Info Loom
Adds new UI screens with some extra information.
Screenshots 7 screenshots
About this mod Author’s original text
InfoLoom
InfoLoom is a Cities Skylines II mod that adds several new UI windows with extra information.
Currently:
- Demographics
- Workforce structure
- Workplaces distribution
- Residential data
- Commercial data
- Industrial and Office data
- Demand factors
- Resources consumption (optional)
Features
Demographics
- Key information about current city demographics in one place.
- Age distribution histogram that also shows cims' activity structure.
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.
Workplaces distribution
- Shows available workplaces split into: city services, commercial sales, commercial leisure, industry extractors, industry manufacturing, and office.
- Leisure are commercial companies selling immaterial resources.
- Commute are cims employed from outside of the city, they commute to work.
- Shows number of companies in each category.
Residential data
- Shows residential data used to calculate Residential Demand Factors.
- Residential properties by density: total count, occupied, free.
- Total households and homeless households.
- Average happiness, weighted tax rate, open study positions.
- Household demand which is hidden in the game, it controls if new households spawn.
- For new households, a chance that a Student Household will spawn.
Commercial data
- Shows commercial data used to calculate Commercial Demand Factors.
- Empty buildings and companies that have no property, and average tax rate.
- Service capacity utilization and sales capacity to consumption ratio - these are crucial in calculating LocalDemand, TouristDemand and PetrolLocalDemand.
- Actual numbers of available workforce, and employee capacity ratio.
- Lists resources that currently are not demanded, thus the engine ignores them when calculating Commercial Demand Factors.
Industrial and Office data
- Shows industrial and office data used to calculate Industrial and Office Demand Factors.
- Empty buildings and companies that have no property, and average tax rate.
- Local Demand (which is production capacity in fact) and Input Utilization (which tells if resources are available as input).
- Actual numbers of available workforce, and employee capacity ratio.
- Lists resources that currently are not demanded, thus the engine ignores them when calculating Industrial and Office Factors.
- Storage section that shows Demanded Types info which controls if new warehouses are spawned.
Demand factors
- Shows individual demand factor VALUES for each demand type. Helpful to learn actual importance of each factor.
- Enables showing all demand factors, not only 5. Useful for industrial demand which is the only one that utilizes up yo 7 factors.
- Additional section shows directly building demand for each zone type and STORAGE demand. Please note that the "main" demand factor is actually a building demand, however UI shows it as moving. In fact it doesn't move, it is just a visualization.
- Also, industrial demand is a higher value from the two: industrial building demand and storage demand.
Resources consumption
- This feature is disabled by default because it changes the data shown on the vanilla UI. Enable it in the config file by setting SeparateConsumption to true.
- Instead of showing surplus and deficit, the production UI will show commercial consumption and industrial consumption. It is imho much more informative than just surplus/deficit, because it also tells what causes said surplus or deficit.
- Disclaimer. I don't yet how to change existing UI, so the titles "Surplus" and "Deficit" will still be there. Sorry.
Technical
Requirements and Compatibility
- Cities Skylines II v1.1.0f1 or later; chec
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide. Code mods go into the Mods folder inside the game directory and must be enabled from the in-game Mods menu.
Dependencies
Install these first, or the mod will not work:
BepInEx-BepInExPackCities2Modding-HookUI