Cities: Skylines

Cities: Skylines

Safenets [no longer needed]
23 kommentarer
v 7. okt. 2022 kl. 18:25 
this still works?
Haikalazhan 30. mar. 2022 kl. 16:31 
thanks:steamhappy:
StayHungryStayFoolish 2. dec. 2021 kl. 10:11 
Safenets [Steam ID 1620588636] by thale5

- Unsubscribe this. It is succeeded by a mod you already have:
* [Steam ID 667342976] Loading Screen Mod
- This is compatible with the current game version.
- Unsubscribe would be wise. This is deprecated and no longer supported by the author.
- You can use the 'Try to recover from Simulation Errors' option from Loading Screen
Mod. It is more powerful than this mod.

Steam Workshop page: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1620588636
Lucibal 1. aug. 2021 kl. 8:52 
is there any way to swap missing segments during loading to not loose giant part of network?
hillfanthomlike10 28. jan. 2021 kl. 8:16 
thank you
thale5  [ophavsmand] 27. jan. 2020 kl. 8:33 
@Deadotated Wham It works like this: for each custom net segment, check if its custom net asset is available. If yes, do nothing with the segment. If not, remove the segment.

Apparently you have lost some much needed net asset(s), or there is some save game corruption.
STRONG & FREE 24. jan. 2020 kl. 1:46 
fixed my city but deleted many many roads?
ning_meng 17. jan. 2020 kl. 23:22 
I'm trying to fix my save but thanks for the mod!!!!:lunar2019crylaughingpig:
Silicon14 15. jan. 2020 kl. 13:05 
You might be an Angel !!!!:steamhappy::steamhappy::steamhappy:
thale5  [ophavsmand] 31. aug. 2019 kl. 9:00 
@aubergine18 That savegame mentioned below was a good one. There is now a recovery option in LSM [Test]. The new option is able to load and save that game even though almost all mod and asset dependencies are missing.
Katschingum 7. aug. 2019 kl. 11:37 
Thank you so much! This Mod saved my city :)
thale5  [ophavsmand] 23. juli 2019 kl. 12:20 
@aubergine18 Thanks, I'll try this save. Good work on the case.
@Clash39 I'll test with NEXT2 too.
leftbehind 23. juli 2019 kl. 9:33 
@thale5: Apparently this savegame was revived by safenets mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1812945311

Related steam discussion: https://steamhost.cn/steamcommunity_com/app/255710/discussions/0/1639790664932309692

As qualitative information: Each time I hear someone's save is revived using safenets, there doesn't seem to be any additional issues that arise from using safenets. I assume the missing roads are simply removed from the map as if they were bulldozed.

Would be great to have safenets part of LSM, optional, but I suggest "on" by default. After "out of memory" type errors, missing networks is the second most common support issue I've seen in the forums.
FLampard39 19. juli 2019 kl. 12:20 
This mod saved my city and made me realize I was missing a mod. If you use network extensions, place the unique roads, and unsubscribe to that mod the city will not load. With Safenets the city loads but the unique roads are missing. That's how I realized the other mod was missing. Solid work!
thale5  [ophavsmand] 18. juli 2019 kl. 11:51 
@aubergine18 I would like to reproduce the problem myself (I still haven't) to understand it fully and see what this mod can do. Does the mod solve or postpone the problem?
leftbehind 16. juli 2019 kl. 14:43 
@thale5: Would it be possible to add this mod to LSM, as an option?
Captain Tenneal 30. maj 2019 kl. 1:41 
Thanks for making this!! saved my game from a mod that was taken down.
leftbehind 6. apr. 2019 kl. 14:28 
I see this error quite regularly looking through other people's log files ( as you can imagine, many people think TM:PE is causing a bug like this due to the mention of traffic lights, but it's just a missing road that's causing the problem ). I'll certainly be trying this mod next time we encounter such a problem!
thale5  [ophavsmand] 20. feb. 2019 kl. 22:16 
@Sp3ctre18 CanEnableTrafficLights is all about net segments, not vehicles. However, complicated situations are possible if in the save game, a vehicle instance is driving on a road segment that is later removed as erroneous. I don't know what happens next in that situation.
Sp3ctre18 20. feb. 2019 kl. 12:09 
I see, thanks! Was just curious.

By any chance, can it affect errors with other assets, like vehicles? I'm still dealing with my big issue so I don't think you should take this too seriously, but I noticed a local vehicle asset was suddenly being reported by LSM as missing after reinstalling and re-subbing mods more carefully. (It's an asset no longer on workshop but I had it downloaded - I know, probably a bad idea and I was going to remove it soon). It happened after I unsubbed this mod so I re-subbed it and now the asset is no longer reported as missing by LSM.
thale5  [ophavsmand] 20. feb. 2019 kl. 8:47 
@Sp3ctre18 It is caused by a vulnerability in the base game. It goes like this:

1. The save game contains a road segment for which there is no road asset. Because the road asset was unsubscribed or something else happened. Maybe a bug in some mod.

2. The save game is loaded. In 95% of the base game code, such erroneous road segments are handled properly. In CanEnableTrafficLights, however, the error handling is inadequate and the game may crash.

3. This mod adds proper error handling to CanEnableTrafficLights and makes a (weak) attempt to fix the road segment.

The issue is nasty because it is difficult to reproduce. Actually I haven't been able to reproduce it, I'm only looking at other people's log files.
Sp3ctre18 20. feb. 2019 kl. 6:37 
Cool, can you say what causes that error?

I'm trying to troubleshoot an Array Index out of Range error so I reinstalled the game and re-subscribed only to what I think are the most critical mods, but I got this error, preventing the save to load.

I added this mod, and it worked! I'm in my game.

Still with my Array Index error but...that's another matter. :( Going to go update my forum support thread, not that anyone's helping though...
lev 7. feb. 2019 kl. 9:54 
Thank you so much! This mod saved my city :steamhappy: