Cities: Skylines

Cities: Skylines

Farms/Forestry Job Reduction
21 Comments
old-bore 28 Jan, 2023 @ 5:42am 
Hello, I just tested the mod on Industries DLC, I have all DLCs up to Financial Districts. It does not reduce the worker limit in farms for me. Thanks though, I like the idea!!
PetjackLTD 11 Jan, 2023 @ 12:08pm 
will this work with the industries dlc buildings?
kreaturen 4 Dec, 2018 @ 3:43am 
I suppose this mod won't work with the new Industries DLC system, since it's so radically changed? Unfortunately haven't been able to test myself, because my heavily modded game is a mess atm... :steamfacepalm:
Andy  [author] 20 Feb, 2016 @ 2:08am 
@deadles: Unfortunately the technique used for this mod is hit-and-miss on whether it effects other modded content. Sometimes it will, sometimes it won't and I don't think there is much I can do about that.
Deadles 20 Feb, 2016 @ 2:00am 
Nice mod, thanks. But the mod does not work in all farm and forestry buildings (especially Buildings from Workshop).
crylive 28 Dec, 2015 @ 4:15am 
LIKE
mpkio2 7 Nov, 2015 @ 11:49am 
I would have to second Baleur, too. A mod that forces CIMS to travel to work for Office jobs would be most welcome and apprecaited. It will, of course, make the game more releastic. But this mod is, obviously, too, most welcome! Thank you! :)
Baleur 1 Nov, 2015 @ 1:41am 
Want a minimod that only changes offices, so more people need to travel to work at them, same as that they have to travel to industry. Not asking for MORE jobs per office, just the simulation so they travel to office zones at the same frequency they have to travel to industry zones :)
Froudini 24 Oct, 2015 @ 4:29pm 
Been looking for something like this. I always have issues with my forrest and farm buildings not getting enough workers because everyone gets highly educated, even with the policy to reduce education. This will probably help a lot. Thanks :)
Blackdragonbird 16 Oct, 2015 @ 7:19am 
@AndyDamage @Whitefang Greytail, TYVM for the information guys. I'm going to tweak the XML a little them.

Another thing WhiteFang. If I have high rise assets form the workshop, that really tall structures that have 2 to 3x the height of the default vanilla buildings, your mod take it in consideration and add more households/jobs?

I'm thinking in creating a medium and a high density theme to use im my cities to mymic the 3 density zonings from SC4, and I want to know if the "High" Density Theme will flood my city with people jobs.

Thank you. =)
Whitefang Greytail 16 Oct, 2015 @ 5:23am 
@AndyDaMage - I have a new version (v4.1) which turns the calculation from hundredths of people per cell to how many square metres an employee/resident will need based on the bounding box of the building that is on the block.

<IndustryFarm_1 space_pp="150" level_height="25" lvl_0="90" lvl_1="10" lvl_2="0" lvl_3="0" />

I have also received reports that the other two big mods no longer work properly. :-(

@Blackdragonbird - Use a value of 256 for space_pp which makes the employment be approximate a quarter of the vanilla game which is about 4 employees for the largest block (1024 sqm)

For specialist industry..
Level 1 is the extraction buildings which are the oil pumps/mines/farms/wood harvesting areas.
Level 2 are the oil refineries, furniture factories, food factories, refineries, etc.

I am slowly updating the documentation but I'll try and get it done this weekend.
Andy  [author] 15 Oct, 2015 @ 9:31pm 
@Blackdragonbird:
The lines you want in Realistic Population are:
<IndustryFarm_1 modifier="40" lvl_0="90" lvl_1="10" lvl_2="0" lvl_3="0" />
<IndustryFarm_2 modifier="100" lvl_0="45" lvl_1="50" lvl_2="5" lvl_3="0" />
<IndustryForest_1 modifier="40" lvl_0="90" lvl_1="10" lvl_2="0" lvl_3="0" />
<IndustryForest_2 modifier="100" lvl_0="40" lvl_1="55" lvl_2="5" lvl_3="0" />

The 'modifier' tag is the scaler that effects how many jobs are provided. A value of 100 will give (on average) 16 jobs on a 4x4 farm, 50 will give 8, 25 will give 4 (these numbers are effected by a random number generator, so setting them to exsact values isn't possilbe. This mod is equivilent to setting the modifer to 50.
Blackdragonbird 15 Oct, 2015 @ 7:59pm 
I looked in the XML file but I don't understand the numbers. What value I need to put in the space_pp area to get less jobs? And there are 2 types of foresty and farm industry. I didn't knew that there are type 1 and type 2 industry to each one.

What is the formula to calculate the jobs I want? If I want 4 jobs in a building, what value a put in the XML? What the proportion?

Thanks.
Andy  [author] 15 Oct, 2015 @ 7:51pm 
@Blackdragonbird: If you use Blackdragonbird, then you can just make the changes to the XML in that mod to the same result as this. Hence why I mention them in the description, I'll update it to be more clear. You should not bother with this mod if you are using one of the bigger ones.
Blackdragonbird 15 Oct, 2015 @ 6:44pm 
@AndyDaMage. The Realistic Population and Consumption Mod override your mod and make forest and farm have too many jobs again. Better look with @Whitefang Greytail if you two get a version that includes your code.

Thanks. =)
hehehemann 13 Oct, 2015 @ 8:51am 
Thanks for this mod, really does help improve the farm/forest areas. They always seemed too small and this is a nice balance.
Whitefang Greytail 12 Oct, 2015 @ 7:16am 
Hopefully you (and I) will be able to create satellite towns soon :)
Andy  [author] 10 Oct, 2015 @ 6:45am 
@rille.manson: You zone for industry, then create a district over the area you've zoned, then apply the farming specialisation to that district. If you look at youtube you'll find guides on how to do it.
Robin ⁧⁧ Bobin 10 Oct, 2015 @ 6:32am 
How do you get farms? sorry if this is a nooby comment :(
Skytrout 10 Oct, 2015 @ 5:48am 
Is it possible to lower pollution levels and good production accordingly. Forestry and farming could work nicely having a lower density than other industry.
Sonik 10 Oct, 2015 @ 3:59am 
Thanks, man. All time I've been dreaming about this:D It's really true!