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Building Use

Seven new infoviews show the use of buildings as a percent of their capacity for:

  • Employees
  • Visitors
  • Storage
  • Vehicles
  • Efficiency
  • Processing
  • Production

See the Infoviews section below for more details on each infoview.

Description

Building Colors

The color of each building indicates the percent use for that building. For each building type, the gradient shows the color range for the building use. The color on the left of the gradient indicates low building use and the color on the right indicates high building use. See the settings below for Color of Zoned Buildings, Color of Service Buildings, and Reverse Colors.

Districts

If your city has districts:

  • You can show data for the entire city or for a single district.
  • Your district selection is used for all Building Use infoviews.
  • Districts are listed alphabetically.
  • The default is entire city every time a game is started.

If your city has no districts:

  • The data is for the entire city.
  • The district selector is hidden.

Building Type Selection

  • You can select all or deselect all building types.
  • You can select and deselect individual building types.
  • To show only one building type, deselect all buildings types and then select only the one building type you want see.
  • The total for the selected district is still calculated and updated even when a building type is deselected.
  • The number of buildings for each building type is displayed in the tool tip.

More Than One Building Type

If a building has more than one building type (e.g. Mixed Use Residential is both residential and commercial):

  • If only one of the building types is selected, then the building color will be set according to the selected building type.
  • If more than one building type is selected, then the building color will be set according to the topmost selected building type.
  • The building will be counted for all applicable building types. For example, a mixed residential building will be counted for both Residential and Commercial.

Building Use Total

The total use of buildings for the selected district is shown for each building type as follows:

  • Position of the triangle indicator over the color gradient.
  • Percent number next to the color gradient.
  • Used and capacity amounts next to the percent number.

Deactivated Buildings

  • Deactivated buildings are counted towards capacity.
  • Deactivated building upgrades are not counted towards capacity.

Buildings For Rent

For residential, commercial, industrial, and office buildings that are available to rent, the capacity cannot be determined because the capacity comes from the renter. Therefore, such buildings do not contribute to the total used or capacity for the selected district (except that such buildings do count toward capacity for Efficiency because efficiency capacity is always 100%). But the color of these buildings are set as if they are 0% used so the buildings can be identified.

Excluded Buildings

Abandoned, condemned, deleted, and destroyed buildings are excluded.

Infoviews

The following sections provide more information for each infoview. Due to rounding, total used and capacity values may not exactly match the game's total values. All building types for residential, commercial, industrial, and office include both growable buildings and signature buildings.

Employees Infoview

  • Number of employees as a percent of employee capacity.
  • Residential building use is households instead of employees.
  • The Employees infoview is also useful to identify the locations of zoned and service buildings because most buildings have employees.

Visitors Infoview

  • Number of visitors as a percent of visitor capacity.
  • Visitors include citizens who are: in a medical facility, deceased, students, in an emergency shelter, arrested, or in prison.

Storage Infoview

  • Amount of resources as a percent of resource capacity.
  • Some resources have no weight (e.g. Software). The count of unweighted resources are combined with the amount of weighted resources.
  • Processing buildings have both input and output resources. These are combined into one used total for the building because the game does not have separate capacities for inputs and outputs.
  • The Incineration Plant is counted as Garbage Management, not Power Plant Fuel, even though garbage is the power plant's fuel.
  • Companies can start with more resources than their capacity.

Vehicles Infoview

  • Number of vehicles in use, in maintenance, or both as a percent of vehicle capacity. Capacity is for the entire building regardless of the in use and in maintenance selections.
  • Your selections for in use and in maintenance are saved and restored between infoviews and between games.
  • The number of vehicles in maintenance is based on the building's efficiency. When efficiency is at least 100%, the building will have no vehicles in maintenance.
  • For Residential Car, the capacity is the number of cars owned by households in the building. Not every household will have a car. A parked residential car, regardless of its location, is considered not in use.
  • Residential Car, Commercial Truck, Industrial Truck, Office Truck, and 3 Parked do not have vehicles in maintenance.
  • For upgrades with a Disaster Response Unit, the game incorrectly computes vehicles in maintenance. So this mod's in maintenance count will not match the game's in maintenance vehicle count.
  • The Airport building has capacity for delivery trucks even if the Airport does not have the Cargo Terminal upgrade.
  • The Space Rocket from the ChirpX Space Center is not shown because it is always 1 used of 1 capacity.

