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lifecycle-rebalance-revisited's Issues

Extend travel probabilities for public transport

Add the possibility to define more precise travel probabilities, mainly for public transport so we can differentiate based on wealth level on the various public transport types such us; bus, train, ferry, helicopter, etc.
A nice addition might be actual impact of the ticket price?

Move configuration file saving to game load

The 'Instant Return To Desktop' kills the game without calling OnReleased() and OnLevelUnloading() methods (and also without allowing any in-progress saves to complete).

To allow for this behaviour, the configuration file-related actions currently within OnReleased() should be moved to game load - probably OnLevelLoaded().

Ability to use in EGS

I found this mod on nexus, but people complain about its errors, which have arisen with me. The site contains not the latest version of this fashion and there is no possibility to download it.

Pre compiled package for non Steam version?

Hi,

Happy new year and thank you for your mod!

Would it be possible to release a precompiled version here on GitHub for those who use the game without Steam (Epic) please?

Thanks

Add 'education success'

Add configurable option for education to be less than 100% successful at each level, to maintain a 'supply' of cims with lower education levels.

removing children when both parents dead

https://github.com/algernon-A/Lifecycle-Rebalance-Revisited/blob/master/Code/Patches/CitizenManagerPatches.cs#L100

This is what causes death waves to become inevitable with this mod. when parents die, the children are removed, and thus there is a likelihood you will end up with a city with no children, lots of seniors who are dying. Can you provide any documentation for the data structures and method of the Citizen Manager and Citizen classes? I am wondering if possible to "adopt" the children into another family. Also is there any developers guide for this mod?

Add base-game bugfix for orphaned children

It's possible for both parents of a household to die, leaving 'orphaned' children behind; it appears that these do not age etc. Investigate further and see if a fix for this can be developed.

Rebalance lifespan for 1.13

1.13 defines 'years' (for citizen ageing) as 3.5 age per year, which together with the extended lifespan (up to 400 with full health and a lot of luck) means a rebalance to reflect this is required. Age per decade should be increased from 25 to 35.

Initial NewResidentAI.cacheArray in other place.

Hi, algernon:

I plan to patch GetCarProbability and need highest priority to return false in prefix.

But there is a confict with your mod when I do this, because you Initial array in GetCarProbability, and this array will used in later GetBikeProbability or GetTaxiProbability

NewResidentAI.cacheArray = NewResidentAI.GetArray(citizen.WealthLevel, subService, ageGroup);

Can you Initial array in level loader or some other place to help remove this conflict.

Question on student eviction

I am using ModTools for debugging other things, and have noticed a lot of debug messages that looks like this:

Lifecycle Rebalance Revisited: evicting elementary school student 963344 at age 178.

I am having difficulty getting my buildings upgraded because they always want more education, but I am not sure why this kind of eviction are happening. Could this be I am using the Real Time mod? There is an option called "Better aging and birth rate" at Real Time and I have enabled it.

Adjust retirement age

Increase the retirement age in line with game assumptions (3.5 age/year) to more real-world values (preferably making adjustables). Effectively means adding a 'middle age' age phase - adults, not yet seniors/retirees, but no longer starting families.

NewStartConnectionTransferImpl Prefix

Hello. You are overriding fully StartConnectionTransferImpl method, which makes it impossible to change another part of this method. Can you use a transporter instead of a prefix?

Lifecycle Rebalance vs RealTime

Maybe you should add [HarmonyBefore("com.cities_skylines.dymanoid.realtime")] for some methods. (See https://github.com/dymanoid/RealTime/blob/eda35276b66b1e8329b65b60480edba833dbf5a5/src/RealTime/Core/RealTimeCore.cs#L32).

At least I found conflict in CanMakeBabies.

If I understand correctly it's not defined whose prefix executes first if there is no priority annotations.

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