Cities: Skylines

Cities: Skylines

[Deprecated] SOM - Services Optimization Module
98 Comments
s0lid Jan 29, 2022 @ 6:51am 
Is there any alternative mods like this?
打我一枪你JJ短1cm Jan 14, 2022 @ 8:05am 
I cant find any truck
LemonsterOG Oct 29, 2020 @ 8:26am 
:redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare:

:vright: :vright: THIS MOD MAY CAUSE PROBLEMS IN-GAME :vleft: :vleft:

Broken Mods/Assets (read description)

Outdated Mods/Assets (read description)

Problem Mods/Assets (read description)

How to Find Broken and Bloated Assets

:redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare:
strazto Jul 31, 2015 @ 2:30am 
I'm curious if this works- I saw a lot of complaints of the replacement ai mods not working after the latest patch and I'm wondering if the same is true of this mod?
Soda  [author] Apr 30, 2015 @ 10:29am 
:D :D :D
NZ_Wanderer Apr 30, 2015 @ 10:27am 
Me and my Cims thank you :)
Soda  [author] Apr 30, 2015 @ 10:25am 
Of course. You can keep on using this one. I'll post it here once I have the garbage truck AI ready for release.
NZ_Wanderer Apr 30, 2015 @ 10:21am 
Can I still use this instead of the new one? reason for asking is that the new one only has the death part, not the rubbish part in it :)
Soda  [author] Apr 27, 2015 @ 11:10am 
Just wanted to give you guys an update: SOM has been deprecated. Check out its FIRST replacement: [ARIS] Enhanced Hearse AI @ http://steamcommunity.com/sharedfiles/filedetails/?id=433249875
Soda  [author] Apr 26, 2015 @ 7:06pm 
@bboy, what do you mean? Could you follow a hearse around and see if it picks up corpses that it comes across, i.e., it won't just drive past a bunch of them without picking any of them up?
Conqueror Apr 26, 2015 @ 1:58pm 
Hi :)

I have subscribed to this & have enabled this but i don't see it working ? Thx
Soda  [author] Apr 25, 2015 @ 2:46am 
@[sF] padgo, you don't have to do anything more. As long as the mod is enabled, it will work. You can use this mod. It's working fine. I'll put a notice here once the replacement is ready.
GBI • padgo Apr 23, 2015 @ 2:27pm 
@Soda, i just downloaded this to overcome my horrible deathcare issues, its downloaded and enabled is there anything else i need to do to make it work? IE i cant see any in game interface for it so im not sure if its running, also, should i not use this for now and wait for the update?
thanks
Soda  [author] Apr 23, 2015 @ 12:22pm 
@Brazilian Joe, no worries there. None of my mods touches the underlying game code. So, there won't be any compatibility issues.
Mumen Rider Apr 23, 2015 @ 7:19am 
The newly released Traffic Manager Mod http://steamcommunity.com/sharedfiles/filedetails/?id=427585724&searchtext= is the most comprehensive "crossroads manager" mod, with traffic lights, yield/stop signs, very complete. Problem is it has compatibility issues with some mods. I know you can't check agains every mod out there, but this one is a very advanced, high-profile one, and highly anticipated. I think it's worth talking to the author and make sure your mod works well with his.
Soda  [author] Apr 23, 2015 @ 4:52am 
It's coming along. It's taking longer than expected, because Skylines Overwatch went through several API changes. It would make the replacements easier to make, but a lot of the code had to be restructured.

On top of that, another delay right now is due to me trying to restrict service vehicles to the district their stations are in. It's quite involved to cover all foreseeable scenarios.
iSuckAtCSGO Apr 22, 2015 @ 4:52pm 
Any new updates on your progress?
Soda  [author] Apr 10, 2015 @ 11:13pm 
@derek328, I'm definitely looking into ways to streamline this. The reason I'm hesitating on such a toggle is that, behind the scenes, the code would partially execute even if the functionality has been toggled off. I need to test and see how much burden this behavior puts on the system.

