Cities: Skylines

Cities: Skylines

Real Time 2.6
614 Comments
not work
DJ GLDE 11 Oct @ 12:39pm 
does not working
cjcgamer2000 11 Oct @ 5:25am 
Hey, I am loving this mod, however my schools, unique buildings, and police stations (and I think cemeteries) seem to close randomly and not open back up. As you can imagine, this is a problem for the city.

Am I doing anything wrong?
Jon 8 Oct @ 1:03pm 
Hello all, does anyone know if its possible to control prop lights, in addition to building lights. Some workshop props (signs etc) have illumination times that aren't configured correctly, and so they are on during the day. Could there be an override?
coruptisma 8 Oct @ 10:38am 
Great mod! Adds a more "proper" dimension to the game.However, I noticed Universities won't upgrade. Do they ever?Or does it take a very long tme irl? If so, How long?
Chaos_02 1 Oct @ 11:00am 
further update:
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!)
Chaos_02 1 Oct @ 10:44am 
update: I've just read the thing about the 65k limit with REAL mode and done the following:
- 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.
Chaos_02 1 Oct @ 10:39am 
Hey, is this Mod combination compatible because I'm having issues in my 170k city with:
- 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
Dark Ali 24 Sep @ 12:30pm 
I'm probably the hundredth person to say this, but we need a mod that makes them go indoors when it rains. I love drizzle or a light rain, but it really pours in CS.
Dinek05 2 Sep @ 6:41am 
I had it turned off, it was an issue with parks operating hours, but I found a solution - with RICO i forced that metro entrance to be commercial and so i could regulate it's opening time
DangerousRobot 1 Sep @ 1:16pm 
Is there a way you can keep the ambient city sounds when buildings are closed?
Karasu Tennou 31 Aug @ 5:36pm 
To the person asking about transport buildings. Turn off the option that says "building must have workers to operate" as this seems to turn off any building that doesn't have obvious staffing like metros and bus depo etc.
DangerousRobot 31 Aug @ 5:01pm 
It's because it is a weekend so it is turning off the city sounds in the office area like no one is there anyone.
Jesus there goes my whole Sunday trying to fix a problem that doesn't exist.
DangerousRobot 31 Aug @ 4:44pm 
Having Real Time mod active disables the ambient city sounds for office buildings.
Dinek05 30 Aug @ 7:26am 
Is there an option to open settings for transport buildings? I have an issue with a metro entrance that only operates from 6 to 22 due to sleep hours, so citizens can't enter metro
Mantha 16 Aug @ 9:10pm 
If I had dymanoid's original mod installed with my current game, am I able to switch to using this mod with my current game, or will I have to start a new game?
patrioticparadox 16 Aug @ 8:55pm 
Everything in the Change Notes since 1.20.7
Mantha 16 Aug @ 8:47pm 
Right, but what features and mechanical differences are there?
patrioticparadox 16 Aug @ 7:11am 
This one has 2+ years more development than that one does.
Mantha 16 Aug @ 5:37am 
What is the difference between this mod and dymanoid's original mod?
neurosis404 13 Aug @ 5:59am 
I really like the idea, but I'd love to increase the speed more than to just 6. It is sometimes extremely boring, especially at the beginning of a new city.
patrioticparadox 1 Aug @ 5:12am 
All good! Sometimes they take a minute to begin operating when you first place them.
Renat 1 Aug @ 3:27am 
Right now everything is ok, I don't know what happend. Ssory for you attention.
Renat 1 Aug @ 1:38am 
I've not do anything with these buildings, just placed them.
patrioticparadox 31 Jul @ 11:11am 
Have you adjusted the Operation Hours to be operational at that time?
patrioticparadox 31 Jul @ 11:09am 
Do you have "require workers" option checked?
Renat 31 Jul @ 10:28am 
When i put the post office on the road, It's allways closed and not working.
patrioticparadox 31 Jul @ 9:05am 
Nothing wrong with the Post Office here. What issues are you experiencing?
Renat 31 Jul @ 8:36am 
fix the post office building please.
t1a2l  [author] 28 Jul @ 10:53am 
@Mr.Peng - it does.
Mr.Peng 28 Jul @ 5:25am 
i love this mod so much,its very realistic.for instance,at ten o'clock at night,you can see a group of people coming home from work,its the same in reality.but i have a question,can this mod be compatible with balanced life cycle
Failer 27 Jul @ 2:46pm 
Eldercare and child carer seem to be broken, at least in my game.. They are closing at night, so they kick out all their users each night, and there's no way to adjust working time like you can do with e.g. factories.

In my city of 10k with 35% seniors average usage of eldercare is 8 (eight!).
AquaBotol 20 Jul @ 2:14am 
May i ask, is there a way to increase the time speed beyond 6?
HKSvsGreddy 2 Jul @ 5:32pm 
Minor suggestion for realism: add the option to change the probability of construction work doing overtime or having night shifts similarly to what you have done for commercial, offices, industry, and schools; and have a separate slider for the shift starts and shift ends in construction.