Efficiency Infoview

  • Building efficiency as a percent.
  • For residential buildings, instead of efficiency, building use is the average happiness of citizens in the building: Up to 50% = Depressed; 50% - 80% = Sad; 80% - 110% = Neutral; 110% - 140% = Content; 140% or more = Happy
  • Building efficiency can be and often is greater than 100%. You can choose to have the building color set for a maximum of 100% or 200%. Your selections are saved and restored between infoviews and between games.
  • The color for buildings with an efficiency that exceeds the selected maximum of 100% or 200% will be set as if they are 100% or 200%.
  • Deactivated buildings have 0% efficiency.
  • Each building contributes its efficiency percent to the total used amount for the selected district. Each building contributes 100% to the total capacity amount for the selected district. Therefore, the total efficiency for the selected district for each building type is a simple average over the buildings of that type. Small and large buildings contribute equally to the average.

Processing Infoview

  • Production or processing speed as a percent of the production or processing speed capacity.
  • Crematoriums have a processing speed only when deceased are present.

Production Infoview

  • Resource production rate as a percent of production capacity.
  • Production rate varies based on factors including: current building efficiency even if less than 100%, company current number of employees, happiness for each current employee, and employee level for each current employee.
  • Production capacity varies based on factors including: current building efficiency but not less than 100%, company maximum number of employees, average happiness (50%) for each of max employees, and employee level for distribution of max employees.
  • Because of the variable factors above, resource production can be and often is greater than 100% of capacity. You can choose to have the building color set for a maximum of 100% or 200%. Your selections are saved and restored between infoviews and between games.
  • The color for buildings with a production rate that exceeds the selected maximum of 100% or 200% will be set as if they are 100% or 200%.
  • The Production infoview is also useful to identify the building(s) where a specific resource is produced.

Options

The following settings are available on the Options screen.

Color of Zoned Buildings

There are two choices for the color of zoned buildings, including signature buildings:

  • 3 Colors (default): Building colors are red, yellow, green for low, medium, high building use respectively (see Reverse Colors below). The colors green and red do not necessarily mean good and bad building use. You must decide whether low or high building use is good or bad.
  • Zone Color: Building colors are set according to their respective zone type: residential = green, commercial = blue, industrial = yellow, and office = purple.

For Zone Color, building use is indicated by the color brightness: the lightest color is 0% used and the darkest color is 100% used (see Reverse Colors below).

Color of Service Buildings

There are three choices for the color of service buildings:

  • 3 Colors (default): Building colors are red, yellow, green for low, medium, high building use respectively (see Reverse Colors below). The colors green and red do not necessarily mean good and bad building use. You must decide whether low or high building use is good or bad.
  • Red: All service buildings are red.
  • Various: Different colors for different service building types. The colors are mostly based on the corresponding service icon. The colors for some building types will be similar to or the same as each other. For example, Electricity and Police are the same color because their icons are the same color. Some building types with white/gray icons use a different arbitrary color to differentiate them from the default off-white color.

For Red and Various, building use is indicated by the color brightness: the lightest color is 0% used and the darkest color is 100% used (see Reverse Colors below).

Color for Production Infoview

There are three choices for the colors for the Production infoview:

  • 3 Colors (default): Building colors are red, yellow, green for low, medium, high building use respectively (see Reverse Colors below). The colors green and red do not necessarily mean good and bad building use. You must decide whether low or high building use is good or bad.
  • Various - Game: Building color for each resource is defined by the game.
  • Various - Resource: Building color for each resource is mostly based on the resource icon. The colors are the same as for the Resource Locator mod.

For both Various, building use is indicated by the color brightness: the lightest color is 0% used and the darkest color is 100% used (see Reverse Colors below).

Specialized Industry Lots

  • When unchecked (default), only the hub building color is set.
  • When checked, the color of the attached lot for each specialized industry is set the same as its hub building to make the building use easier to see.

Reverse Colors

  • When unchecked (default), low to high building use is represented by lighter to darker colors (or red, yellow, green for 3 Colors).
  • When checked, low to high building use is represented by darker to lighter colors (or green, yellow, red for 3 Colors).

Compatibility

The mod is translated into all the languages supported by the base game.

There are no known compatibility issues with any other mods.

This mod can be safely disabled or unsubscribed at any time.

To receive an invitation to the Discord server for mod discussion, go to: https://discord.gg/HTav7ARPs2

Possible Future Enhancements

Here are some possible future enhancements that were thought about during development but not included initially:

  • Allow the player to locate buildings for selected building types by showing an icon above each building.
  • By default, the game turns on all infomodes each time an infoview is displayed. Save the selections for each infoview to be used the next time the infoview is displayed. Possibly do this as a separate mod for all infoviews, not just for the infoviews for this mod.

Acknowledgements

The following mods were used extensively in the development of this mod:

  • Scene Explorer by krzychu124
  • Extended Tooltip by Mimonsi

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Cities Skylines 2 mod - Six new infoviews show the use of buildings as a percent of their capacity.

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