Cities: Skylines

Cities: Skylines

Auto Budget
39 commenti
SpaceTiger 10 mar 2016, ore 16:40 
I updated this mod and added a few new features to it. You can get it here .
ShadowVFX 8 mar 2016, ore 18:54 
Why won't you update this mod!? Argh, it was AMAZING. An option like this should be in this game by default. I want to be a city planner, not an auditor and accountant!
Laptop 8 nov 2015, ore 19:44 
If you ever update this mod to make it work with the latest version of the game, comment here and let me know. Until then, it will be marked as incompatible.
amne7ia 1 nov 2015, ore 18:22 
Gutted it doesn't work anymore.
Alturvexs 10 ott 2015, ore 21:30 
I just found this mod, looking for just this to help with the budget, to find out doesn't work! Ok if the maker of it does nothing then PLEASE someone that know these thing take it over.... Please??
ThatDeafMute 5 ott 2015, ore 11:13 
Someone Please Update this MOD. It was so useful when it worked.
dobsonw 4 ott 2015, ore 6:26 
Don't download. Does not work and the writter does not seem to be reading any of the feedback nor attempting to correct the issue.
unimike 2 ott 2015, ore 18:09 
Crashes the game too. EcomonyManager.GetBudget like others.
Alnius 26 set 2015, ore 4:02 
Crashes the game, GetBudget.
jabbathebutt 24 set 2015, ore 12:48 
confirmed, here is the error report


Method not found: 'EconomyManager.GetBudget'. [System.MissingMethodException]

Details:
No details
System.MissingMethodException: Method not found: 'EconomyManager.GetBudget'.
at AutoBudget.AutoBudget.OnAfterSimulationTick () [0x00000] in <filename unknown>:0
at ThreadingWrapper.OnAfterSimulationTick () [0x00000] in <filename unknown>:0
at SimulationManager.SimulationStep () [0x00000] in <filename unknown>:0
at SimulationManager.SimulationThread () [0x00000] in <filename unknown>:0
simplymad 24 set 2015, ore 6:49 
Not working with 1.2
JohnnyBoy 6 set 2015, ore 12:16 
Works too slowly for my liking and bugs out in pause mode (If you pause while it is increasing/decreasing budget it will keep doing it even though after the pause ends you might be producing too little / way too much).
Niiro 19 giu 2015, ore 6:37 
@kainedrilith
Would you be able to supply such mentioned updates/improvments to this? I mean the source is availible, and I guess more options are always better. Considered the author is okay with that.
Technik_Kality 5 giu 2015, ore 14:24 
(sry double post, character limit)

as for fire/healthcare and such, consider using the % risk values for fire, and overall health of cims for healthcare...

preferably user setable, but you could use a "target firerisk%" as your goal, increasing or decreasing funding in small increments, possibly on a day to day basis, thus allowing changes to have a chance to perpetuate.

with all of the suggestions, I'd recommend a user configurable warning for each budget, with a max and a min budget.

min because you might save cash by turning off facilities to cut the upkeep cost rather than reducing the budget, max because you'll probably want to increase the affected supply rather than running others at too high a %.
Technik_Kality 5 giu 2015, ore 14:18 
i'm not sure how to work with the information that is available, since today is the first time i've looked at any mod code, however, a possible solution for dealing with the energy demands.. is to not use an open loop PID controller..


ie:
- x = current %
- y = current available
- z = y/x (how much power is 1% worth?)

- a = citywide demand
- change the percentage to ((a/z) + 1)

given the above, as soon as the loop runs, it will check how much power it has available, how much is needed, and budget for 1% greater than the minimum. this loop could be run every 1-5 seconds even, and still keep up sufficiently to not cause any negative impact to the game. this would decrease CPU time for the mod significantly.
Kaarle XVI Kustaa 31 mag 2015, ore 2:04 
Do this work with 1.10?

Katana 12 apr 2015, ore 2:01 
This mod is currently unusable while the idea behind it is good. The only improvement it seriously needs is to stop auto-adjusting the budget while the game is paused.
leftbehind 12 apr 2015, ore 0:24 
Could a button be added so that the mod can be toggled on/off in-game? Maybe an "Auto" checkbox added alongside the energy/water items in the budget panel? As my city grows larger, I want to be able to start managing the budgets manually. It's really only at the start of the game where I want the automation to keep costs down while my city gets started.
effervescent 9 apr 2015, ore 19:57 
Right now, if the mod is adjusting a utility and you pause the game, the mod will continue adjusting while the game is paused, so that when you unpause, you see a huge jump in one setting (most noticeable for me when it happens downward, so that you end up with a big power outage or sewage backup). Would it be possible to make the mod pause when the game does?
leftbehind 8 apr 2015, ore 22:37 
Works like a charm! :D This mod is fantastic, makes the early game far less tedious.
Nuk3rX 7 apr 2015, ore 14:23 
Love this mod, but power outtages are a problem. When areas develop at a fast rate we lose power and auto budget ends up slingshotting in both directions. We need a better buffer for electrical.
James Coyle 7 apr 2015, ore 10:12 
Any chance you can add a configurable buffer option? I'm constantly getting power outages because it is right on the edge of what is required and is too slow to adjust when demand jumps up a bit. I'd rather pay a little more and not have to worry as much.
Nightmare002 6 apr 2015, ore 7:50 
Oh yea, good catch. Maybe make that a new tab of policies? But what else would go there?
Apoc  [autore] 5 apr 2015, ore 17:16 
@CarcassLizard; that's a great idea!

