Cities: Skylines

Cities: Skylines

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Building Usage
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Apr 4, 2020 @ 1:18pm
Aug 17, 2023 @ 11:21am
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Building Usage

Description
Display how much a building is being used as a percent of its capacity. Display employment and unemployment data.



Detailed Description
Building Usage is integrated into the Levels info view, which now has five tabs described below.

Levels Tab
The Levels tab displays the normal Levels info view and is also enhanced to display details by zone type and level. The simulation must run for a short time before the details are shown. Residential is based on the number of households allowed. Commercial, Offices, and Industrial are based on the number of workers allowed.

Workers Tab
The Workers tab shows the number of workers assigned to a building as a percent of the number of workers the building allows (e.g. workers at a power plant).

Even though it is on the Workers tab, Residential Zone usage is based on the number of households in the building, not the number of workers. A household may have more than one citizen.

The bottom of the Workers tab shows employment and unemployment data by education level. The employment data is for only the selected usage types. Eligible Workers is normally Young Adults plus Adults, but when the Hadron Collider is built most Teens become highly educated and join the workforce. The game does not include teens in its unemployed and eligible data, but this mod includes teens when the Hadron Collider is built.

Visitors Tab
The Visitors tab shows the number of "visitors" at a building as a percent of the number of "visitors" the building allows (e.g. deceased at a cemetery or criminals in jail at a police station).

Storage Tab
The Storage tab shows the amount of a thing stored in a building as a percent of the amount of the thing the building allows (e.g. garbage stored at a landfill).

Vehicles Tab
The Vehicles tab shows the number of vehicles in use by a building as a percent of the number of vehicles the building allows (e.g. ambulances in use by a medical clinic).

Usage percent cannot be computed for buildings that generate transportation vehicles (e.g. bus depot) because the number of vehicles allowed is unlimited. Each transportation building is tracked with the number allowed set to 1, which will cause the building to appear 100% used if any vehicles have been generated. Transportation vehicles owned by outside connections are not included or shown in color.

Usage Percent
The usage percent for each completed, upgrading, specialized zoned, and growable/ploppable RICO building is displayed on the building as a color gradient indicating zero to 100 percent. The color gradients are shown on each tab for each worker, visitor, storage, and vehicle type. Buildings under construction, abandoned, collapsed, etc. are not shown in color. On the Vehicles tab, the vehicles owned by the buildings are shown in a fixed color.

Each tab shows the overall usage percent for each usage type. If there are no buildings for a type, the overall usage is grayed out. The overall usage percent includes specialized zoned buildings and growable/ploppable RICO buildings. The overall usage percent includes service buildings that have been deactivated (i.e. the building has been turned off). A deactivated service building maintains its workers and storage, but does not have visitors or vehicles (once all the vehicles return).

To show the number used versus the number allowed for a usage type, hover the pointer over the legend or the overall usage percent value.

Filters
There is a check mark next to each usage type to indicate whether or not corresponding buildings are shown in color. Only selected usage types are included in the Workers Summary employment data on the Workers tab. Clicking on the Select All or Deselect All buttons will select or deselect all the types on that tab. Your filter selections are saved and used as the default the next time a game is played. The overall usage percent for all types are computed and displayed regardless of whether or not the buildings are shown in color. On the Vehicles tab, only vehicles for the selected vehicle types are shown in color.

The following Storage filters cannot be selected at the same time because they are for the same buildings:
  • Unsorted Mail and Sorted Mail
  • Processor Input and Processor Output (Forestry, Farming, Ore, Oil, Fishing)
  • Unique Factory Input and Unique Factory Output

Detailed Usage
Click on the information symbol "i" to show a more detailed breakdown of that usage type. On the detail view, click on the Return button to return to the previous usage view.

See Discussions for the buildings that are included in each usage type.

Compatibility
This mod does not alter game save files in any way and can be safely disabled or unsubscribed at any time.

This mod does not alter the game mechanics in any way. This mod only displays information already in the game.

This mod has been tested only on Windows. User comments indicate it should work on Mac. Should work on Linux.

This mod is compatible with Real Time mod. Worker usage is still the number of workers assigned to the building, not the number of workers currently at the building.

This mod is compatible with Ploppable RICO Revisited, Nursing Homes for Senior Citizens, More Vehicles, More CitizenUnits, and Transfer Manager CE mods.

This mod is compatible with Lifecycle Rebalance Revisited mod and its altered calculations for age group.

This mod is compatible with mods that alter the number of workers, visitors, storage, or vehicles a building allows (e.g. Customize It Extended and Rebalanced Industries).

This mod may or may not work correctly if another mod is enabled that alters the Levels info view panel or the logic that gets building or vehicle color when the Levels info view is displayed.

When the Parkify mod is enabled, "parkified" parks are categorized according to the Parkify logic, not according to the original park type. This is not an error, it is simply a change in categorization that you choose to accept when using Parkify with this mod.

Source Code
Available here[gitlab.com].
Change notes here.

Acknowledgments
This mod depends on Andreas Pardeike's[github.com] Harmony 2 Patching Library[github.com] provided as a mod by boformer.

The development of this mod relied on the ModTools mod by BloodyPenguin to view the internal workings of buildings.
108 Comments
az220plr Sep 10, 2023 @ 12:31am 
thumbnail really feels good...
Chamëleon TBN Aug 17, 2023 @ 2:39pm 
@rcav8tr - great! I'll Update Skyve and inform Sleepy
rcav8tr  [author] Aug 17, 2023 @ 11:35am 
@Chamëleon TBN @Sleepy Thanks for the report. I found the Police Helicopter Depot issue between my mod and Transfer Manager CE. My mod used the vehicle transfer reason to count vehicles used by a building. For Police Helicopter Depot, I used logic similar to the base game logic, which uses the Crime transfer reason to count vehicles. However, on Police Helicopter Depot vehicles, Transfer Manager CE replaces Crime with its own custom Crime2 transfer reason, which my mod was not checking for. I updated my mod to simplify the counting of vehicles used by all buildings. Police Helicopter Depot vehicles are now counted by my mod when Transfer Manager CE mod is also enabled.
rcav8tr  [author] Aug 17, 2023 @ 11:32am 
Released Version 1.25:
Fix compatibility issue with Transfer Manager CE.
Chamëleon TBN Aug 16, 2023 @ 1:35am 
@rcav8tr - I got reported "When using Transfer Manager CE, Building Usage will not show the right amount of police copters in use. It will always show zero." is this still valid?
rcav8tr  [author] Aug 15, 2023 @ 11:52am 
@sugandha0901 Compatible with Lifecycle Rebalanced Revisited and its altered age group calculations.
rcav8tr  [author] Aug 15, 2023 @ 11:51am 
@sugandha0901 Thanks for pointing that out. I never noticed it before. This mod used the game's calculations for counting workers in Park Life buildings. However, the game's calculations do not take into account a citizen's age when counting workers. So children were counted as uneducated workers. This mod has been updated to include only working age citizens when counting workers in Park Life buildings.
rcav8tr  [author] Aug 15, 2023 @ 11:44am 
Released Version 1.24:
Fix calculation of workers in Park Life buildings.
sugandha0901 Aug 14, 2023 @ 10:54am 
@rcav8tr In Workers tab, Employed count is more than eligible workers count. what does this means?
Is this compatible with "Life Cycle Rebalance Revisited" ?
KomЯadeK Jul 23, 2023 @ 12:46pm 
that picture is from the cia booklet on the theoretical use of planes in not good ways. Just missing the cross hairs.