Cities: Skylines

Cities: Skylines

Auto Budget
39 Comments
SpaceTiger Mar 10, 2016 @ 4:40pm 
I updated this mod and added a few new features to it. You can get it here .
ShadowVFX Mar 8, 2016 @ 6:54pm 
Why won't you update this mod!? Argh, it was AMAZING. An option like this should be in this game by default. I want to be a city planner, not an auditor and accountant!
Laptop Nov 8, 2015 @ 7:44pm 
If you ever update this mod to make it work with the latest version of the game, comment here and let me know. Until then, it will be marked as incompatible.
amne7ia Nov 1, 2015 @ 6:22pm 
Gutted it doesn't work anymore.
Alturvexs Oct 10, 2015 @ 9:30pm 
I just found this mod, looking for just this to help with the budget, to find out doesn't work! Ok if the maker of it does nothing then PLEASE someone that know these thing take it over.... Please??
ThatDeafMute Oct 5, 2015 @ 11:13am 
Someone Please Update this MOD. It was so useful when it worked.
dobsonw Oct 4, 2015 @ 6:26am 
Don't download. Does not work and the writter does not seem to be reading any of the feedback nor attempting to correct the issue.
unimike Oct 2, 2015 @ 6:09pm 
Crashes the game too. EcomonyManager.GetBudget like others.
Alnius Sep 26, 2015 @ 4:02am 
Crashes the game, GetBudget.
jabbathebutt Sep 24, 2015 @ 12:48pm 
confirmed, here is the error report


Method not found: 'EconomyManager.GetBudget'. [System.MissingMethodException]

Details:
No details
System.MissingMethodException: Method not found: 'EconomyManager.GetBudget'.
at AutoBudget.AutoBudget.OnAfterSimulationTick () [0x00000] in <filename unknown>:0
at ThreadingWrapper.OnAfterSimulationTick () [0x00000] in <filename unknown>:0
at SimulationManager.SimulationStep () [0x00000] in <filename unknown>:0
at SimulationManager.SimulationThread () [0x00000] in <filename unknown>:0
simplymad Sep 24, 2015 @ 6:49am 
Not working with 1.2
JohnnyBoy Sep 6, 2015 @ 12:16pm 
Works too slowly for my liking and bugs out in pause mode (If you pause while it is increasing/decreasing budget it will keep doing it even though after the pause ends you might be producing too little / way too much).
Niiro Jun 19, 2015 @ 6:37am 
@kainedrilith
Would you be able to supply such mentioned updates/improvments to this? I mean the source is availible, and I guess more options are always better. Considered the author is okay with that.
Technik_Kality Jun 5, 2015 @ 2:24pm 
(sry double post, character limit)

as for fire/healthcare and such, consider using the % risk values for fire, and overall health of cims for healthcare...

preferably user setable, but you could use a "target firerisk%" as your goal, increasing or decreasing funding in small increments, possibly on a day to day basis, thus allowing changes to have a chance to perpetuate.

with all of the suggestions, I'd recommend a user configurable warning for each budget, with a max and a min budget.

min because you might save cash by turning off facilities to cut the upkeep cost rather than reducing the budget, max because you'll probably want to increase the affected supply rather than running others at too high a %.
Technik_Kality Jun 5, 2015 @ 2:18pm 
i'm not sure how to work with the information that is available, since today is the first time i've looked at any mod code, however, a possible solution for dealing with the energy demands.. is to not use an open loop PID controller..


ie:
- x = current %
- y = current available
- z = y/x (how much power is 1% worth?)

- a = citywide demand
- change the percentage to ((a/z) + 1)

given the above, as soon as the loop runs, it will check how much power it has available, how much is needed, and budget for 1% greater than the minimum. this loop could be run every 1-5 seconds even, and still keep up sufficiently to not cause any negative impact to the game. this would decrease CPU time for the mod significantly.
Kaarle XVI Kustaa May 31, 2015 @ 2:04am 
Do this work with 1.10?

Katana Apr 12, 2015 @ 2:01am 
This mod is currently unusable while the idea behind it is good. The only improvement it seriously needs is to stop auto-adjusting the budget while the game is paused.
leftbehind Apr 12, 2015 @ 12:24am 
Could a button be added so that the mod can be toggled on/off in-game? Maybe an "Auto" checkbox added alongside the energy/water items in the budget panel? As my city grows larger, I want to be able to start managing the budgets manually. It's really only at the start of the game where I want the automation to keep costs down while my city gets started.
effervescent Apr 9, 2015 @ 7:57pm 
Right now, if the mod is adjusting a utility and you pause the game, the mod will continue adjusting while the game is paused, so that when you unpause, you see a huge jump in one setting (most noticeable for me when it happens downward, so that you end up with a big power outage or sewage backup). Would it be possible to make the mod pause when the game does?
leftbehind Apr 8, 2015 @ 10:37pm 
Works like a charm! :D This mod is fantastic, makes the early game far less tedious.
Nuk3rX Apr 7, 2015 @ 2:23pm 
Love this mod, but power outtages are a problem. When areas develop at a fast rate we lose power and auto budget ends up slingshotting in both directions. We need a better buffer for electrical.
James Coyle Apr 7, 2015 @ 10:12am 
Any chance you can add a configurable buffer option? I'm constantly getting power outages because it is right on the edge of what is required and is too slow to adjust when demand jumps up a bit. I'd rather pay a little more and not have to worry as much.
Nightmare002 Apr 6, 2015 @ 7:50am 
Oh yea, good catch. Maybe make that a new tab of policies? But what else would go there?
Apoc  [author] Apr 5, 2015 @ 5:16pm 
@CarcassLizard; that's a great idea!

