Cities: Skylines

Cities: Skylines

Net Missing Recoverer 0.0.1
60 Comments
河北省的元首 4 Mar @ 12:37am 
This mod conflicts with the CSUR , which can cause it to fail to load.
CreatorOfWorlds 9 May, 2024 @ 1:19am 
Oh, how i wish that i had not deleted my old savegames that i could not load.
💪👍
「 LiTe Em uP 」 17 Dec, 2023 @ 5:12pm 
still works even on december 2023 with all the last updates for 2023??
marek 15 Jul, 2023 @ 10:43am 
it worked! saved my save, thanks you!
Enderu 27 Jun, 2023 @ 2:50am 
This is amazing! I managed to fix everything in one click. And I was close to giving up on my broken save file. Thanks a lot!:steamhappy:
Laurence Barnes 11 Apr, 2023 @ 3:41am 
It does not appear to replace the roads, although it says it found the replacement according to the log. I am trying to find out whether I did anything wrong though.
Mikezilla 22 Mar, 2023 @ 8:05pm 
Amazing mod! Fixed my game. My only regret is not finding it sooner.
RJ1192 15 Feb, 2023 @ 10:06pm 
This mod worked! Saved 100s of hours of work. Found 2 of my roads deleted off the Steam Workshop broke my saves AND THIS FIXED THEM!
DerKrieger 23 Dec, 2022 @ 2:23am 
@Klyte45 the netreplacements.xml only shows vanilla roads and doesnt show any workshops roads or their IDs. maybe an issue with the latest free roads patch?
DerKrieger 18 Dec, 2022 @ 12:29pm 
@^1L^2I^3N^4K^5Z^6Y ^7Z^1E^2U^3S also had to search a while to find it. It is located here: C:\Users\YOURNAMEHERE\AppData\Local\Colossal Order\Cities_Skylines\Klyte45Mods\NetMissingRecoverer
Peter Smith 6 Dec, 2022 @ 4:59am 
Where is the xml file located?
Cosmic Sea 4 Dec, 2022 @ 11:54am 
Turns out my issue seems to be related to the load order mod not locating any of my legacy prefabs. I see a bunch of lines like this in my output log:


(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

63,227ms | Resolving legacy prefab: Avenue Large With Buslanes Grass Slope -> Basic Road [Serialization]

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

63,229ms | Resolving legacy prefab: Avenue Large With Buslanes Grass Tunnel -> Basic Road [Serialization]

No idea if this is specific to RON or this mod, or why my legacy prefabs can't be loaded. In game, all the prefabs are present and I am able to create new lines of all types (blimps, monorail, etc)
Cosmic Sea 3 Dec, 2022 @ 3:09pm 
Could it be caused by vehicles that I disabled in the mod tool? I'm thinking that might be it as I had to disable many of the vehicles that were in my city
Cosmic Sea 3 Dec, 2022 @ 2:25pm 
@Klyte45 I'm having an issue where LSM does not show any missing nets (nor nets used anywhere else). There are missing props but I don't think that should be a problem. However, when I load my game using this mod, even with the "replace missing nets with basic roads" feature disabled, many of my networks are automatically replaced by roads and I have webs of roads going everywhere. I notice that also, my blimp and helecopter and numerous other networks are gone and replaced with a road. Removing this mod and trying to load results in a simulation error almost at the end of loading my save, followed by a crash:

485,762ms | Simulation error: Object reference not set to an instance of an object
at BuildingManager.UpdateData (SimulationManager/UpdateMode) <0x010a3>
...

