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Am I doing anything wrong?
I had also disabled "building must have workers for services to work"
after that all stuff came back to life!
I find it odd tho because all of the "closed" buildings HAD workers already (Transfer Manager showed it!)
I'm also using mods to (at least sometimes) "employ overeducated workers".
My example buildings seem to not have enough uneducated workers (which should be compensated by the good surplus of highly educated workers!)
- Clear fire manager
- Clear all stuck citizen schedule
- clear all stuck tourist
- clear all stuck citizens in closed buildings
- disable REAL simulation mode
and after unpausing the game it seems to have already completely UN-"stuck" my save.
I believe the hint / warning should be more prevalent in cities above 65k and maybe you could add a pop up each launch that notifies the user to disable the setting in case of problems.
- high housing demand but not many moving in
- many service buildings always closed
- Services not reaching buldings for unkown reasons (police station a few meters away, crime 111%)
Realistic population 2
Lifecycle rebalance
Real Time
Transfer Manager CE
Jesus there goes my whole Sunday trying to fix a problem that doesn't exist.
In my city of 10k with 35% seniors average usage of eldercare is 8 (eight!).
In real life, certain construction projects will end their workday much later in the day, do 24-hour workdays, and/or even continue construction during weekends or holidays if they are required to do so (either to catch-up on delays or if the project is high-priority).
If I'm reading correcting, this mod is touching vehicles, particularity service vehicles. If you're having issues with vehicles (services seem to be the main issue) check if you have mods that touch vehicles and turn those off and see if it corrects itself.
“It works well if you avoid mods that every single player uses” is… why I’m unsubscribing, I guess
You, sir, should check my hours played, perhaps. Trying to explain the difference between an asset and a mod to someone who has 3000+ hours is comical.
I’m not trying to be an ass. I’m trying to leave a comment so that other heavily modded players might not hesistate to unsub from this mod to fix issues they are having.
I obviously want it to work- rush hour/CIMs going to school at the right time is awesome. But, it is the one singular mod that has caused the most issues across the many mod lists and playstyles I’ve tried in the 2800+ hours I’ve been modding my game
Not sure how you got to this point so I can only make the common suggestions:
Use Skyve
Check the "known bad or broken mod/assets" spreadsheet
Ensure your setup aligns with the Cities Skylines | A Beginner's Guide To Using Mods & Custom Content
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2074258904
Here's Customize It Extended:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1806759255
That will allow you to adjust the number of each type of worker as well as a variety of other values. It's worth noting that I don't know of a way to confirm that the changes have taken effect on service buildings. It works on everything else so I assume it's working just as well on service buildings but as the service building UI doesn't show us workers... I can't confirm it.
I'm going to try two things:
1. what happens if I set a service building to use only 1 uneducated worker.
2. Can I use RICO to change the service buildings UI type without changing its building type.
Two question I want to confirm with t1a2l:
Does the building have to have ALL of it's workers to operate? For example, if it's short just one worker but has the other 29/30 does it stay closed?
Do all service buildings automatically have continuous shifts?
Thanks again for the awesome mod. I'd be lying if I said I wasn't having fun trying to figure this out.