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Too many virtual citizens (was: Most workers teleport to the industries) #66

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Sipke82 opened this issue Jul 14, 2018 · 10 comments
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@Sipke82
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Sipke82 commented Jul 14, 2018

After Rush hour it appears that most works have teleported to the indsutries. Now that the parkingAI of TMPE is working again, these parking lots should be filled with cars....
https://i.snag.gy/XbTvyI.jpg
I use the lowest possible amount of percentages for nightshift and second shift.

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like 80

@dymanoid
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Which setting for virtual citizens are you using?

@Sipke82
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Sipke82 commented Jul 14, 2018

Almost all real, i think that is the default setting

@dymanoid
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What do I need to do to reproduce this? It doesn't happen with my test game.

@Sipke82
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Sipke82 commented Jul 14, 2018

I suspect it has something to do with city size, my city is somewhat large ~130k

@dymanoid dymanoid added the in discussion The issue is currently in discussion and needs clarification label Jul 14, 2018
@Owlchemist
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This happens for me as well. But my city was only 20k pop.
Using the default "almost all" setting as well.

Also using TMPE, Realistic population and consumption and its related lifecycle mod. Not sure if they might be related somehow...

@originalfoo
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I noticed something like this prior to using RealTime, so it could be side-effect of TM:PE or something else?

Having used TM:PE Parking AI and seeing how that affected residential and commercial areas, I added loads of parking spaces all around my industry (which was some distance from main city) in preparation. Yet only a few cars parked there.

That city was about 20k pop, and my industry sector was filled with warehouses many of which have 50+ worker slots. The place should have been heaving with parked cars, but there was very little parking happening.

I had a popular train route between residential areas and the industry near the docks, but even that was rarely packed (this was prior TM:PE issues associated with ParkLife). I'd estimate about 50% of workers in the industry were using PT, yet the trains were never filled and the parking was never filled.

I used RealTime on that city too, but the TM:PE bugs were in effect by that point. I've since started new city (which is only about 1k pop at moment). I'll keep an eye out as the industry grows in my new city (I've just started building up a mining district) and report back.

I suspect that with the workshifts feature, RealTime will spread the load so would expect to see reduced parking, but I suspect there is actually some other problems happening (like teleporting to work) that might be external to RealTime.

@Sipke82
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Sipke82 commented Jul 15, 2018

When i set "All citizens are real" i get the traffic and parking i expect, my i5 processor does not fully agree with me though ;-)

@dymanoid
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So in fact, you would like to have a level of virtualization between "all real" and current "almost all real" - correct? Currently, "almost all real" means 10% of the citizens are virtual. Maybe we need to make this number depend on the number of currently visible citizen, not just hard-code it as 10%,

@Sipke82
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Sipke82 commented Jul 15, 2018

Well the difference in my game is far greater than the 10%
Around, 35k citizens instances at "Almost Real" and 65k instances at "All real"

@dymanoid
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Okay, spotted the issue. You're right, some citizens were made virtual although they shouldn't be.

@dymanoid dymanoid added bug Something isn't working and removed in discussion The issue is currently in discussion and needs clarification labels Jul 15, 2018
@dymanoid dymanoid changed the title Most workers teleport to the industries Too many virtual citizens (was: Most workers teleport to the industries) Jul 15, 2018
@dymanoid dymanoid self-assigned this Jul 15, 2018
@dymanoid dymanoid removed their assignment Jul 15, 2018
dymanoid added a commit that referenced this issue Jul 15, 2018
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