'

An exception occured during BuildingAI simulation step.
Asset: 1908304237.City Resource Building_Data
BuildingID: 15700
Type: MaintenanceDepotAI
Severity: High
System.MissingMethodException: The method 'RealCity.GetRealCityV10' matching the specified signature doesn't exist: RealConstruction.Util.RealCityUtil+RealCityGetRealCityV10
at RealConstruction.Util.FastDelegateFactory.GetMethodInfo<RealConstruction.Util.RealCityUtil/RealCityGetRealCityV10> (System.Type,string,bool) <0x0039a>
at RealConstruction.Util.FastDelegateFactory.Create<RealConstruction.Util.RealCityUtil/RealCityGetRealCityV10> (System.Type,string,bool) <0x00079>
at RealConstruction.Util.RealCityUtil.InitDelegate () <0x0012c>
at RealConstruction.NewAI.ResourceBuildingAI.ProcessCityResourceDepartmentBuildingGoods (uint16,Building+) <0x00054>
Future 14 Jun, 2023 @ 12:04pm 
at RealConstruction.Patch.PlayerBuildingAISimulationStepPatch.Postfix (uint16,Building+,Building/Frame+) <0x00c88>
at (wrapper dynamic-method) PlayerBuildingAI.PlayerBuildingAI.SimulationStep_Patch2 (PlayerBuildingAI,uint16,Building+,Building/Frame+) <0x0038e>
at MaintenanceDepotAI.SimulationStep (uint16,Building+,Building/Frame+) <0x00034>
at BuildingAI.SimulationStep (uint16,Building+) <0x00060>
at (wrapper dynamic-method) CommonBuildingAI.CommonBuildingAI.SimulationStep_Patch1 (CommonBuildingAI,uint16,Building+) <0x00071>
at HealkitMod.Patches.BuildingManagerPatch.SimulationStep (BuildingAI,uint16,Building+) <0x0004d>
Chamëleon TBN 12 Jun, 2023 @ 7:58am 
Great! will update Skyve
iwarin123  [author] 12 Jun, 2023 @ 7:06am 
" More Vehicles " mod is now supported. It now works.
iwarin123  [author] 10 Jun, 2023 @ 2:16pm 
The specification from the original of this mod still seems to limit the number of vehicles to the same number as vanilla.

My concern is that this mod will cause the "Array index is out of range." error when the vanilla vehicle limit is exceeded.

I am also using the More Vehicles mod with it. This issue is fixable and will be resolved soon.
Chamëleon TBN 10 Jun, 2023 @ 8:56am 
@iwarin123 - "More Vehicles is not supported" = incompatible is this mod is used?
iwarin123  [author] 7 Jun, 2023 @ 7:45am 
@johnvanhorn209
Glad to hear the mod works :)
If you find a mod that conflicts, please let me know. I will make it available for compatibility.
johnvanhorn209 7 Jun, 2023 @ 6:52am 
yes correct. TY for your time trying to correct this. I love this mod.I will spend my day going thru each one today to see if I can find the culprit. I am ready to be building not trouble shooting. I appreciate you sir :)
iwarin123  [author] 7 Jun, 2023 @ 6:27am 
@johnvanhorn209
Thanks for the confirmation.
Am I correct in understanding that it worked when there were only two?

If it works correctly with only two mods, then there may be a third mod causing the problem.
If it is found I can support compatible with that mod.

If only two mods do not work, I will look further into compatibility with Transfer Manager CE.
johnvanhorn209 7 Jun, 2023 @ 6:08am 
Ran as suggested, no problems. restored my mods. Had the problem. removed transfer CE working.
iwarin123  [author] 7 Jun, 2023 @ 5:42am 
@johnvanhorn209
If you would like to help me look into it. Try running it with just these two mods, "Real Construction Fix" and "Transfer Manager CE", and see if the problem changes.
It appears to be working correctly in my environment.
It may be that the problem is caused by mixing it with other mods. This will help narrow down the problem.
iwarin123  [author] 6 Jun, 2023 @ 7:58am 
I will also begin to implement support for pedestrian roads.
iwarin123  [author] 6 Jun, 2023 @ 7:55am 
@johnvanhorn209
Thanks for the report. I am currently able to use both mods in my environment. However, there still seems to be a factor causing the problem.
I will look for the problem at the moment of completion of the building material delivery.
johnvanhorn209 5 Jun, 2023 @ 2:11pm 
removed transfer manager, working.
johnvanhorn209 5 Jun, 2023 @ 1:19pm 
materials are being delivered but the building is not growing.
johnvanhorn209 5 Jun, 2023 @ 1:18pm 
having the same issue after updates.
iwarin123  [author] 4 Jun, 2023 @ 5:29pm 
Fixed a problem that prevented building materials from being delivered when using Transfer Manager CE together (experimental implementation).
iwarin123  [author] 2 Jun, 2023 @ 6:37am 
Thank you for your patience.
Updated for 1.17.0-f3.

It is not yet fully compatible, but it works the same as before.
There is an incompatibility issue with Transter Manager CE. I continue to work on resolving the issue.
iwarin123  [author] 2 Jun, 2023 @ 6:20am 
@Lastiig
As a result of our investigation, we were almost able to complete the 1.17.0 support.
It will be updated shortly.
Lastiig 1 Jun, 2023 @ 11:41pm 
My city wont start up, got enough construction materials but they wont deliver it to the buildings, my roads are fine.
iwarin123  [author] 1 Jun, 2023 @ 6:54am 
I have found the cause and confirmed that the delivery of construction materials was successfully handled in my local environment with 1.17.0.
We can complete the process if we continue to address the issue, but it will take a little more time to finish.
Thank you for your patience. Support is ongoing.
CPA Runner 29 May, 2023 @ 7:34pm 
@iwarin123 Thanks for the update. Have you used the mod with the Transfer Manager CE mod? The mod has been trying to clean up any delivery related bugs that have been appearing since the last patch.p.s. if I understand correctly. you don't want the Test version as the normal version has more fixes..
iwarin123  [author] 29 May, 2023 @ 6:14pm 
I continue to investigate the cause of the problem.
It appears that the behavior of delivery to the building has changed.

