Cities: Skylines

Cities: Skylines

Park Rebalance
38 Comments
Jasper Jun 23, 2022 @ 6:00am 
This mod works fine as-is with Airports. The issue arises when Parkify and the Universities addon is/are also installed (those do a lot of tinkering with certain assets, e.g. the beach volleyball). I prefer this over Parkify since I don't really use Park Life except for the ped paths. If you don't have those DLCs, choosing this is obvious.
Azzurite  [author] Feb 13, 2021 @ 6:34am 
Should be fixed now. IF NOT, DO NOT WRITE A COMMENT, MAKE AN ISSUE AS OUTLINED IN THE DESCRIPTION
Azzurite  [author] Feb 12, 2021 @ 5:46pm 
I love you guys for not being able to read the main post <3 all the people complaining about issues, but none actually notifying me about it in the way I outlined.

I'll try to get it fixed for the newest version.
Beast Cowboy Mar 7, 2020 @ 10:40am 
anybody
Beast Cowboy Mar 7, 2020 @ 10:28am 
@egi This mod is broken please fix it.Thank you
Beast Cowboy Mar 7, 2020 @ 10:28am 
to the author
@ Azzurite This mod is broken please fix it.Thank you
Beast Cowboy Mar 7, 2020 @ 8:04am 
The Mod F:\Games\Steam\steamapps\workshop\content\255710\946550801 [ParkRebalanceMod0.dll] has caused an error [ModException]

Details:
System.InvalidCastException: Cannot cast from source type to destination type.
at ParkRebalance.ParkRebalanceMod.UpdateBuilding (ParkRebalance.BuildingEntertainmentValues entertainmentValues) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[ParkRebalance.ParkRebalanceMod+BuildingEntertainmentValues].ForEach (System.Action`1 action) [0x00000] in <filename unknown>:0
at ParkRebalance.ParkRebalanceMod.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0
at LoadingWrapper.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0
macluk Oct 14, 2019 @ 11:04am 
Sometimes it works, sometimes it doesn't - it just gave me same mod exception error as below, few weeks into building a city - i think it's time to get rid of this mod forever.
Blije Eend Jun 17, 2019 @ 12:51am 
I would like to know if this mod stills works because I see a lot of problems from other people.
Looks like a great mod!
CJJackR1990 May 23, 2019 @ 1:30pm 
Is this being updated for 1.12.0? The patch seems to have broken this mod.
TonyPa! Apr 21, 2019 @ 9:13pm 
I can't find which mod this mod conflicts with. Alas, Park Balance Mod, you were loved.
FiRe Mar 10, 2019 @ 2:23pm 
The Mod D:\Games\Steam\steamapps\workshop\content\255710\946550801 [ParkRebalanceMod0.dll] has caused an error [ModException]