@Nightmare002; I think that'd be a good idea. However the issue is that budgets are "global". They are set for your entire city, and not for specific districts.
Nightmare002 4 apr 2015, ore 14:40 
The developers need to add a tab called "Policies Mod" and then this mod "Auto Budget" should be a policie. This policie should then cost a few $ every month or something but it will auto adjust bugets. Or their should just be an individual budget panel for buildings. I have an elementary that needs more space for students but my high school dosn't and it is a waste of money to only increase the education button. I like this idea, please expand on it. Thank you!
Ray (Syntax Error) 4 apr 2015, ore 13:17 
great mod, unfortunatly it jumps around quite a bit :(
Muspell 4 apr 2015, ore 5:40 
@CarcassLizard this is a great idea. for me it feels way to cheaty to use it right now, but with that idea i would use it straight away
CarcassLizard 2 apr 2015, ore 14:36 
Would be cool if we only had access to auto budget after building an accountants office or similar. Would make it feel less "cheaty" since there would be an in game cost to having it done for you.
hup 2 apr 2015, ore 5:53 
Dont work with garbage
Apoc  [autore] 1 apr 2015, ore 5:44 
@BrianH1988; I have a new version ready (just haven't published it yet) that resolves the issue where it jumps around a lot.
BrianH1988 30 mar 2015, ore 21:25 
This mod doesn't play well with custom maps as of the recent patch, it seems. I tried it on Mulleboy's Flatlands 2.5 map and the values were twitchy as all-get-out, going from low green to mid yellow constantly and once even dropping to low yellow despite having ample amount of that resource. Would you consider adding a simple UI so that we can adjust the acceptable values on the fly and toggle it on or off?
Twisted 29 mar 2015, ore 12:30 
@apocdev Much appreciated, then I can get back to playing =P
Apoc  [autore] 29 mar 2015, ore 5:26 
@Twisted; It should only be running while the simulation is running. I'll definitely check into that.

I have some new math to figure out the proper optimal level as well, which I'll be testing shortly. This should just automatically set the value rather than waiting on the simulation to update so I can sample a new value.
Twisted 28 mar 2015, ore 20:39 
Couple of issues with the mod. Budgets adjust while the game is paused resulting in too much or too little power/water after unpausing and then taking a while to adjust because of the 2% steps. The "optimal" budget sits just on the line between yellow/green resulting in a portion of buildings not recieving power/water, you need to add on a small constant to keep the budget in the green.
Miskale 27 mar 2015, ore 16:52 
Only water and electricity?
Rascal 27 mar 2015, ore 9:11 
@apocdev: No it wasn't that, I dont' have excess of water/electricity. My sliders were around 90 % when they would meet the optimal demand. With electricity, if my need was let's say 110 MW, autobudget would set it around 130 MW and keep it there. This is way too much, I keep it manually around +5 MW for a small city like this. I was hoping this tool would keep it at exactly 130 MW or 131 MW at most. With water, it would keep flayling around, sometimes -30 % of what it should be and then after a while correct it to +30-50 % or anyway way far in the green than it should be. I guess this was the loop you mentioned.

Anyway, good effort.
Apoc  [autore] 27 mar 2015, ore 6:16 
@Rascal; The mod caps it's budgets at 50-150%. If your electric availability even at 50% budget is crazy high, it obviously will still have way more available. Also, this only changes the budget once per second to allow the game to simulate the actual demand, and changes after the budget increase/decrease.

I noticed that in a few cases, it can get into a "high-low" loop of getting the values to lay in the 55-58 range of usage, I'll fix this.

You can find the source in the link in the description to see how it actually works.
Rascal 26 mar 2015, ore 16:34 
Good idea but the mod doesn't work. A lot of water shortages and usually the power is set way too high. Annoying as it is, I'll rather do it manually to have it properly optimized.
Owlchemist 26 mar 2015, ore 11:57 
Sounds like it could be useful with the variating wind mod, also posted today ;)