Cities: Skylines

Cities: Skylines

Enhanced District Services
Tim 1 Dec, 2019 @ 2:54am
Feature Requests
What do users would like to have.
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Showing 1-15 of 78 comments
Tim 1 Dec, 2019 @ 2:55am 
Maybe for a later version 1.0 - it could be considered to add a configuration, which is shown in the "Options" panel under Content Manager / Mods. Here is would be nice to have a Hotkey Configuration and the Debug On/Off switch.
Last edited by Tim; 1 Dec, 2019 @ 3:00am
Tim 1 Dec, 2019 @ 3:00am 
Maybe for a later version 2.0 - I really like to see a feature, which controls the service vehicles to be spawned from a service building ? Would focus here first to the emergency, postal, garbage service buildings. Industry buildings should spawn whatever they like.
Tim 1 Dec, 2019 @ 3:03am 
There is already more mods in your workshop, controlling behaviour of the output / goods for normal industrial buildings. This would be nice to have it included in the "Options" panel, with a clear setting to activate / deactivate per building changed.
chronofanz  [developer] 1 Dec, 2019 @ 7:21pm 
Originally posted by Tim:
Maybe for a later version 1.0 - it could be considered to add a configuration, which is shown in the "Options" panel under Content Manager / Mods. Here is would be nice to have a Hotkey Configuration and the Debug On/Off switch.

Makes sense. Added to the backlog.

By the way, not sure if you're interested, but you're more than welcome to add this code to the mode :). There's similar code in other mods that do this as well - we simply replicate this pattern in this code.
chronofanz  [developer] 1 Dec, 2019 @ 7:24pm 
Originally posted by Tim:
There is already more mods in your workshop, controlling behaviour of the output / goods for normal industrial buildings. This would be nice to have it included in the "Options" panel, with a clear setting to activate / deactivate per building changed.

Tim, would you mind elaborating on this? Did you mean you want the ability to customize "normal" RCI buildings as well?
chronofanz  [developer] 1 Dec, 2019 @ 7:25pm 
Originally posted by Tim:
Maybe for a later version 2.0 - I really like to see a feature, which controls the service vehicles to be spawned from a service building ? Would focus here first to the emergency, postal, garbage service buildings. Industry buildings should spawn whatever they like.

Added to the backlog.
Tim 2 Dec, 2019 @ 2:01pm 
Originally posted by chronofanz:
Originally posted by Tim:
There is already more mods in your workshop, controlling behaviour of the output / goods for normal industrial buildings. This would be nice to have it included in the "Options" panel, with a clear setting to activate / deactivate per building changed.

Tim, would you mind elaborating on this? Did you mean you want the ability to customize "normal" RCI buildings as well?

I was thinking if the four assets can be included in the mod, but I was not aware, that it is assets. Before installing my assumption was, it is a mod, that makes Flour Mill producing two products, one specific, product "Flour" and the generic one "Farming Zoned Products". This would be the smartest solution.

Apologize, I only recognized, that the four items are actually real assets with a changed product, when I was ingame and placing these. But it is ok as a solution in my opinion. (btw, noted that the "storage indicator" will not increase, count of items in storage does, but not visual in the building info window.
Max Shadow 3 Dec, 2019 @ 6:21am 
One feature I'd like to see, is a way to set certain district buildings to reserve some vehicles to local transport. For example, if I paint my Industries DLC area, and set it to 30%, then buildings there will use trucks to export until there are 30% left. Those 30% will not export, and will be available to transport resources to any building inside the district. This way you always have trucks available (preventing unneeded imports), but still do some exporting. It's a basic feature that should have been in the DLC from the start.
Max Shadow 3 Dec, 2019 @ 2:06pm 
Also, a few more suggestions:
- Allow to set policies for an entire district, not only specific buildings. Right now, If I want to prevent one RCI industrial district from sending resources to my Industries DLC district, I have to set policies for every building on one side or the other. A checkbox could be added to buildigs to "Override district policies", off by default.
- Separate "Supply Chain In", "Supply Chain Out" and "Served Districts" into two fields for each: Allowed and Banned. Banned only works if Allowed is empty. That should make it easier to stop imports from outside connections for only one district. An alternative is to add a checkbox to every field to "Invert selection".
chronofanz  [developer] 8 Dec, 2019 @ 8:46pm 
Originally posted by Max Shadow:
One feature I'd like to see, is a way to set certain district buildings to reserve some vehicles to local transport. For example, if I paint my Industries DLC area, and set it to 30%, then buildings there will use trucks to export until there are 30% left. Those 30% will not export, and will be available to transport resources to any building inside the district. This way you always have trucks available (preventing unneeded imports), but still do some exporting. It's a basic feature that should have been in the DLC from the start.

Thanks for this suggestion - this suggestion led me to added a "Supply Reserve" setting. By default, 100% of goods are reserved for use in specified districts or supply chain out restrictions. However, you can now lower this value. I myself set this to maybe 80% or 90%, and the rest of the goods are available either for local use or for export.
chronofanz  [developer] 8 Dec, 2019 @ 8:48pm 
Originally posted by Max Shadow:
Also, a few more suggestions:
- Allow to set policies for an entire district, not only specific buildings. Right now, If I want to prevent one RCI industrial district from sending resources to my Industries DLC district, I have to set policies for every building on one side or the other. A checkbox could be added to buildigs to "Override district policies", off by default.
- Separate "Supply Chain In", "Supply Chain Out" and "Served Districts" into two fields for each: Allowed and Banned. Banned only works if Allowed is empty. That should make it easier to stop imports from outside connections for only one district. An alternative is to add a checkbox to every field to "Invert selection".

I've put this on the backlog, thanks!
Phoenix C64 14 Dec, 2019 @ 1:09am 
heya. i'd like to suggest/request 3 things:
1) remove parks from the district list. show only regular districts
2) instead of enabling or disabling the mod, have it always enabled and snap the info panel next to the vanilla building panel, like the other district limit mod did
3) i might be blind, but the mod doesn't seem to have an entry in the ingame mod list? add it there too please.
MJB 14 Dec, 2019 @ 9:56am 
Would it be possible to add the Park Maintenance Building from the Parklife DLC as a service building?
chronofanz  [developer] 15 Dec, 2019 @ 9:16am 
Originally posted by Phoenix C64:
heya. i'd like to suggest/request 3 things:
1) remove parks from the district list. show only regular districts
2) instead of enabling or disabling the mod, have it always enabled and snap the info panel next to the vanilla building panel, like the other district limit mod did
3) i might be blind, but the mod doesn't seem to have an entry in the ingame mod list? add it there too please.

Hi @Phoenix C64, I've added options for hiding parks from the dropdown list, and added user configurable options in the mod settings section. As for having the info panel snap to the vanilla building panel, I had considered doing this, but I also thought this might be too hard for me to sustain this code ... I'll think about this some more.
chronofanz  [developer] 15 Dec, 2019 @ 9:17am 
Originally posted by MJB:
Would it be possible to add the Park Maintenance Building from the Parklife DLC as a service building?

Done!
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