I am not in front of my computer right now, but I can attach logs and LSM output later I am also using the load order mod/tool (not sure if this would affect anything). Again, theres no missing nets identified by LSM.
Lordwarblade 11 Nov, 2022 @ 10:42pm 
Loading Screen Mod - best mod on the workshop
rayanouch2010 11 Nov, 2022 @ 6:10am 
sorry but what does LSM mean?
mattii70 4 Nov, 2022 @ 1:40pm 
Five out of five, managed to recover a save that I had been unable to load for over a year as some roads had been deleted from the workshop. Used the option to replace with basic road where there is no match and it loaded without messing around with the xml file, with just some fixes in game to do.
drakkart 1 Nov, 2022 @ 6:30am 
if you are editing the replacer file know that in xml a closing tag is written as "/value" not "value /"
drakkart 1 Nov, 2022 @ 6:28am 
Works flawless saved my game.
StayHungryStayFoolish 22 Oct, 2022 @ 5:42am 
I have replaced this nice mod from the list of Avoid these mods with the Compatible mods skipped from PazarCity collection. Please follow the Plazas & Promenades DLC Compatible modlist.
drakkart 22 Oct, 2022 @ 1:46am 
i actually found the image fromCRPer +your explanation helpful . it just does not work - yet. Thank you so much for being on this for this kinda my last hope to get the series running again.
Scover 18 Sep, 2022 @ 12:22pm 
This doesnt work anymore. However, LSM's recovery options worked for my savegame.
macluk 15 May, 2022 @ 3:45am 
Or is it Steam not working again?
macluk 15 May, 2022 @ 3:44am 
Right... LSM mod indicates that this network is missing:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2131244176
I have it downloaded, haven't unsubscribe it.
Any idea what might have gone wrong and where?
citiesbydiana 15 Mar, 2022 @ 6:01pm 
Yeah i tried everything, and followed all instructions and it just plain doesn't work. The missing asset still listed in LSM report and nothing, whatever I do, fixes it, yet this stupid railroad asset is the only missing network I have. :(
citiesbydiana 15 Mar, 2022 @ 5:16pm 
I did this with a missing asset and it still didn't work, do i just copy and paste the new asset ID to the missing one or am I missing a step? Some random rail network was taken off steam and its totally broken a save game i spent months on :(
老爸 10 Feb, 2022 @ 6:47am 
Your temporary LSM cannot satisfy the foundation role of this mod.
好菜帮厨 13 Nov, 2021 @ 5:56pm 
似乎会使CSUR失效
Endoraan 8 Oct, 2021 @ 5:20pm 
Doesn't work for me.
I tried to replace two roads that were taken down from the workshop - set the values for those to Gravel Road just to find them easier once the game would load, but they still show up as missing in LSM, so the save still doesn't load.
Xandread 3 Sep, 2021 @ 5:33pm 
@ctcatuga Hey a quick moment of your time, I see you must have been using the same NEX2 extracted roads I was, anyway from what I can tell you were/are dealing with the same nullref issues after the up-loaders files were removed. Was wondering if you found a solution, did this work in getting them replaced?
ctcatuga 21 Jul, 2021 @ 11:45pm 
OR should it be this (sorry for so many posts!!! the character limit is frustrating)

<Entry key="1413507943.Oneway Road Elevated0">
<Value />[3731818.Basic Road Elevated0_Data]</Value>
</Entry>
<Entry key="1413507943.Oneway Road Bridge0">
<Value />[3746336.Basic Road Bridge0_Data]</Value>
</Entry>
<Entry key="1413507943.1U Two-Lane Oneway_Data">
<Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>
ctcatuga 21 Jul, 2021 @ 11:42pm 
Sorry, back to my very 1st post:

Or should the Prefab values all look like this instead??

<Entry key="1413507943.Oneway Road Elevated0">
<Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>
</Entry>
<Entry key="1413507943.Oneway Road Bridge0">
<Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>
</Entry>
<Entry key="1413507943.1U Two-Lane Oneway_Data">
<Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>
ctcatuga 21 Jul, 2021 @ 11:40pm 
(Final)

Also, if I did use the correct options from the Elevated and Bridge sections, would I still use the asset ID 2392988611, or would I use the corresponding ID to the Elevated or Bridge sections (in the example I just posted, the ID for the DataName for Data Entry 42 is 3746336 and for Data Entry 43 its 3758133)

I hope my questions make sense, this is probably the most advanced process I have ever tried.

Thank you for any hellp!!
ctcatuga 21 Jul, 2021 @ 11:36pm 
(continuation)
Elevated and Bridge sections had these entries further down in the file, so I was not sure which one to use:

Data Entry 42 Show More
DataType
UnityEngine.GameObject
3746336DataName
Basic Road Bridge0
3746355DataLabel
Untagged
-4023278 bytes not displayed
Data Entry 43 Show More
DataType
CustomAssetMetaData
3758133DataName
1u Two-Lane One-Way Road NP_bridge_metadata
3758176NumEntries
24
-4020558 bytes not displayed

I just decided to choose the UnityEngin.GameObject Id (Data Entry 42)

Or should I have used the _metadata name from Data Entry 43??

ctcatuga 21 Jul, 2021 @ 11:32pm 
Did I do this right?

