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realcity's Issues

Conflict with Transport Line Manager

After Transport Lines Manager was updated to 14.1 (released on October 17th), Real City causes part of the Transport Lines Manager UI to stop functioning. Here is a screenshot:
image

The little drop-down menu next to "Show Unscaled Map" will not open.

Upcoming changes to TM:PE options screen, etc

Hi, not sure if this will affect your mod, but there are about to be major changes to TM:PE mod options screen - UI components, class structure, etc.

If that is likely to affect your mod, please let me know and we'll delay those updates until solution can be found. An API is already in PR review to allow external mods to reliably read mod options. For breif summary of the planned changes, see CitiesSkylinesMods/TMPE#1356

可能跟最新版本的IP2有衝突(附上輸出日誌)

ModException: The Mod D:\steam2\steamapps\workshop\content\255710\1192503086 [RealCity.dll] has caused an error ---> System.NullReferenceException: Object reference not set to an instance of an object
at RealCity.Loader.SetupPBLUIGui () <0x00336>
at RealCity.Loader.SetupGui () <0x002a4>
at RealCity.Loader.OnLevelLoaded (ICities.LoadMode) <0x002ba>
at (wrapper dynamic-method) LoadingWrapper.LoadingWrapper.OnLevelLoaded_Patch9 (LoadingWrapper,SimulationManager/UpdateMode) <0x00101>

--- End of inner exception stack trace ---

output_log.txt

因為我一但改用Transport Lines Manager 14.3模組之後問題就全都消失了,建築物的車輛金流數據又可以正常顯示了

No parking cars

Hi.
I love your work.
Sadly it seems to despawn all parked cars lately?
Only other mods active where "TMPE" and "Real time".

1893036262 Mayor's Dashboard v2

The mod Mayor's Dashboard v2 includes the code from Export Electricity mod and is likely incompatible.

{ 1893036262uL, Status.MinorIssues  }, // Mayor's Dashboard v2 (includes code from Export Electricity)

City Resource Building - Showing 0 Trucks in Use

Probably a known bug or issue - the City Resource Building is display 0/0 maintenance trucks in use.

The text "Maintenance trucks in use: 0/0" always says 0 trucks in use even if a truck is active.

Ideas

  • Would it be possible to change the text to say "Number of Resource trucks in use: "?
  • Add the ability to increase the number of trucks per City Resource Building.
  • Add another asset called Large City Resource Building that holds more resources and has more trucks.

Documentation as Markdown

Wanted to check out your mod, but only found the documentation in docx format which is a shame.
It would be awesome if you'd use markdown, so that one could directly read it on github.

Info view.

I have some ideas about info view.

  1. Money info view.
  2. Money flow info view.
  3. Working places and workers.
  4. Working transportation info view.

Have you any other ideas about info view.

realcity.dll throwing mod exception

getting this error on load, but things seem to function fine....someone on here with enough knowledge be able to understand, or even fix this?

ModException: The Mod J:\Steam 2\steamapps\workshop\content\255710\1192503086 [RealCity.dll] has caused an error ---> System.NullReferenceException: Object reference not set to an instance of an object
at RealCity.Loader.SetupPBLUIGui () <0x0033b>
at RealCity.Loader.SetupGui () <0x002a4>
at RealCity.Loader.OnLevelLoaded (ICities.LoadMode) <0x002c4>
at (wrapper dynamic-method) LoadingWrapper.LoadingWrapper.OnLevelLoaded_Patch9 (LoadingWrapper,SimulationManager/UpdateMode) <0x00114>

--- End of inner exception stack trace ---

Panel and Description Text - City Income Data Suggestions

City Income Data - Suggestions

Below are recommendations, suggestions, and improvements to fix grammatical errors and inconsistencies. Also would it be possible to put this information in a table format?

  1. Fix grammatical errors and inconsistencies
  2. Disable panel opacity (the panels are currently slightly see-through).

Total Income [11.08]

Updated Format:

Total (Gross) Income: 11.08

Move this to the top of the page panel

City Salary Tax Income [1.21] [27.75%]

Updated Format:

Salary Tax Income
Tax Income: 1.21 (27.75%)

City Tourism Income [0] [0.00%]

Updated Format:

Tourism Income: 0 (0%)
From residence: 0
From tourists: 0

City Land Tax Income [3.15] [72.25%]

Updated Format:

Land Tax Income: 3.25 (72.25%)

Residential High: #
Residential High-Eco: #
Residential Low: #
Residential Low-Eco: #

Commercial High: #
Commercial Low: #
Commercial Eco: #
Commercial Leisure: #
Commercial Tourism: #

General Industry: #
General Office: #
High-Tech Office: #

Farming Industry: #
Forestry Industry: #
Oil Industry: #
Ore Industry: #

City Trade Tariff Income: [0.95] [14.48%]

