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csl2demandcontrol's Introduction

Cities: Skylines 2 - Demand Control

Manage the demand in your city.

WORK IN PROGRESS

This repository contains the following mods:

Troubleshooting

This mod is in early development. There might be some bugs or edge-cases which haven't been handled, yet. The demand "system" is much more sophisticated in Cities: Skylines 2 as it was in 1. If you found any bugs or missing features, please report them here: https://github.com/johnytoxic/CSL2DemandControl/issues.

csl2demandcontrol's People

Contributors

johnytoxic avatar

Stargazers

 avatar Spencer avatar WesterDrive avatar  avatar Matthieu Chambrion avatar Jari Pennanen avatar

Watchers

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Forkers

ktechen

csl2demandcontrol's Issues

Population bug

Ok so the mod works but theres this one problem, houses rarely got any population and after some time theres gonna be a huge abandoned houses wave

Cost of living

Did you see values for "cost of living" or related that could possibly be changed? It seems to be the main thing holding population growth back (in an unoptimized city) where this mod would otherwise be helpful.

Office and Industry doesn't respond

Residential Buildings and Commercial are working, but offices and industry doesn't respond to the mod. The bars in UI are full but they dont build when a new area is zoned.

Error message when I start my city

I'm getting the following error when I start my city:

Data size mismatch when deserializing component null
ComponentSerializerException: Data size mismatch when deserializing component null
  at Colossal.Serialization.Entities.ComponentDataSerializer`1+DeserializeComponentDataJob`1[TComponentData,TReader].Execute () [0x00320] in <105a68e297994eaa8e388ba9453ff856>:0 
  at Unity.Jobs.IJobExtensions+JobStruct`1[T].Execute (T& data, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00001] in <a8fc136049044b19982b5abcb6f6b426>:0 
  at (wrapper delegate-invoke) Unity.Jobs.IJobExtensions+JobStruct`1+ExecuteJobFunction[Colossal.Serialization.Entities.ComponentDataSerializer`1+DeserializeComponentDataJob`1[RealisticDensity.Prefabs.RealisticDensityData,Colossal.Serialization.Entities.BinaryReader]].invoke_void_T&_intptr_intptr_JobRanges&_int(Colossal.Serialization.Entities.ComponentDataSerializer`1/DeserializeComponentDataJob`1<RealisticDensity.Prefabs.RealisticDensityData, Colossal.Serialization.Entities.BinaryReader>&,intptr,intptr,Unity.Jobs.LowLevel.Unsafe.JobRanges&,int)
Colossal.Logging.CustomLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    OD:\Steam\steamapps\common\Cities Skylines II\BepInEx\plugins\InfiniteDemand.dll 70ac54b79ceb10c3e04fb0588455cdc7    

Offices not spawning

So I have run into the issue where the office demand bar is full, but there are no factors affecting demand like in the other demand bars and offices do not spawn at all. Even though the road is green and the demand bar is full. I checked for errors in the Bepinix log but couldn't find any. Do you know how to fix this by chance? Your mod is the only reason I still play this game.

Can you make a BepInEx 6 version?

Thank you very much for your great module, but many of the modules I use run under BepInEx 6, and would like to know if you can make a BepInEx 6 version of this module, thank you very much!

Simulation does not answer to demand

Probably aware and not an "issue" as the mod not doing what it goes out to do right, however it does make this mod at its current stage pretty useless. While the demand goes up and buildings built, it will not make people or companies move in so the result is the buildings just getting abandoned straight away, as unlike in the first game people do not move in to a building just because it is placed/built.

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