<Entry key="1413507943.Oneway Road Elevated0">
<Value />[2392988611.Basic Road Elevated0_Data]</Value>
</Entry>
<Entry key="1413507943.Oneway Road Bridge0">
<Value />[2392988611.Basic Road Bridge0_Data]</Value>
</Entry>
<Entry key="1413507943.1U Two-Lane Oneway_Data">
<Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>

Or would elevated & bridge still use <Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>?
Microsoft Powerpoint 16 May, 2021 @ 5:24am 
I want to move from NEXT2 to vanilla++ they have all sorts of replacement roads but i don't see any workshop id for next items my city heavily relies on the tiny four way roads but those get replaced by standard two way roads now. how can i override the NEXT2 entries??
adas 17 Apr, 2021 @ 5:45am 
Hi, I did excatly how it was told in the description and it doesn't work, the deleted asset is still showing in loading screen mod report. Pls help
ValskraaCapo 12 Apr, 2021 @ 1:18pm 
Alright. Thanks for answering:steamthumbsup:
Klyte45  [author] 12 Apr, 2021 @ 10:48am 
I would be an update of this mod, but no priority on this now
ValskraaCapo 12 Apr, 2021 @ 8:43am 
Yes, but to change how often a car spawns. Like if I want Ferraris in lower spawn chance then Porsche.
Klyte45  [author] 11 Apr, 2021 @ 6:08pm 
Use Vehicle Wealthizer to do it
ValskraaCapo 11 Apr, 2021 @ 12:42pm 
Would there be possible to make a mod/addon based on your Vehichle Wealth mod, where you could select how common each vehichle is to spawn? Example. A VW Golf is a level 2 wealthy car. The same would a Seat Leon be. The mod would let you choose a Golf as a level 3 frequence of level 2 wealthy people to spawn, while the Seat would have a level 1 spawn frequency of the level 2 wealth.
Mini 23 Mar, 2021 @ 8:49am 
Thank you so much for all your help and amzing mod. I could load the savegame without Next2.
Klyte45  [author] 22 Mar, 2021 @ 9:29pm 
Exactly. This shall make it work.
Mini 22 Mar, 2021 @ 4:08pm 
Thank you so much for your fast answer. I'm sorry if this is obvious and I'm just beeing stupid, but I have never done anything like this before and I'm afraid to break the savegame more to the point where reinstalling Next2 won't help. So I found these two. What would be a proper value?
</Entry>
<Entry key="Tiny Cul-De-Sac">
<Value />
</Entry>
<Entry key="BasicRoadPntMdn">
<Value />
</Entry>
--------
Could I do like this?
</Entry>
<Entry key="Tiny Cul-De-Sac">
<Value>Basic Road</Value>
</Entry>
<Entry key="BasicRoadPntMdn">
<Value>Basic Road</Value>
</Entry>
Klyte45  [author] 22 Mar, 2021 @ 3:32pm 
Well, check the generated replacement xml for Entries' key values that doesn't starts with an Workshop ID and have no content set in <Value> tag (as <Value /> instead of something like the step 9 & 10 image)

They possibly are missing in the savegame, but the LSM isn't able to detect them since it considers all assets that not starts with a Workshop number as like they are from a game DLC, what is false for Next2. If you find any entry like that, place a proper value like in the image then try loading the game again. In last case, you can send your replacement file xml here to I take a look. There's a button to lead you to replacement file in the mod options menu.
Mini 22 Mar, 2021 @ 2:28pm 
I have a situation where I downloaded Network Extensions 2 for an intersection I never used. But I had the mod running for a while (my bad) and now I would like to remove it if possible. My issue is that I have no missing networks in the LSM and I used both the new "RON, the network replacer 0.3.1" and went through the small village I built manually to make sure I didn't use any NEXT2 roads. However, when I remove Next2 the samegame is broken, and if I re-subscribe it's fine again. Can I use this mod to permanently remove Next2 somehow?
Klyte45  [author] 19 Mar, 2021 @ 2:05pm 
@Shadertheboi Once you save the game after loading using this mod, all that networks will be replaced in savegame too. So you won't need to use this mod again to load the newly created savegame.
Shadertheboi 19 Mar, 2021 @ 7:23am 
Is this mod needed to be run indefinitely or only needed to run when a savegame becomes corrupted?

But thank you for your hard work in the production of this mod. I'm sure many of us city-builders will require this mod in future, some way or another!
Smokey 17 Mar, 2021 @ 2:20pm 
I hope I'll never need to use this, but in case I do, thanks a lot for your hard work in advance.