As for the replacement, I'm hoping soon. Unfortunately, I got sidetracked a little trying to create a PTR branch. I thought that would allow a more organized release. That didn't work out as expected at all, and started crashing games. As it turned out, C:S's mod loading mechanics don't really cater to multiple versions of the same mod. Anyway, I'm still doing clean up on that.
derek328 Apr 10, 2015 @ 10:04am 
@Soda Personally, i think it would be better if people can enable or disable modules in your upcoming SOM replacement mod via a menu, as opposed to downloading multiple mods. that will be a much more graceful solution.

also! any ideas when is the replacement mod coming?
Soda  [author] Apr 9, 2015 @ 11:57pm 
@LittleMikey, you can disable this without problems. I don't make mods that change the underlying game code precisely because of this concern :)
LittleMikey Apr 9, 2015 @ 11:20pm 
Looking forward to the overhauled version! If I disable this will it affect my save games, or can I disable it without any problem?
Maestro Apr 9, 2015 @ 5:20pm 
I applaud your effort folks but can't help think this will be implemented by the CO devs soon enough :-)
Mumen Rider Apr 9, 2015 @ 7:19am 
I vote for deathcare first! :)
Soda  [author] Apr 9, 2015 @ 12:31am 
The new one will be split into 4 parts: one for each service. The first one will either be garbage or deathcare. Not too sure yet.
Soda  [author] Apr 9, 2015 @ 12:31am 
@morikal, unfortunately not. I didn't build an external switch into it. So, the dll either comes with it enabled or not... it's hard coded :(
Soda  [author] Apr 9, 2015 @ 12:29am 
@Brazilian Joe, that logic is actually in there. However, the monitoring mechanism in SOM is the old "polling" one. So, sometimes it takes awhile before they realize there's a new corpse waiting to be picked up. Anyway, hopefully the new versions will be out soon, which won't have this problem :)
morikal Apr 8, 2015 @ 4:49pm 
Soda this looks really great; is there a way I can manually re-enable the other logic while waiting for full replacement mods? (Is your new one going to have all this functionality from the start?
I don't care much about performance my machine is relatively beasty.)
Mumen Rider Apr 8, 2015 @ 2:55pm 
You should add 'opportunistic' pickup. If the Hearse is headed for a target but there is someone already in the set path, it should stop by and pick up the body even if fresh.
Soda  [author] Apr 7, 2015 @ 5:04am 
Hey, actually this mod is getting deprecated soon, so I wouldn't recommend downloading it. I am hoping to have the replacement published within the week. The new one will use the [ARIS] Skylines Overwatch mod/framework, so it will be modular enough for you to grab only what you need. This way, if all you want is the ambulance AI, you won't have to put up with all the other AIs that packed in with SOM.

