Cities: Skylines

Cities: Skylines

Check Road Access for Growables
104 Comments
egi  [author] 2 Dec, 2023 @ 12:36pm 
@Toddy you are welcome :)
Toddy 28 Nov, 2023 @ 11:02pm 
FYI your donations link on this page isn't working - I was gonna send you a coffee in return for you curing my headaches :)
egi  [author] 31 Jul, 2023 @ 1:14pm 
@CreatorOfWorlds why not try it out? :P you can remove it without issues. It does not put anything into the savegame. I don't know the answer though, it depends on the asset.
CreatorOfWorlds 31 Jul, 2023 @ 12:23am 
I had this issue where i used move it to move a park entrance just very slightly. But then pedestrians would not use it.
Would this mod have warned me in this case?
egi  [author] 5 Jun, 2023 @ 7:52am 
@didithitamo yes it was, but I updated it anyway :)
patih 18 Mar, 2023 @ 12:03am 
is this working with the latest version of the game?
Darkangel 13 Feb, 2023 @ 12:18am 
I wonder whether it solves the dreaded bank trucks circling around the ship cargos trying to travel to a remote cut off island with a pedestrian point.
StayHungryStayFoolish 26 Nov, 2022 @ 11:43am 
@Wilde Hilde make sure that you have the latest version of this mod. It had an update solving this issue and it is working for me. So it is likely that you use an older version of this mod.
Wilde Hilde 26 Nov, 2022 @ 9:27am 
after the last game update, all buildings arround cul de sacs have no road connection all over the map. i replaced the buildings and placed it new but not fixing this issue. what i am doing wrong?
Cul de sacs are created with normal roads and edited with Node Controller
Any Solution for this Situation?
egi  [author] 2 Nov, 2022 @ 2:26pm 
xD glad you sorted it out.
LemonsterOG 1 Nov, 2022 @ 10:21am 
So the issue was a setting in the Toggle It mod. I accidentally had notification icons turned OFF. Everything works correctly now.
LemonsterOG 31 Oct, 2022 @ 2:57pm 
@egi -- I simply appreciate the response. I just wanted you to know there might be a conflict. I'll do some testing on my own and at least leave a comment with my findings.

Happy Halloween! :pumpkin_s: :TheGhost:
egi  [author] 31 Oct, 2022 @ 1:35pm 
@LemonsterOG I'd have to look into this, not sure when I'll find the time and motivation though.
LemonsterOG 31 Oct, 2022 @ 8:02am 
@egi -- I'm not sure, but there may be a conflict between this mod and the new No Problem Notifications mod. Even when I have ALL problem notifications enabled in NPN, your mod is still not showing 'unconnected' buildings. I've never had this issue with your mod before, therefore, I'm curious about a conflict.
egi  [author] 16 Oct, 2022 @ 10:44am 
@ctcatuga I check out a few of the assets you linked and have no issues at all, with any of them.
can you maybe join the discord and write me so that we can figure out what is going on?
egi  [author] 6 Oct, 2022 @ 4:01pm 
@ctcatuga thx for all the links. I ll try to look into it once I find the time.
ctcatuga 6 Oct, 2022 @ 2:30pm 
This is what is happening with the parking lots. shots listed in order. When I load a game, all the lots show unconnected. I have to move them to the middle of the road almost to get symbol to go away, and then I use "undo it" Move It option and the symbol stays away. But the second I change any district anywhere on the map, all the lots show they are unconnected again.

1. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2872099346
2. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2872099364
3. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2872099407
4. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2872099434
ctcatuga 6 Oct, 2022 @ 2:30pm 
Here are screenshots:
Buildings by intersections with curved roads:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2872099611 - when invisible road is right up on the growable

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2872099568 - when the growable is just against the road where it grew beside an intersection with curved road
ctcatuga 6 Oct, 2022 @ 2:20pm 
@egi - Regarding the parking lots that still show no road connection it's the following:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=629356863 - just this singular building in all this author's collection

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=502449672 - just this single building in all of this author's collection

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2845444233 - EVERY building in this set

