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Rapporter et oversættelsesproblem
at ColossalFramework.PoolList`1<ColossalFramework.UI.UIMarkupToken>.Pop () <0x0006d>
...
at ColossalFramework.UI.UIComponent.Show (bool) <0x00025>
at ColossalFramework.UI.UIDynamicPanels.Show (string,bool,bool) <0x000e6>
at InfoManager.ToggleModeUI (InfoManager/InfoMode) <0x00df0>
at (wrapper dynamic-method) InfoManager.InfoManager.SetCurrentMode_Patch1 (InfoManager,InfoManager/InfoMode,InfoManager/SubInfoMode) <0x00066>
at Autobudget.AutobudgetElectricity.setAutobudget () <0x00278>
at Autobudget.AutobudgetBase.SetAutobudget () <0x001fd>
at Autobudget.AutobudgetManager.SetAutobudgetAll () <0x0006a>
at Autobudget.Threading.OnAfterSimulationFrame () <0x00039>
at HealkitMod.Patches.ThreadingWrapperOnAfterSimulationFramePatch.Prefix (System.Collections.Generic.List`1<ICities.IThreadingExtension>) <0x00068>
Modding there is still in "Beta" some how but it's possible
Total Autobudget - FIX
Total Autobudget - FIX
at Autobudget.Mod.UpdateUI () [0x00000] in <filename unknown>:0
at Autobudget.SerializableDataExtension.OnLoadData () [0x00000] in <filename unknown>:0
at SerializableDataWrapper.OnLoadData () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
Game says this.
Tested with and without it, only this mod make policies panel loading fail.
what other mods are you using
========== OUTPUTING STACK TRACE ==================
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6EE086668)
0x00007FF6EE086668 (Cities)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6EE086DF6)
0x00007FF6EE086DF6 (Cities)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6EE0C4DB3)
...
0x0000000045B2C149 (Mono JIT Code) Autobudget.AutobudgetElectricity:setAutobudget ()
0x0000000045B2BE2E (Mono JIT Code) Autobudget.AutobudgetBase:SetAutobudget ()
0x0000000045B2BB9B (Mono JIT Code) Autobudget.AutobudgetManager:SetAutobudgetAll ()
0x0000000045B2BAFA (Mono JIT Code) Autobudget.Threading:OnAfterSimulationFrame ()
...
========== END OF STACKTRACE ===========
https://github.com/ZenyaIse/Cities-Skylines-Total-Autobudget/issues/4
This is the case at ALL my saves with more than 3k population.
This saves are loading correctly when i disable this mod.
However this mod is working with my saves with more than 3k pops only if i usuing a few mods.
If i use all my other mods, total autobudget doesnt work...
Maybe this mod gives me the killing RAM usage?
By the way Great Mod.
I'm guessing that development is pretty much done, but if you (or anyone who picks up development) are looking for a suggestion here's one:
It'd be great if you could add the option to ignore certain buildings when the mod is calculating its budget adjustments. Currently, power and water facilities need to be connected to each other for the mod to work correctly, but I have a water basin with a water pump and water filter on it that I'd like to exclude from the calculations, since they're not connected to anything else.
I woudl like to inform you that Realistic Population 2 works wierdly with Total autobudget. Cities lose randmly power and water for long periods of time.
I did not test toggling individual budget controls to see if it is certain ones casuing it, as city is stable enough now to not need it active. Primarily useful when growing a new city and less so as more established.
You might try disabling autobudget for services like police, hospitals and fire stations. When it lowers the funding for these services they cover less area and can bring down land value. Personally, I only let it change budget levels for water, power and some other things like industry that don't have any radius effect to them. Hope this helps!
https://github.com/ZenyaIse/Cities-Skylines-Total-Autobudget/blob/master/Source/AutobudgetBase.cs#L70
The issue might arise that I am creating copies of the budget UI elements with the help of Reflections (its a bad workaround for when something changed in the game but oh well). Or maybe you need to iterate through the list of info panels and adjust the sliders there as well.
I know the code is on github but I am having barely any time right now to check it out. Can you show me into the right direction to in which file the sliders are being adjusted? I could try and update my copied sliders there as well to make the mods compatible again.
my garbage budget was stuck at 120%, even when i built another incinerator. then i increased the max garbage amount to 90% and now the budget has gone down to 73%. i'm gonna try different values for this setting...