It seems that delivery is not correctly specified as it has been in the past.

I will continue to look into this, but if there are other mods that have been able to handle the delivery process, may be able to solve this problem sooner by referring to them.
iwarin123  [author] 23 May, 2023 @ 6:45am 
I have confirmed that this 1.17.0-f3 update does not show any errors, but there is a problem that prevents the construction of public facilities.
I will look into the cause of the problem. I will update as soon as I find this cause.
johnvanhorn209 19 May, 2023 @ 3:39pm 
is it supposed to take 2 hours at triple game speed to build one building?
CPA Runner 14 May, 2023 @ 1:48pm 
One other thing that I noticed with Real Construction is that garbage starts piling up at the beginning of the city. I have run a few trial play-through cities and noticed garbage bins in front of the buildings.
As soon as I hit the first milestone, I am getting a bunch of sick cims from the trash pile up throughout the city.
Future 13 May, 2023 @ 10:42am 
However Real City Revisited is so buggy that it might just be easier in the future to make a fixed version of Real City Revisited instead of updating this mod to be compatible with it lel
Future 11 May, 2023 @ 1:19pm 
@iwarin123 Real City Revisited has a different author than the original Real City mod
iwarin123  [author] 11 May, 2023 @ 6:59am 
@MarkyMark122
Certainly we will need to consider how to deliver construction resources for pedestrian areas.
Thanks for the report.
iwarin123  [author] 11 May, 2023 @ 6:56am 
@Future
Thanks for the detailed info, Real City is the same author as Real Construction.
I will investigate the cause of the incompatibility.
CPA Runner 10 May, 2023 @ 10:12pm 
I have been testing the mod and so far it has been working good. The only issue that I have found can only be resolved by changing how you build pedestrian areas.

The resource trucks are still classified as delivery trucks so they can't drive down pedestrian roads. They are definitely trying to go to the buildings but they get blocked by the barricades and eventually despawn. The construction resource trucks are not going to the service point.

The solution appears to be to build the pedestrian area with normal roads, make the buildings historical, then convert the roads. The buildings no longer need construction resources after they are historical.

Hopefully you can come up with a solution so that pedestrian areas will work correctly and resources are delivered to the service points instead.
Future 10 May, 2023 @ 4:14pm 
@iwarin123
I found the cause! Apparently having Real City Revisited enabled breaks this mod!
Future 9 May, 2023 @ 2:51pm 
@iwarin123
I think it could be a conflict with the spawn point manager mod or Transfermanager CE or Call Again
iwarin123  [author] 8 May, 2023 @ 10:47pm 
@Future
Perhaps you want to run both the warehouse's default transport and this mod's transport management?
iwarin123  [author] 8 May, 2023 @ 12:19am 
@DJKLI
Thanks about the translation suggestion!
I will reflect it in my next update.

I'm still in the process of considering additional features.
Thank you in advance for your cooperation.
iwarin123  [author] 8 May, 2023 @ 12:08am 
@Future
I haven't started to look into the details and fix it yet. Also, I have not had that problem yet in my environment.
It seems to be working correctly. Maybe there is an incompatibility affected by another mod.
I would like you to try disabling the other mod and check it out. You may be able to get some information on the cause of the problem.

I had an experience with this mod years ago that did not work due to incompatibility.

You may find an error log in the mod folder named RealConstruction.txt.
Future 3 May, 2023 @ 3:17pm 
still doesn't work for me :(
spdyvkng 3 May, 2023 @ 2:25pm 
@djkli for your idea about construction materials needed some kind of multipliser of tiles * jobs/people * material usage based on «realistic population» mods size computations would be cool
DJKLI 3 May, 2023 @ 1:34pm 
@iwarin123
Perhaps I expressed myself misleadingly, but I didn't mean buying additional buildings that are being built, but in the "processor" itself.

The next idea I have is that a building resource is always required, whether it's a 1x1 or a huge skyscraper. Maybe it could be made more realistic somehow.

I also have a suggestion to improve the German translation:
CONSTRUCTION_RESOURCE Baumaterial
OPERATION_RESOURCE Betriebsmittel
TRANSFER_CONSTRUCTION_RESOURCE_TO Liefere Baumaterial nach
TRANSFER_OPERATION_RESOURCE_TO Liefere Betriebsmittel an
GENERATE_BOTH_RESOURCES Beide Ressourcen produzieren
GENERATE_CONSTRUCTION_RESOURCES Produziere Baumaterial
GENERATE_OPERATION_RESOURCES Produziere Betriebsmittel
SHOW_LACK_OF_RESOURCE Symbolen über Gebäuden anzeigen, wenn Bau-oder Betriebsstoffe knapp sind.
OPERATION_RESOURCE_CONSUMPTION Betriebsmittelverbrauchsgeschwindigkeit
iwarin123  [author] 2 May, 2023 @ 10:09pm 
Updated with a modified version that works now.

Translations for each country have been added.
If you have a suggestion if the translation is not correct, I will update it.
iwarin123  [author] 2 May, 2023 @ 6:17pm 
Sorry..
It seems that the old harmony.dll has been included. I will fix it soon.
Future 2 May, 2023 @ 2:36pm 
@iwarin123 if todays update was meant to be the fix for that glitch it didn't work for me...