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2818400432 & https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2818400357 - This author made a set of both these buildings but they are all individual in the workshop. But very size of both these versions is affected: 6x1, 5x1, 4x1, 3x1, 2x1 & 1x1
ctcatuga 6 Oct, 2022 @ 2:20pm 
@egi - thank you for the another update! It solved it for about half of my issues with the parking lot buildings but unfortunately the buildings that still grow beside an intersection with a curved road still show as having no road connection, even tho they grew next to a road. I have to place an invisible road pretty much right under the growable to the point where it is within the zoned squares, but not to the point where it will dezone those zones. I hope that makes sense?
Propaganda 25 Sep, 2022 @ 8:03pm 
Continued from previous post. There is a smaller asset that makes both buildings, the buildings are larger than 4 x 4 . I am not familiar on the intricacies of making an asset larger than 4 x 4. Anyways to make a long story short I made that small component a RICO asset thinking I could use it. When I plopped the main assets down the piece that make it up had no road access I assume since it was assigned as q residence CIMs moved into it. When they died they couldn't be picked up and created the hearses despawning glitch. The thing of it is that it didn't show as not connected so I was pulling my hair out. Anyways not sure if your mod can check components of RICO assets it's probably a non issue as it can only occur if someone screws up like I did. Hope this makes sense.
Propaganda 25 Sep, 2022 @ 8:02pm 
@egi I found your mod after getting extremely frustrated with hearses flickering and not picking up the dead. I read your ideas on it and downloaded the mod and checked for broken road access and didn't find anything obvious but I had inadvertently created an issue that your mod couldn't detect and I suspect it's because the actual base code with the way the game detects disconnected buildings was duped. I will try and explain this in the simplest terms. I was using this asset by Leno https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2456980535 and it has RICO settings built in. I had a number of assets that weren't RICO ready so I was setting them up for RICO. The asset has 2 buildings a 2x and a 4x. I will continue this in another post as it only allows 1000 characters.
egi  [author] 25 Sep, 2022 @ 2:15pm 
@a404error I checked the building and at least with the most recent version I don't have any issues at all. if you still have the problem, I'd ask you to join the discord channel so that we can check what the cause is for you.
a404error 22 Sep, 2022 @ 6:58pm 
Finally had a moment to look at your update, and I'm seeing the same issue @ctcatuga has with parking garages - seen here [drive.google.com]. The sub buildings are showing no road access, but if I move the nodes closer, the notifications go away. It's only a cosmetic issue though. As long as the main building has road access, it'll function fine. The garage I'm using is located here btw.

Other than that, I don't have any other issues like I did prior to your update, including curved roads - those work fine on my end. Thank you for updating!
egi  [author] 20 Sep, 2022 @ 4:28pm 
did a new update. can you tell me if its better/worse now? :)
egi  [author] 20 Sep, 2022 @ 1:59pm 
@ctcatuga can you join discord? easier to give you support there :)
according to the log you have a lot more issues than just with my mod.
Regarding the parking lot, I need the link of the asset.
I'll try to reproduce the problem with the curved road.
ctcatuga 19 Sep, 2022 @ 5:36pm 
Here [ufile.io] is my most recent output log. I am currently in game.
ctcatuga 19 Sep, 2022 @ 5:33pm 
@egi, thank you for the update! The sub buildings no longer have the road access symbol above them

But I still have 2 other issues. Any parking lot that I have downloaded still shows the road access symbol upon game load & also any time I create a new district of any type. I can get those to disappear by using Move it & then hit undo, but having to do that upon load & every time I make a new district is taxing

Also any growables that are at a curve intersection where the building is on the inside of the curve show as need road access, even though they are touching a road & all of there zoned squares are in tact. Here is example

The only way to solve that issue is to build an invisible road in front of the building, but I have not played long enough to know if that causes servicing issues. Example here
zhenyaart1 19 Sep, 2022 @ 4:18am 
@egi sent in discord
egi  [author] 18 Sep, 2022 @ 1:25pm 
@zhenyaart1
the alternative would be to post the content of it into https://pastebin.com/index.php and send me the link.
egi  [author] 18 Sep, 2022 @ 1:24pm 
@zhenyaart1
if you have discord, come to https://discord.gg/ax8vUKUJ
I need your output_log.txt
zhenyaart1 18 Sep, 2022 @ 12:44pm 
@egi hi ahain, so i subscribed back to check if this mod works fine now but unfortunately the game crashes on start when i'm subscribed to this mod. i open the game and i dont even see a menu, after 10 seconds game window just dissapeares
egi  [author] 18 Sep, 2022 @ 7:52am 
@StayHungryStayFoolish thx, I ll check it out once I am back home.
StayHungryStayFoolish 18 Sep, 2022 @ 5:47am 
Yes, I confirm that Sub Buildings are not complaining anymore about "no road access".

