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Mithkabob

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Oct 12, 2014
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Edit: I figured out why it was throwing an error because I had no source folder even though I'm not sharing source (cause it will cause in-game compile errors).
So yes, it is on Steam now.

Subscribe on Steam Workshop

https://dl.dropboxusercontent.com/u/87916212/CSL%20Mods/FixTheDemand.zip

Update: This is now 1 mod.

The first part is a workaround called DemandWrapperFix, called "Demand Workaround Fix", If you still have it, delete it after you get the latest version of my mod.

The second part is FixTheDemand, called "Commercial Demand Fix" in game. It overrides the calculation for commercial demand so that half empty parks don't make your commercial buildings think that they aren't selling any goods.

Instructions: unzip the file into your mod folder or subscribe to it on the Steam Workshop.
From the modding wiki:

The mod user folder is located at:

On Windows C:\Users\<username>\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods
On Mac /Users/<username>/Library/Application Support/Colossal Order/Cities_Skylines/Addons/Mods
On Linux /home/<username>/.local/share/Colossal Order/Cities_Skylines/Addons/Mods/

When in the game, go to the content manager mods tab and turn on Commercial Demand Fix.

Turn off or delete the Demand Workaround Fix, because it isn't needed anymore and causes some problems.

Update 0.1: New Version is up. I forgot to add in the base demand value causing lower than expected commercial demand.

Update 0.2: New Version is up. Rewrote the mod using a different approach that is more efficient and doesn't run into the API Wrapper bug.
 
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This sounds great but I'm struggling to install it? I'm working on OS X.

I go to

/Users/<username>/Library/Application Support/Colossal Order/Cities_Skylines

and it's empty. There are no files there at all. No idea where I'm meant to be putting it. I've tried making the 'Addons' and 'Mods' files and putting it in there and it didn't work. Please help?

I've actually been able to get various mods from the Workshop successfully so if you could put it on there that'd be awesome.

Thanks for making this mod, game is really bizarre without Commercial Demand.
 
Well I'm at about 7000 ppl, and right now have only commercial demand, I think it's working.
However once I satisfied that, I have no demand of anything, that can't be right? Maybe needs some tweaking.
 
This sounds great but I'm struggling to install it? I'm working on OS X.

I go to

/Users/<username>/Library/Application Support/Colossal Order/Cities_Skylines

and it's empty. There are no files there at all. No idea where I'm meant to be putting it. I've tried making the 'Addons' and 'Mods' files and putting it in there and it didn't work. Please help?

I've actually been able to get various mods from the Workshop successfully so if you could put it on there that'd be awesome.

Thanks for making this mod, game is really bizarre without Commercial Demand.

Hmm, if you make an Addons folder in that directory then make a Mods folder in the Addons folder and then unzip the files there, it should work. Should have the folders FixTheDemand and DemandWrapperFix in the Mods folder. If they are both in a FixTheDemand folder, move them up one level. I will put this mod on the workshop after I've tested/balanced it some more and the API fix is released.

tried it. create a little bit demand, but much less than if I had removed all the parks.

It probably won't create as much demand as removing the parks in some instances because they do still compete for visitors, but shops do seem to have priority, so as things fill up and balance out you will get pretty close to the same demand over time. I tried some other adjustment methods but it usually did strange things like no or full commercial demand always or making it so demand skyrocketed if you added lots of parks. Demand is finicky.

Well I'm at about 7000 ppl, and right now have only commercial demand, I think it's working.
However once I satisfied that, I have no demand of anything, that can't be right? Maybe needs some tweaking.

Hmm, that's strange, I'll have to do some more testing on lower population cities to see what is going on there. Building more shops should increase the number of available workplaces and reduce unemployment which would stimulate residential demand, although it will reduce workplace demand an equal amount... it shouldn't be possible to have 0 of both at the same time though because they balance each other out. It could be related to my workaround adjustments... I'll check it out.

Update: yep, I forgot to add in a number, commercial demand will be much higher now.
 
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Great work Mithkabob!

I can confirm that with your 0.1 update in place, the commercial demand in my city (which to this point was almost devoid of shops yet still reported a consistent zero demand), very rapidly skyrockets.
A very effective stopgap until CO get on the case and fix it.

Out of interest, what was the equation governing the commercial demand beforehand, and what have you effectively changed it to with this mod?
 
Great work Mithkabob!

I can confirm that with your 0.1 update in place, the commercial demand in my city (which to this point was almost devoid of shops yet still reported a consistent zero demand), very rapidly skyrockets.
A very effective stopgap until CO get on the case and fix it.

Out of interest, what was the equation governing the commercial demand beforehand, and what have you effectively changed it to with this mod?

There is a base demand from 0-50% of the bar, which is pretty much 50% always except when you are first starting the town. Then, there are two formulas applied to add or subtract from the demand. The first one compares the ratio of workers in shops to the ratio of residents and gives back -50 at 1:6 and +50 at 1:10. The second one compares the ratio of visiting places available vs. the number of empty visiting spots and causes the problem because it counts parks. Essentially I count all the park totals up and subtract their total spots and empty spots from the second formula.

On a side note: be careful when fulfilling all the new found commercial demand in an existing town, it directly competes with offices and industry for jobs and you can kill off your industry or offices if you aren't careful. You will probably have to remove some industry/offices to compensate. It also increases goods traffic quite a lot filling up all of the shops.
 
Can we get the source code for this maybe? I really like to use other people's mods in order to learn.

I'm not sure what the legal status on that is, because it has quite a large chunk of code taken straight out of the main game dlls.

Also, I did a lot of dumb things in this mod that you wouldn't want to copy.
 
I'm not sure what the legal status on that is, because it has quite a large chunk of code taken straight out of the main game dlls.

For better or worse, I think that's going to be the way most of the non-asset mods end up working. This is easier than trying to find parks that don't have tourism, thanks!
 
Very helpful workaround (instead of having people change asset values individually and replace all there parks which really isn't a work around for the average person) till this near game-breaker gets addressed. Thanks.
 
i have a mac but i can't find these folders, when i search for Cities_skylines it shows only an empty folder without anything inside.

Could you release this in the steam workshop?