I'll put a deprecation notice here as soon as at least one of the replacements is available.
KnochenKalle Apr 7, 2015 @ 3:54am 
hey there, ive been reading the comments and im interested in this mod. just wanna know if the crashes/bugs have been fixed and if this mod affects the ambulances aswell... they are my main problem actually.
mollermads Apr 3, 2015 @ 1:53pm 
@Soda: I did 1 year in game testing. The deathrate stabililzed around 500 deaths a week. But there where dead people all over the city. Not the fault of your mod, but SOM is not effective enough in my city. Traffic runs pretty well.
I have capacity for 12000 bodies in graveyards and about 900 bodies in crematoriums. Senior population around 20%. Health around 72%.
With 1/4 slow ageing mod turned on I had stabilized at below 100 dead people in the city. I turned off many of the crematoriums. 3 graveyards and 3 crematoriums turned on.
mollermads Apr 3, 2015 @ 1:00pm 
@Soda: Sure I will disable slow ageing tonight and test. (And watch my cims die in hordes)
F43nd1r Apr 3, 2015 @ 9:00am 
This disimproves deathcare in cities >100k. The hearses go too far to be efficient and take odd routes.
Soda  [author] Apr 3, 2015 @ 2:31am 
@mollermads, mmm the last report of this behavior also had to do with the slow aging mod. I should decompile that mod and see what it's actually doing. In the meantime, do you think you can disable that mod, load SOM, and see if the same thing happens?
mollermads Apr 2, 2015 @ 12:54pm 
@Soda: I tried the mod two times for several hours. It looked like there where more dead bodies in the city with this mod turned on. I tried turning the mod off and the hearses now cleared all the dead bodies in about 10 min on slow speed in a 60000 cims city. I could even turn off some of the graveyards without boidies starting to pile up again. I noticed the vanilla version also leaving a neighbourhood with many bodies left over, but it is still more effective in my city somehow.
I'm running slow ageing mod.
Soda  [author] Apr 2, 2015 @ 3:00am 
@mollermads, is this when you first load a game? The AI takes about a minute to get oriented in your game world. Also, when corpses appear, it takes a little bit of time for the AI to identify them for pickup. Until that happens, the hearses aren't aware that the corpses are even there. Other than these two "black out" periods, are the hearses picking up corpses more efficiently?
mollermads Apr 1, 2015 @ 1:03pm 
I have noticed hearses pick up dead bodies in a very random order with this mod installed. They pick up a body in one end of town and then suddenly deside to leave the neighbourhood and go to another part of town far away. They don't pick up bodies close to the first pickup, but leave the neighbourhood with 4-5 dead bodies left in a short radius.
Swabler Apr 1, 2015 @ 7:06am 
@Soda thats awesome man, cant wait to see it :D
Soda  [author] Apr 1, 2015 @ 6:21am 
@Swabler, I'm actually working on a mod that makes death occur more realistically. There are some complications with it right now, such as premature deaths don't trigger hearse pickups. Hopefully, I will have a working version soon.
Soda  [author] Apr 1, 2015 @ 6:18am 
@headjunkie, I'll probably address that once all the AI components are reenabled. Right now, I'm just focusing on the biggest pain points, such as landfills and incinerators sending out only 1 garbage truck.
Swabler Apr 1, 2015 @ 5:49am 
@Soda hey, is there any chance you could add an option or write a mod that simply decreased deathrates? As it stands my city goes through waves of the 'Senior Plague' where i lose half my city to death and the other half to abandonment. Appreciate all your work, this mod significantly reduced the problem, so thanks :)
cat Apr 1, 2015 @ 4:07am 
Amazing mod, solves some of the problems I was having. Thanks for your work!
Soda  [author] Mar 31, 2015 @ 2:03pm 
@Orca9999, that's really bizarre. SOM only takes over the hearses' AI. Ironically, I'm actually somewhat stuck with getting people to die for another mod. Could you try it again and see if this happens again? If so, think you can share your savegame, so I can take a look at it and see what's going on?
Orca9999 Mar 31, 2015 @ 12:34pm 
@Soda, Unfortunantly no. Another thing I noticed, when I had the mod on, the dead went into the thousands around 1800 (on the info screen), when I removed it it dropped down to about 400. Also, a point you may have missed, my cemataries were at ~55% capaacity but instantly went to 100% when I loaded the map.
roberto tomás Mar 31, 2015 @ 7:26am 
thanks Soda, I'll give it a try
Soda  [author] Mar 31, 2015 @ 6:58am 
The hearses no longer have an absolute service range. The green road network is still a good guide for the "ideal range". But hearses will venture further out if there's nothing close by (as long as the far away corpse hasn't been claimed by someone else closer).
roberto tomás Mar 31, 2015 @ 6:29am 
does the change in range of these service vehicles get reflected in the green road network overview — or how do you know how far apart to place things?
Soda  [author] Mar 31, 2015 @ 5:41am 
Yeah. The game's AIs are really uneven. The SOM garbage service AI will be on the buildings only and not on the vehicles; basically a total 180 from the deathcare service adjustments. The garbage truck's AI is actually pretty decent, but the landfill and incinerator AIs are broken. SOM will be able to get them to send out their maximum capacity or at least close to it.

As for per-building vehicle limit, I didn't look into it. But 50 sounds like a possibly hardcoded limit.
Droknar Mar 31, 2015 @ 5:32am 
ah ok, i misunderstood the main part of the mod. I thought that it made the building send all available vehicles. I have noticed however that the hearses are more efficent with it on but I was so fixated on something that wasnt even the issue lol. As for my issue with the crematorium not using anymore than 50 hearses, my theory is that it is hardcoded to only allow a max of 50 per building.

Now to figure out why my hospitals are not sending ambulances except for my most distant one. The hunt for answers never ends :)
Soda  [author] Mar 31, 2015 @ 5:15am 
@Trucidar, actually I wasn't making it up :) "Artificial annealing" is an important AI optimization technique. Just like metal annealing, artificial annealing creates periodical randomness on AI components to avoid local optimum (a sub-optimal configuration that appears to be optimum from one particular vantage point). To apply it here, the new thread structure was causing stutter in the game. This was caused by threads(SOM and C:S) all trying to execute all at the same time. So, instead of spending days trying to rebalance the timing of all of them, I simply made it so that an artificial annealing thread would randomly (but in a very controlled manner) alter the timing of each of the SOM threads. The end goal is to make thread collisions much less likely overall without wasting time rebalancing :)