Can you please check the park assets, like gravel 4x4, as you can see here: https://ibb.co/4s6mCpW
StayHungryStayFoolish 18 Sep, 2022 @ 5:09am 
@egi aye aye, sir!
egi  [author] 18 Sep, 2022 @ 4:58am 
@all
I Provided a bugfix that should fix the issue with the SubBuildings (DummyBuildingAI). Please tell me if still something does not work as expected.
StayHungryStayFoolish 18 Sep, 2022 @ 4:26am 
Ahh. So the status of the placed (zoned) assets need to be refreshed?
egi  [author] 18 Sep, 2022 @ 4:03am 
@all thx for all the info. I am working on it already. A fix is coming soon.
Lanserschrek 18 Sep, 2022 @ 3:48am 
I'm experiencing similar things to other users. I used LOM and a clean save to test. If I load a save with this mod enabled, and plop large buildings like the Multiplatform station variants--end and train--or a unique like Industrial Steel Plant, there will be a 'No road connection' notification over these buildings. I make a save and exit.

I then exclude *Check Road Access for Growables* in LOM and load the save, the already plopped stations and steel plant will have a 'No road connection' notification and when I plop the fresh versions of them they will not have the warning notification.
Charles_Macka 18 Sep, 2022 @ 3:42am 
Hi egi just to let you know my farm fields are showing multiple no access symbols since the update. I unsubscribed to the mod and the issue has gone.
StayHungryStayFoolish 18 Sep, 2022 @ 1:43am 
I think the basegame did something with road access, related to new road types.
ctcatuga 17 Sep, 2022 @ 8:32pm 
Example what I stated below is here

However, I can move all the parking lots with Move It and the road access issue disappears, but with the growables, I have to place down an invisible road on top of the road they are already touching for the issue to resolve. I have not played long enough to see if that causes servicing issues.

Example of fixes is here
ctcatuga 17 Sep, 2022 @ 8:31pm 
For me, I have the same issue as everyone stated below, but I also have 2 other issues.

With any and all user made "parking lots" of any size that I have subbed to, they all show as not being connected to a road, even though they are all placed right beside one. And some of the roads that did not require road access - like these - now all of a sudden require road access.

Also, Any growables that grew beside an intersection with a curve also show as not having road access, even if all of their zoned squares are still intact and they are facing a road.
Andrea 17 Sep, 2022 @ 5:50pm 
In my case the massage was gone after I unsub this mod.
StayHungryStayFoolish 17 Sep, 2022 @ 4:38pm 
Well, the road access issue is far more interesting. I have park assets (pavements) and Festival Area also complaining about no road access. So I think Check Road Access for Growables mod is not causing this issue.

I loaded the game just for this without Check Road Access for Growables and the problem is still there.

You can see the examples here: https://ibb.co/album/MBrwwS
VNDK8R 16 Sep, 2022 @ 6:38pm 
@egi I have the same issue [drive.google.com] as @zhenyaart1 and @Blood-PawWeerwolf. Been trying to work out for the past three days which mod was causing it. Can confirm its this one.
Blood-PawWerewolf 16 Sep, 2022 @ 10:01am 
same here. seems like sub buildings are affected and are making the mod think that they're not connected to a road, even though they do not require them because they are sub buildings.
egi  [author] 16 Sep, 2022 @ 9:58am 
@zhenyaart1 thx for the report. I'll double check again on my saves.
zhenyaart1 16 Sep, 2022 @ 8:32am 
hello egi! when this mod is on unfortunately many buidings show that there is no road access when in fact there is. big buildings even have several symbols of no road access on one buiding. cant wait to get the fix because i had to unsub for now
Is that Glock? 16 Sep, 2022 @ 1:15am 
THANK YOU SWEET ANGEL