Cities: Skylines

Cities: Skylines

[Deprecated] Kill the Seagulls!
27 Comments
Soda  [author] 5 Apr, 2015 @ 3:16pm 
@Ypuh, well, that depends on what you mean by "improve performance". The AI will be better, but your game will take a performance hit. The hit might be small or even negligible, but it will be there.

The new version aims to do a few things:

1. Immediate reinterpretation of the game world with almost no extra burden on the system
2. Allow other mods to use its data, instead of collecting the data on their own

#2 is the more important part. Currently, mods either collect data on their own with varying degrees of efficiency or modify the code behind the game. The former would cause your system to slow down more than necessary. The latter would cause your game to break, as many players are experiencing right now.

If other mods can start using the new overwatch module, players should be able to enjoy a very noticeable improvement in both performance and reliability from the mods. However, it is unlikely that a game running with mods will outperform a game running without mods.
Ypuh 5 Apr, 2015 @ 5:50am 
Can this mod help improve performance? Or should I wait for the new version?
Lord Rato 5 Apr, 2015 @ 1:02am 
Thanks Soda.
Soda  [author] 4 Apr, 2015 @ 10:29pm 
To put it in perspective, the existing versions puts a very noticeable burden on the game, especially if it's a large city (20+ FPS drops have been reported), AND cannot guarantee a creation-to-detection time. This is why some seagulls will fly around for awhile before getting eliminated and hearses completely ignoring a corpse right next to them.

The new overwatch library puts nearly 0 burden on the C:S engine and has an immediate reaction time. The new one can guarantee that, if the game engine knows something occurred, it will as well.

When the release day comes, I'll post an announcement under the deprecated mods, as well as on /r/citiesskylines and /r/citiesskylinesmodding
Soda  [author] 4 Apr, 2015 @ 10:29pm 
@Lord Rato, oh BTW, just wanted you to be one of the first to know, this mod as well as SOM might become deprecated soon. I won't remove them, but also won't be updating them anymore.

I'm restructuring the entire approach at the moment, and I'm very close to releasing a city overwatch library that adds nearly no burden on the game engine, i.e., extremely high efficiency. This library will be the foundation of the new versions of seagull remover and SOM.

Lord Rato 4 Apr, 2015 @ 6:53pm 
I will still try looking into that, if it is doable, its definetely worth the try, will look for someone to help me with that. Thanks friend
Soda  [author] 4 Apr, 2015 @ 3:54pm 
@Lord Rato, well, it is definitely possible. But I'm not sure they will be able to wonder around, since their pathing AI requires some kind of road to walk on. Without overriding that, you'll end up with either people who just stand around forever, or would walk away and never come back.
Lord Rato 4 Apr, 2015 @ 3:11pm 
Hey soda, i had an idea, just wanted to know from you if its is doable: If a beach park spawns random seagulls from nowhere, and they are considered people, cant you spawn people random people as well? Thanks.
Soda  [author] 3 Apr, 2015 @ 11:55pm 
@GordonDry, I'm not sure if that's due to this mod. This mod doesn't actually modify the sound of seagulls. All it does is checking for seagulls periodically; and if found, call the seagull's removal function. Could you disable this mod and see if this error message goes away?
GordonDry 3 Apr, 2015 @ 4:20pm 
My log is full of these:

(Filename: Line: 25)

Function class SoundChannelInstance *__cdecl SoundChannel::operator ->(void) const may only be called from main thread!
Soda  [author] 3 Apr, 2015 @ 2:29am 
@[GA] Roachy, as of right now, once something is silenced, that seagull/cow/pig will never make another sound again, even if the mod is disabled or removed. Since those animals never disappear voluntarily, the only way to get the sound back would be to get rid of whichever building that spawned them and build it again. As for removing them, all the mod is doing is deleting them as soon as it can detect their presence. It's kind of like in the Matrix. As soon as the mod is disabled, the animals can roam free again.
[GA] Roachy 2 Apr, 2015 @ 2:20pm 
@Soda, Honestly, I would be fine with removing Pigs and Cows permanently. Perhaps just a standalone mod that does this? That way people can pick and choose exactly what they want in their game. Or maybe an in-game panel for picking and choosing which animals to silence temporarily and which to remove entirely.

When you say "permanently", does that mean they wouldn't come back after unsubbing?
Scrumilation 2 Apr, 2015 @ 1:52pm 
I saw this on citiesskylinesmodding subreddit before playing the game and was like whatever it's probably not that bad, not after playing the game for sime time SEAGULLS ARE THE MOST ANNOYING PIECE OF SHIT IN THIS GAME

Thank you so much for this
mollermads 2 Apr, 2015 @ 12:41pm 
Best mod EVER! I hate seagulls. The seagull sound in the game is used all the time all over the place. Even in my downtown area.
MortalDanger 2 Apr, 2015 @ 5:45am 
YES!! THANK YOU!

I've been checking every day for this mod to appear, finally!
Soda  [author] 2 Apr, 2015 @ 2:56am 
@[GA] Roachy, here's the problem: I can either (1) get rid of them temporarily or (2) silence them permanently. I haven't found a way to silence them temporarily without making them disappar, yet. While not too big of a problem with seagulls, I think everyone would be pretty upset if their cows and pigs disappeared :P
Soda  [author] 2 Apr, 2015 @ 2:54am 
@Method, yeah, it takes about a second before the mod identifies the seagulls for termination. I'm working on shortening that reaction time.
[GA] Roachy 1 Apr, 2015 @ 6:13pm 
Please, for the love of god, do this for pigs and cows.
Method 1 Apr, 2015 @ 10:15am 
Does not seem to work all that well sadly, the stupid /"%(&% still spawn, start flying for 1 sec and vanish. Guess it ''kinda'' works but I still get mass birds near park areas, they're just buggy :P
Method 1 Apr, 2015 @ 9:53am 
omfg, finally. You are my hero.
Neospectrum 31 Mar, 2015 @ 4:17pm 
Oh man I was really expecting a mod like this to be as common as the chirper killer! I put down alot of parks so all I hear throughout my city is that damn seagull squawking.. tyty!!

The cow sounds too are way too much :/
Soda  [author] 31 Mar, 2015 @ 3:33pm 
@Pulec, I'm looking at ways to modify the sound for the seagulls, so I don't have to unspawn them completely. I actually like having them flying around. But at this point, I have no idea how easy it would be to modify the sound behavior. I know where it is, just not how to change it. If I can figure it out, cows would be the same.

With that said, however, the sound pollution from seagulls and cows are more of a tuning issue that CO should be able to easily fix. So, hopefully CO will decrease the frequency soon in a patch.
pulec 31 Mar, 2015 @ 2:37pm 
Seagulls just span near dumps, I have no problem with them in rest of the city.
Could you disable cow sounds when near farms? Or at least reduce the frequency which sounds play.
Kaamos 31 Mar, 2015 @ 1:05pm 
Thanks! Just what I've wanted from day-1!
baboon 31 Mar, 2015 @ 12:20pm 
omfg ty
Lord Rato 31 Mar, 2015 @ 9:34am 
Thank you, really, they were murdering my ears.
Splifsend 31 Mar, 2015 @ 7:57am 
you need a theropist