Details:
System.InvalidCastException: Cannot cast from source type to destination type.
at ParkRebalance.ParkRebalanceMod.UpdateBuilding (ParkRebalance.BuildingEntertainmentValues entertainmentValues) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[ParkRebalance.ParkRebalanceMod+BuildingEntertainmentValues].ForEach (System.Action`1 action) [0x00000] in <filename unknown>:0
at ParkRebalance.ParkRebalanceMod.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0
at LoadingWrapper.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0
macluk Feb 8, 2019 @ 5:38am 
yep, have done it by now.
sorry to disturb your winter sleep ;)
Azzurite  [author] Feb 8, 2019 @ 5:28am 
@makuchluk did you check if it happens when you're using only this mod and none else? I don't think I'm doing anything in my mod that should be causing any errors.
macluk Jan 24, 2019 @ 7:52am 
there's some error popping up now when starting a city. Anyone has got any idea how that influence the game?
Trollsama Jan 19, 2019 @ 3:48pm 
SeraphX2, right? how DARE somone stop working for free. no one is obligated to maintain anything you are not paying for.
Azzurite  [author] Jan 19, 2019 @ 2:22pm 
For everyone that has been writing here: Sorry for not answering. I did not get any notifications for your comments and I simply did not check this page. I have not been playing C:S the last year and will see if this mod still works / is still relevant after park life.
SeraphX2 Nov 29, 2018 @ 8:32pm 
Don't make a product you can't support. I agree with TelMan. I am a web developer and have a few utility plugins out there and I try my darndest to answer ASAP when someone asks a question or has an issue. Like he said, just good etiquette.
Aturchomicz May 27, 2018 @ 6:02am 
does it still work for parklife?
Trollsama May 21, 2018 @ 12:35pm 
speaking of bad edicate. :P
TelMan Apr 1, 2018 @ 9:03pm 
@orrificius, really... that is what you got out of my comment!!! I repeat, i am not being full of myself in any sense of the word... as it is now April 2018 and still no comment from developer. Just because he is giving time, which is very generous of them and I certainly not asked for him to fix anything. all i expected was reply. I mean as of posting EGI and Azzurite have both been logged in within the last few hours and still no reply. That is just plain rude, nothing more or less. :steambored:
Orrificius Jan 11, 2018 @ 8:05pm 
@Telman...really? If you don't have the time to wait for an answer just try it out.
I cannot believe that people are so full of themselves they can't understand they are not everybodies number 1 priority.
TelMan Dec 21, 2017 @ 1:45am 
@Ammo, not complaining... just pointing out bad edicate in regards to response. If the developer is busy or what ever how long does it take to make a response... it just manners... so maybe you should read my comment in the correct context before make a judgement... :steamfacepalm:
ammo Dec 20, 2017 @ 8:44pm 
@TellMan maybe you shouldn't complain about people giving you free content
TelMan Nov 24, 2017 @ 8:48pm 
WOW, pretty rude developer... you could at least reply to questions when asked or at least updated above info to let everyone if it is compatiable or not. No one is that busy that you cant reply... really bad form!!!:steamfacepalm:
TelMan Oct 26, 2017 @ 1:34am 
Is this compatiable for Green Cities? TIA
Pwner’s Manual Aug 24, 2017 @ 2:48pm 
Could you create a mod for the player to marquee a section of the map containing trees, paths and props, and treat marked sections as parks with the same formula? Perhaps assume a maintenance cost of $1 per square cell in the marked region.
VNDK8R Aug 12, 2017 @ 4:50am 
I assume this only affects vanilla and offical content and not workshop assets?
citiesskylinehasstoppedworking Jul 13, 2017 @ 5:22pm 
finally someone is thinking what i am thinking for all these years, good job...thank you!
egi Jul 11, 2017 @ 1:56pm 
@Methos it works also for existing ones! you don't have to replace anything.
BLÀde Jun 22, 2017 @ 11:14pm 
how did you place all them parks without a road?
Mæthos Jun 19, 2017 @ 3:12pm 
Does this only kick in when the park is placed or does it work for already existing parks, too?
ThatMomentWhen Jun 16, 2017 @ 9:15pm 
This game needs a nuclear bomb.
Azzurite  [author] Jun 16, 2017 @ 1:18pm 
@alborzka it doesn't work for workshop parks at all. The problem is that workshop parks are just too diverse to get anything done "correctly" for them. Some parks are "real" parks, but most have ridiculously low or no costs, so the formula breaks down. Some are parking spaces (or similar things) which by design have low entertainment value but with my formula would get really good values for something that shouldn't get them.

And yes, most parks have been buffed. As I said, I used the Dog Park as a baseline to get the other parks "up" to. If you look in the spreadsheet at "base relative value" you can see how many are at 30% or less, those are just ridiculously bad compared to the "top" parks.
Blackdragonbird Jun 14, 2017 @ 4:23pm 
Thank you for this info man, I had broken my head trying to figure the formula used by the devs to calculate the values for the parks. After too much thinking I supposed that they had no formula for it, only put random values in the parks and simple let "working as intended", lazy works as always.

Now I can make my custom parks more "balanced" between them and this parks of yours.

Much apreciated. =)
LisaMiza Jun 14, 2017 @ 10:53am 
Waow. You have done some serious maths on this :D Well done.
alborzka Jun 14, 2017 @ 9:23am 
Interesting concept, I'm surprised a mod like this hasn't been made already!

I noticed in the Google Doc that most of the parks have overall gone up -- if the new Ent Accumulation is the same or decreased from the base value, then the new Ent Radius is the same or higher than the base value. As in, I don't see any of the parks having both Ent Accumulation and Ent Radius gone down from base values. Is this intended to be like that?

Also, does this work for custom parks (i.e. from the workshop)? I know it says "workshop content is unchanged" but does this mean that their values are untouched (but are still multiplied for in-game use, like the vanilla parks) or that the formula doesn't affect custom parks at all?
egi Jun 14, 2017 @ 3:53am 
nice :)