Cities: Skylines

Cities: Skylines

Real Time
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Update: Jul 23, 2018 @ 6:06pm

Hotfix 1.8.1: a minor change in the city lights hours - more realistic

Update: Jul 23, 2018 @ 4:53pm

1.8: City Lights

  • Residential buildings switch off the lights at night, when most citizens are sleeping
  • All other buildings switch off the lights at night when no one is working there
  • The parks and other service buildings like e.g. school show no buildings coverage in the information views, when the lights are out - it means that the buildings don't service because there are no workers!
  • In the early morning, citizens start waking up and switch on the lights again
  • This can be disabled in the options, if you don't like it
  • Absolutely no performance impact (unlike Rush Hour II ;)

Citizens are going to sleep starting at the configured 'go to sleep' time. If the dynamic day length is activated, you can create an interesting and realistic experience.

Citizens wake up at the 'wake up time'. If you set this time to very late morning (when it's already daylight), the citizens might not switch the lights on at all.

The other buildings' lights depend on the work shifts. Check out this overview of work shifts to be informed when the lights go out on which buildings or parks. Some of them will never switch off the lights, because they work 24/7.

Update: Jul 22, 2018 @ 6:56am

1.7: More Real Time!

  • Citizens now plan their days and create schedules. No more random hanging around!
  • Citizens remember how long they need to get to work and use this in their schedules - they try to be on-time.
  • Citizens that work second and night shifts can sleep at home even when the city is awake.
  • Citizens can decide to stay at home all day long to play Cities: Skylines (of course, only if they must not go to work on that day)
  • Oil and ore industries now accept workers 365/24/7. The state economy needs raw materials!
  • Forestry and agriculture industries now accept workers on Weekends and also have an extended work shift (start very early in the morning)
  • The custom events can now be disabled in the mod's settings.
  • The virtual citizens will not be teleported around anymore, because that might cause unwanted effects like ditched parked cars.
  • Massive performance improvements!

Note:
This version adds some custom data into the save files. The data size is 6 byte per alive citizen (so if you have a 50,000 population, your save game will be ~300 kbyte larger).

Update: Jul 16, 2018 @ 11:19am

Hotfix 1.6.4: temporarily disabled the 'slow temperature change' feature as it causes exceptions in the Harmony library.

Hope this will help as a workaround till a new Harmony version with bugfixes is released.

Update: Jul 15, 2018 @ 5:02am

Hotfix 1.6.3: wrong binary uploaded with previous update

Update: Jul 15, 2018 @ 4:24am

Hotfix 1.6.2: fixed an issue that caused too many virtual citizens in "few virtual" and "many virtual" modes

Update: Jul 13, 2018 @ 8:51am

Hotfix 1.6.1: workaround for the Harmony issue causing the mod to deactivate

Update: Jul 12, 2018 @ 12:03pm

1.6: Wakeup and go to sleep

  • New options: wakeup time and go to sleep time - citizens plan their activities according to those times, not depending on sunrise/sunset
  • The day and night city budgets depend on the wakeup and go-to-sleep times, not on the sun!
  • The day & night time speed depends on wakeup and go-to-sleep too.
  • Made Real Time compatible with the 'Use day/night cycle' option. You can deactivate it now, and Real Time will still work. The citizens will act as usual and obey the time. However, the sun will be always at noon.
  • Slowed down the temperature changes - now they look realistic.

Update: Jul 9, 2018 @ 4:43pm

1.5: City statistics

  • The city statistics display is now fully usable! The time axis scale is now 'days', not 'years'
  • Updated the Spanish translation
  • Updated the Korean translation

Update: Jul 7, 2018 @ 6:47am

Hotfix 1.4.3: a workaround for an external library (Harmony) issue that caused the mod to fail on start-up