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Bruceyboy24804

Second Lieutenant
10 Badges
Dec 15, 2023
109
17
  • Cities: Skylines
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This thread is for talking about Info Loom

Currently:
- Demographics
- Workforce structure
- Workplaces distribution (Coming soon)
- Residential data (Coming soon)
- Commercial data (Coming soon)
- Industrial and Office data (Coming soon)
- Demand factors (Coming soon)
- Resources consumption (optional) (Coming soon)

Demographics
- Key information about current city demographics in one place.
- Age distribution histogram that also shows cims' activity structure.
NEW - show grouped age view.
NEW - summary statistics for each age group

Workforce structure
- Shows workforce structure by education level.
- Total: all potential workers, i.e. teens and adults, that are moved in and not moving away, excluding students.
- Unemployment by education level and structure also shown as percentage.
- Under: cims working on positions below their education level.
- Outside: cims working outside of the city.
- Homeless: unemployed cims with no home.
 
Thank you :)
I don't suppose you know how to get stats for unemployed more exposed? as in a breakdown by teens and adults (so the potential workforce) and then their education level?
 
Great work. I was really hoping for this mod to make a come back. Infixio is retired it seems. Can't wait for RICO data since it gives the number of empty buildings and other things that CO thought we didn't need to know
 
Why do I have 1 uneducated in Workforce but 82 in Workplace?
 

Attachments

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Love it! So I understand, Res High empty building reports 2 million. Obviously I don't have 2 million empty buildings. So this is the demand value for that building?

This is very useful in not just seeing the need is 100% which is obvious but how much, do I need to build one industrial zone or 100, this helps show that.

Very good work!
 
Love it! So I understand, Res High empty building reports 2 million. Obviously I don't have 2 million empty buildings. So this is the demand value for that building?

This is very useful in not just seeing the need is 100% which is obvious but how much, do I need to build one industrial zone or 100, this helps show that.

Very good work!

the values in the demand panel arent represnative how of much much or how many you should build they are the values that reperent the influence of the effect of building demand for that zone type
 
I am getting a bug this morning that keeps the mod from loading, any suggestions?

TypeLoadException: Could not load type of field 'InfoLoomBrucey.Systems.ResidentialDemandUISystem:m_CountEmploymentSystem' (3) due to: Could not resolve type with token 01000069 from typeref (expected class 'Game.Simulation.CountEmploymentSystem' in assembly 'Game, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null') assembly:Game, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null type:Game.Simulation.CountEmploymentSystem member:(null)
at (wrapper managed-to-native) System.RuntimeTypeHandle.type_is_assignable_from(System.Type,System.Type)
at System.RuntimeTypeHandle.CanCastTo (System.RuntimeType type, System.RuntimeType target) [0x00000] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
at System.RuntimeType.IsAssignableFrom (System.Type c) [0x00020] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
at Unity.Entities.TypeManager.InitializeAdditionalComponentTypes (System.Reflection.Assembly assembly) [0x0002f] in <7103f72f5ee648b6bd545606dbf2676b>:0
at Game.Modding.ModManager+ModInfo.AfterLoadAssembly (System.Reflection.Assembly assembly) [0x00000] in <e379a109e13645a0b1abbed548503d6b>:0
at Colossal.IO.AssetDatabase.ExecutableAsset.LoadAssemblyImpl (System.Action`1[T] afterLoadAction) [0x00185] in <4d0ed65e05b44e9d89686334bcfba02a>:0
Rethrow as LoadExecutableException: Error loading assembly InfoLoom, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
at Colossal.IO.AssetDatabase.ExecutableAsset.LoadAssemblyImpl (System.Action`1[T] afterLoadAction) [0x0022c] in <4d0ed65e05b44e9d89686334bcfba02a>:0
at Colossal.IO.AssetDatabase.ExecutableAsset.LoadAssembly (System.Action`1[T] afterLoadAction, Colossal.IO.AssetDatabase.ExecutableAsset& uniqueAsset) [0x00008] in <4d0ed65e05b44e9d89686334bcfba02a>:0
at Game.Modding.ModManager+ModInfo.Load (Game.UpdateSystem updateSystem) [0x000ff] in <e379a109e13645a0b1abbed548503d6b>:0
 
I am getting a bug this morning that keeps the mod from loading, any suggestions?

TypeLoadException: Could not load type of field 'InfoLoomBrucey.Systems.ResidentialDemandUISystem:m_CountEmploymentSystem' (3) due to: Could not resolve type with token 01000069 from typeref (expected class 'Game.Simulation.CountEmploymentSystem' in assembly 'Game, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null') assembly:Game, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null type:Game.Simulation.CountEmploymentSystem member:(null)
at (wrapper managed-to-native) System.RuntimeTypeHandle.type_is_assignable_from(System.Type,System.Type)
at System.RuntimeTypeHandle.CanCastTo (System.RuntimeType type, System.RuntimeType target) [0x00000] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
at System.RuntimeType.IsAssignableFrom (System.Type c) [0x00020] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
at Unity.Entities.TypeManager.InitializeAdditionalComponentTypes (System.Reflection.Assembly assembly) [0x0002f] in <7103f72f5ee648b6bd545606dbf2676b>:0
at Game.Modding.ModManager+ModInfo.AfterLoadAssembly (System.Reflection.Assembly assembly) [0x00000] in <e379a109e13645a0b1abbed548503d6b>:0
at Colossal.IO.AssetDatabase.ExecutableAsset.LoadAssemblyImpl (System.Action`1[T] afterLoadAction) [0x00185] in <4d0ed65e05b44e9d89686334bcfba02a>:0
Rethrow as LoadExecutableException: Error loading assembly InfoLoom, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
at Colossal.IO.AssetDatabase.ExecutableAsset.LoadAssemblyImpl (System.Action`1[T] afterLoadAction) [0x0022c] in <4d0ed65e05b44e9d89686334bcfba02a>:0
at Colossal.IO.AssetDatabase.ExecutableAsset.LoadAssembly (System.Action`1[T] afterLoadAction, Colossal.IO.AssetDatabase.ExecutableAsset& uniqueAsset) [0x00008] in <4d0ed65e05b44e9d89686334bcfba02a>:0
at Game.Modding.ModManager+ModInfo.Load (Game.UpdateSystem updateSystem) [0x000ff] in <e379a109e13645a0b1abbed548503d6b>:0

update version