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).
Snagletooth 30 Jun @ 5:55pm 
Im still running the original Real Time, so I haven't tested, but reading the comments and the authors descript, what I think *may* be going on with some stuff is a conflict with vehicle control. The original only touched citizens and RICO's. It did not touch vehicles. I have other mods that deal with vehicles, specifically commercial and services.

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.
Darayavahusz 21 Jun @ 7:33am 
Something is not working too well in meat garbage is not produced at all and the dead gather in houses and the cemetery is empty. old Real Time works. at least in this matter I turned off all mods except for this and nothing helped.
C._.502 14 Jun @ 12:47am 
Hello :) I wanna ask that is there no solution at this moment for high crime rate in campus area (DLC) ? Because i found out that after the campus is closed , the crime rate has started to raise within the area, especially those building that are only connected by campus path. And it might relevant with the school administration building (Act as city service building in campus area) was closed. Thanks for help if there's any alternative solution.
patrioticparadox 7 Jun @ 5:12pm 
Golf clap for your hours. If you don't want to use this mod, that's your prerogative. If you don't want help trying to figure out why you're having issues, that's your birthright. But, please don't mislead other players into thinking that a known, working, stable mod is going to cause them issues. That's disingenuous and damaging to the community as a whole. There are a lot of new players here from the Spring Sale and would be nice if they could find as much joy in this game as we have.
coochmuncher69 7 Jun @ 12:59pm 
Also, to say that a mod works well with other mods, when “play it”, a mod that 80+% of “modded players” I’d estimate, have and use, is laughable and I see you just take the approach of blatantly not responding to those comments- extremely telling.

“It works well if you avoid mods that every single player uses” is… why I’m unsubscribing, I guess
coochmuncher69 7 Jun @ 12:55pm 
“Check the beginners guide”

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
patrioticparadox 6 Jun @ 7:59pm 
That's interesting to hear as I'm running it alongside about 80 other mods. And I do mean mods, not assets (about 250 of those). I haven't had any issues or seen it play rough with any other mods. However, I strictly followed the modlist on the Skylines reddit wiki to ensure I had a solid foundation before trying any additional mods. My only issue (with any part of the game at all) is with the "buildings require workers", which I believe is simply a lack of understanding the mechanic rather than a bug.
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
coochmuncher69 6 Jun @ 3:10pm 
Returning again to this mod comment section to re iterate that this mod simply doesn't play well with a great number of things and continues to give me more issues than any other mod affecting gameplay than I've ever used. Unfortunate as I really enjoy the realism it attempts to add to my city. Leaving this one behind for good.
ApollonDriver 30 May @ 5:01am 
could you incorporate "play it"s game speed feature in here? using that function in play it causes confliction with this mod and that feature is used by most people to have more realistic movement speed of vehicles&peds and also to help performance.
patrioticparadox 28 May @ 9:39pm 
Demographics is the name of the mod that will give you a much better breakdown of the workforce and jobs in your city:
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.
patrioticparadox 28 May @ 9:10pm 
You CAN actually, using Customize It Extended (I think that's the name.) However, I have about 20% excess of each education level and still my power plant won't open and the police station is sometimes not open. There's a mod that gives you a better breakdown of population, education levels, and employment percentages. I''l have to find the name so you can play with it too.
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.
HUNTOKILL 28 May @ 4:59pm 
Yes! I am not the only one! I too have tried with the options in game but no option seems to work yet, other than disabling the main option of requiring workers to operate. I have noticed in other mods that allow you to adjust the number of citizens a building can house (ie: families per house, workers per commercial/industrial buildings), you cannot adjust the number of workers for the same buildings we are having issues with in this mod, emergency services etc. I don’t know if they relate, just a common factor i found between the two.
patrioticparadox 28 May @ 2:45pm 
I would love to know that, as well. I have been trying, for several days now, to test different ratios of residential levels to maintain adequate workers for each level of employment. Despite having an excess of citizen for each education level, and leaving the simulation fast forwarding for several real-world hours to make sure they have time to get to their jobs, I cannot seem to consistently keep service buildings running. Nor can I seem to get a coal power plant to begin operating, again despite having sufficient workers of each level. Any advice would be greatly appreciated.
HUNTOKILL 27 May @ 9:08pm 
When you have the "buildings need workers to operate" option selected, whats the best method to keep buildings open and functioning? I cannot figure out how to keep my hospital, snow dumps, and recycling depot open for more than one day....
patrioticparadox 19 May @ 8:19pm 
Yes, but weird stuff will probably happen. See question 5 in the FAQ. The same would apply. As a general rule it is a bad idea to remove significant, gameplay-altering mods mid-city but, yes, it should be doable. Better to create a backup save you can fall back to if you don't like it
fancypants 15 May @ 4:06pm 
i have a question, if i activate this mod and save my city, will i be able to deactivate it without any problems? just wondering.