@Nightmare002; I think that'd be a good idea. However the issue is that budgets are "global". They are set for your entire city, and not for specific districts.
Nightmare002 Apr 4, 2015 @ 2:40pm 
The developers need to add a tab called "Policies Mod" and then this mod "Auto Budget" should be a policie. This policie should then cost a few $ every month or something but it will auto adjust bugets. Or their should just be an individual budget panel for buildings. I have an elementary that needs more space for students but my high school dosn't and it is a waste of money to only increase the education button. I like this idea, please expand on it. Thank you!
Ray (Syntax Error) Apr 4, 2015 @ 1:17pm 
great mod, unfortunatly it jumps around quite a bit :(
Muspell Apr 4, 2015 @ 5:40am 
@CarcassLizard this is a great idea. for me it feels way to cheaty to use it right now, but with that idea i would use it straight away
CarcassLizard Apr 2, 2015 @ 2:36pm 
Would be cool if we only had access to auto budget after building an accountants office or similar. Would make it feel less "cheaty" since there would be an in game cost to having it done for you.
hup Apr 2, 2015 @ 5:53am 
Dont work with garbage
Apoc  [author] Apr 1, 2015 @ 5:44am 
@BrianH1988; I have a new version ready (just haven't published it yet) that resolves the issue where it jumps around a lot.
BrianH1988 Mar 30, 2015 @ 9:25pm 
This mod doesn't play well with custom maps as of the recent patch, it seems. I tried it on Mulleboy's Flatlands 2.5 map and the values were twitchy as all-get-out, going from low green to mid yellow constantly and once even dropping to low yellow despite having ample amount of that resource. Would you consider adding a simple UI so that we can adjust the acceptable values on the fly and toggle it on or off?
Twisted Mar 29, 2015 @ 12:30pm 
@apocdev Much appreciated, then I can get back to playing =P
Apoc  [author] Mar 29, 2015 @ 5:26am 
@Twisted; It should only be running while the simulation is running. I'll definitely check into that.

I have some new math to figure out the proper optimal level as well, which I'll be testing shortly. This should just automatically set the value rather than waiting on the simulation to update so I can sample a new value.
Twisted Mar 28, 2015 @ 8:39pm 
Couple of issues with the mod. Budgets adjust while the game is paused resulting in too much or too little power/water after unpausing and then taking a while to adjust because of the 2% steps. The "optimal" budget sits just on the line between yellow/green resulting in a portion of buildings not recieving power/water, you need to add on a small constant to keep the budget in the green.
Miskale Mar 27, 2015 @ 4:52pm 
Only water and electricity?
Rascal Mar 27, 2015 @ 9:11am 
@apocdev: No it wasn't that, I dont' have excess of water/electricity. My sliders were around 90 % when they would meet the optimal demand. With electricity, if my need was let's say 110 MW, autobudget would set it around 130 MW and keep it there. This is way too much, I keep it manually around +5 MW for a small city like this. I was hoping this tool would keep it at exactly 130 MW or 131 MW at most. With water, it would keep flayling around, sometimes -30 % of what it should be and then after a while correct it to +30-50 % or anyway way far in the green than it should be. I guess this was the loop you mentioned.

Anyway, good effort.
Apoc  [author] Mar 27, 2015 @ 6:16am 
@Rascal; The mod caps it's budgets at 50-150%. If your electric availability even at 50% budget is crazy high, it obviously will still have way more available. Also, this only changes the budget once per second to allow the game to simulate the actual demand, and changes after the budget increase/decrease.

I noticed that in a few cases, it can get into a "high-low" loop of getting the values to lay in the 55-58 range of usage, I'll fix this.

You can find the source in the link in the description to see how it actually works.
Rascal Mar 26, 2015 @ 4:34pm 
Good idea but the mod doesn't work. A lot of water shortages and usually the power is set way too high. Annoying as it is, I'll rather do it manually to have it properly optimized.
Owlchemist Mar 26, 2015 @ 11:57am 
Sounds like it could be useful with the variating wind mod, also posted today ;)