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Jan 26, 2007
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Just hoping to draw the attention of somebody qualified to updating one of the few crucial mods that don’t work with After Dark.

The original mod author does not reply to any posts and is most likely busy making his own game that has been greenlight on Steam.

He has however published the source code, so anybody with sufficient coding knowledge could step up: https://github.com/lxteo/Cities-Skyline-Proper-Hardness

Why? Proper hardness is the only mod who completed the traffic simulation for all buildings by introducing consequences when workers can’t travel to work. This way all traffic actually matters and not only commercial / industrial traffic.
 
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Seconding this request. It is a crucial mod for my enjoyment of this game. I haven't really played since AD came out because this mod didn't work. :(
 
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I tried looking at the source code too in the hopes I could get it working.
I even posted another thread asking for assistance (and received a useful reply here if anyone is interested: https://forum.paradoxplaza.com/foru...-with-privatebuildingai.884443/#post-20026713 )

Alas, my coding knowledge is pretty basic and I had to give up.

So now I'm simply waiting like others not wanting to play at all until this mod is updated :(
 
If it had been in CK2 or EU4 even a modding illiterate like myself could possibly try to do it, but programming in Cities Skylines is far more difficult, & is beyond me. Never could program. Like you all I am hopping someone can come along & update it.
 
Well I've been playing without this mod and it really does feel half empty.
I've got this massive residential zone but have realised I don't have to worry about the roads or if they get to work at all :(

How about some incentive for someone..
I'll pay £5 to whoever updates the mod for After Dark (seriously).

Anyone else want to promise some funds for updating it? Lets mini-crowd fund someone updating it :)
 
Well I've been playing without this mod and it really does feel half empty.
I've got this massive residential zone but have realised I don't have to worry about the roads or if they get to work at all :(

How about some incentive for someone..
I'll pay £5 to whoever updates the mod for After Dark (seriously).

Anyone else want to promise some funds for updating it? Lets mini-crowd fund someone updating it :)

aww don't give up yet trying to revive it, you have it in you! Create a fork on github and keep trying, if you know vb.net or even old vb6 c# is really not that different. If you have questions or you get stumped you can ask here or reddit, peeps can probably point you in the right direction, a little bit of knowledge or pointers causing a few "ah ha!" moments can go a long way to making things make sense when looking at this stuff.
 
@CreepyD666

If you want to try a version that loads with AD I forked it and have a dll that loads and at least at first glance appears to work.
I have no older saves with this mod that I recall so can't truly tell the difference but like I said stuff appears to work on the surface.
I've not no actual work really on the source, nor will I even say I've looked at it all. But it's a starting point if you want to grab it and work on it.
Other then adding a logger and config class (incase I later do any real work on it), I didn't change much but fix those 2 issues you already mentioned,
and I added some error handling around some key sections so that if there is a problem it doesn't screw things up for other mods.

I would put it in your local mods folder in a folder called DifficultyMod, I wouldn't replace the original workshop folder one, this has a slightly different name and who knows it might confuse content manager, just play it safe while testing.

https://github.com/Knighth/Cities-Skyline-Proper-Hardness
you can find the dll in the bin\release folder if you want to test it.
 
stupid question maybe - how to install it?
unsubscribe from original
put it in your local mods folder in a folder called DifficultyMod,
ie (C:\Users\yourname\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods\DifficultyMod) and you should see it then show up in content manager.
CreepyD played with it over the weekend seemed to work ok.
 
Thanks for your hard work, KnightHawkTFC, but unfortunately a fatal error has stopped play when just starting. I had originally received this when carrying on with an old save, which can be expected, but the same thing is happening in the new game. Big error message appears, freezing game, though funny enough seems to carry on in the background, though you cannot do anything. It says 'An error occurred - Method not found - 'PrivateBuildingA1Get PollutionRates' [System.Missing Method Exception] Details: No Details. No idea what it means, as I mentioned the game has only started with a grand city of under 300 citizens.

Shame Really, as I was looking forward to this. You did say CreepyD played all weekend without issues. Wonder what he did different.
 
Thanks for your hard work, KnightHawkTFC, but unfortunately a fatal error has stopped play when just starting. I had originally received this when carrying on with an old save, which can be expected, but the same thing is happening in the new game. Big error message appears, freezing game, though funny enough seems to carry on in the background, though you cannot do anything. It says 'An error occurred - Method not found - 'PrivateBuildingA1Get PollutionRates' [System.Missing Method Exception] Details: No Details. No idea what it means, as I mentioned the game has only started with a grand city of under 300 citizens.

Shame Really, as I was looking forward to this. You did say CreepyD played all weekend without issues. Wonder what he did different.

He unsubscribed the original mod (and installed a local copy of mine) - If you don't you will get those messages, in fact it's a clear indication the original is being used. 'disabling' the original will not fully remove it.


I guess the main thing to do to ensure compatibility would be to make sure that Proper Hardness is not expecting cims to go to work during the night :)
I have not looked into the original code at all in that regard (work time calculations) but your probably right that it has no concept of 'night time' and since I almost never play with night enabled I'm sure I didn't noticed odd effects in that regard - I'll throw that on the to-do when I get some time... or someone can submit the change via git and I'll merge it in, I'm not really committed to updating this mod, it was more of a thing to get those who do want it a place to start with something that load and more less functions with AD as it did before.
 
No it wasn't that, as I had unsubscribed. It was Norton security who were the problem, as it decided that the dll was a danger to me & my machine & deleted it. Put it back, & now seems to work nicely, except I am deep in debt & losing money weekly. Just how I like it, having a challenging city builder again, & not one where you cannot fail.
 
No it wasn't that, as I had unsubscribed. It was Norton security who were the problem, as it decided that the dll was a danger to me & my machine & deleted it. Put it back, & now seems to work nicely, except I am deep in debt & losing money weekly. Just how I like it, having a challenging city builder again, & not one where you cannot fail.
f'ing Norton strikes again. :rolleyes: Nice that you got it working. Enjoy.