Updated Format:

Trade Tariff Income: 0.95 (14.48%)

Commercial High: #
Commercial Low: #
Commercial Eco: #
Commercial Leisure: #
Commercial Tourism: #

General Industry: #
Farming Industry: #
Forestry Industry: #
Oil Industry: #
Ore Industry: #

City Public Transport Income: [0] [0%]

Updated Format:

Public Transport Income: 0 (0%)

City Buildings Income: [0] [0%]

Updated Format:

Buildings Income: 0 (0%)
City Industry: #
Fire Services: #
Health Services: #
Police Services: #
Schools: #
Roads: #
Garbage: #

Vehicle not found + ScriptableObject.CreateInstance

I get a lot of these error massages. Don't know if they are related, but it seems that one or both causes the game to freeze after a while.

ItemClass must be instantiated using the ScriptableObject.CreateInstance method instead of new ItemClass.

(Filename: Line: 598)

Vehicle not found!
at System.Environment.get_StackTrace()
at Building.RemoveGuestVehicle(UInt16 vehicleID, Vehicle ByRef data)
at FuelAlarm.CustomCargoTruckAI.RemoveTarget(UInt16 vehicleID, Vehicle ByRef data)
at FuelAlarm.CustomCargoTruckAI.SetTarget(UInt16 vehicleID, Vehicle ByRef data, UInt16 targetBuilding)
at RealCity.RealCityCargoTruckAI.ArriveAtTarget(UInt16 vehicleID, Vehicle ByRef data)
at CargoTruckAI.ArriveAtDestination(UInt16 vehicleID, Vehicle ByRef vehicleData)
at CarAI.SimulationStep(UInt16 vehicleID, Vehicle ByRef vehicleData, Frame ByRef frameData, UInt16 leaderID, Vehicle ByRef leaderData, Int32 lodPhysics)
at VehicleAI.SimulationStep(UInt16 vehicleID, Vehicle ByRef vehicleData, UInt16 leaderID, Vehicle ByRef leaderData, Int32 lodPhysics)
at TrafficManager.Custom.AI.CustomCarAI.CustomSimulationStep(UInt16 vehicleId, Vehicle ByRef vehicleData, Vector3 physicsLodRefPos)
at TrafficManager.Custom.AI.CustomCargoTruckAI.CustomSimulationStep(UInt16 vehicleId, Vehicle ByRef vehicleData, Vector3 physicsLodRefPos)
at VehicleManager.SimulationStepImpl(Int32 subStep)
at SimulationManagerBase`2.SimulationStep(Int32 subStep)
at VehicleManager.ISimulationManager.SimulationStep(Int32 subStep)
at SimulationManager.SimulationStep()
at SimulationManager.SimulationThread() [Core]

English Translation

I believe it would be more realistic for the "Parliament" to be renamed to a Council or Assembly.

Parliaments are almost always national level bodies, and a city would not have such a body named in that way.

Compatiable for Campus DLC

Just a quick look

1.Need to assign salary to building which itemclass.service is PlayerEducation&Museums&VarsitySports
2.Need to control maintenance of above 3 building types
3.Need to add visit income for PlayerEducation&Museums&VarsitySports

And go on........

Panel and Description Text - Economic Data Suggestions

Economic Data - Suggestions

Below are recommendations, suggestions, and improvements to fix grammatical errors and inconsistencies.

  1. Fix grammatical errors and inconsistencies
  2. Disable panel opacity (the panels are currently slightly see-through).

1, Citizen Status(unit: 1/100₡)

Updated Format:

Citizen Status (unit: 1/100₡)

Citizen count: 88
Citizen tax per family: 3
Level 3 high wealth: 0
High wealth count: 0

Family count: 33
Expenses per family: 9
Level 2 high wealth: 0
Medium wealth count: 0

Salary per family: 18
Average transport fee: 0
Level 1 high wealth: 0
Low wealth count: 33

2. Building Status

Updated Format:

Building Status
Profit (I&C) for building: 0
External investments (offices only): 0

3. Mod Policy Cost (₡)

Updated Format:

Mod Policy Cost (₡)
Living allowance & benefits: 0
Unfinished deal refund: 0

3. Mod Policy Cost (₡)

Updated Format:

Recommendations and Tips
Tip 1: Use TM:PE enable "Disable despawning" under TM:PE gameplay options.
Tip 2: Industrial is critical for improving the city economy and ability to generate a profit.
Tip 3: Utilize commercial tourist specializations to retain and generate income from tourists.
Tip 4: Offices can get external investments depending on industry specialization.
Tip 5: Avoid unlocking everything at the beginning of the game.
Tip 6: For additional details refer to the Real City user guide.

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