Cities: Skylines

Cities: Skylines

Budget Controller
wboler05  [developer] 20 Jul, 2019 @ 8:13am
Waking from Hibernation
I apologize for much of the delay. For the past year, I obtained a new job and spent much of my time dedicating myself to my career. Recently, I've found time to mess around with this again. I've made some changes that I expect to push up soon, and then I will leave it alone for some time again. I'm hoping for everyone currently using this mod that the updates do not mess you up completely, and I'm debating on whether or not to update or just start a new mod. I have been testing it on my own city of 105k+ population for stability, and it seems to work fairly well, but that doesn't mean it will work for every case. With that said, I can't make any promises that this mod will not completely destroy your city. I am mainly sharing it since I think it's cool. If you have any questions about what it does, feel free to checkout the Github and ping me.

Current problems and state of affairs:

  • When you start this mod, the budget panel does not update in real time. It used to, but recent updates have resulted in that changing. I haven't had the time to investigate why that happens. What this means is that visually with the budget panel, you cannot see what the budget is set to until the budget panel updates after several minutes of play. Yet in the background, the budget is being adapted. You can see evidence of this by bringing up electricity, water, or the education panel and watching the capacity change in real-time. This mod does not directly change capacity of utilities, only the budget.

  • I'm not sure how having DLC matters to this mod, yet. I will need to investigate how that works. You shouldn't need any DLC for this mod, but I do have all the DLC and many of the major mods. These shouldn't be requirements so I need to check how to make sure these aren't set as requirements. The only thing the code does is read capacity levels and updates the budget accordingly.

  • C# and Unity are outside of my scope of expertise, so I won't be adding anything GUI related to this any time soon. I mainly work on AI and signal processing algorithms, so the UX will remain horrible. I love how some of the mods in the workshop allow you to bring up control panels and change settings, but I don't know how to do that yet. I tried to make a generic options panel, but that doesn't seem to work well. I'm not even going to attempt to save files to users computers, so even if you do make changes, it will reset to default at the start. For now, it will just be "turn on mod and it runs as designed." The way this mod actually works is that it tries to optimize your budget settings for just above 5% of center. I wanted to make a simple scroll dialog that could make this adjustable, but my time is currently limited. Honestly, if anyone wants to help out with that let me know here or on Github.

  • Another idea I'd like to implement is some sort of alert that notifies you when the budget is maxed out, but as stated previously I won't have time to actually do this. If anyone wants to take a stab at it and hit me up with a PR, I'll check it out.

  • I hear "where are the screenshots!" At some point I plan to make a YT video showing how it works, but other than that I'm not creative enough to come up with some good examples as screenshots. I could probably take screenshots of each of the budgets showing leveled, but that still feels gimicky to me. A video seems more relevant since I could simple add and remove objects and show it optimize over time.

    tl;dr

    Changes are coming, sorry for the delay.
Last edited by wboler05; 20 Jul, 2019 @ 8:13am