Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For example Bulldoze It! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1627986403
So I'd say, spread the word!
Just tested patch with new game and placing Compressed Air Storge and Flow Battery Facility: works perfectly now (no errors).
what i meant is that Will possibly found a solution, which other modders should implement in their mod to solve the issue.
@Marsuli, thanks, but i gladly pass all credits to Will who has found the problem and solved it, possibly also for other mods with this error message. I'm merely glad to be of any assistance.
If it doesn't update in the background for you do a quick un/re-subscribe.
Thanks for your patience.
Thank you modders, for doing great work!
Looks like CO ran out of bits for the enum they use to flag issues (Fire, Crime, Road not connected, etc) so they made a second enum for some of the new problem states (NotInPedestrianZone, PedestrianZoneHighCargoTraffic, etc).
What is broken is that they renamed `Notification.Problem` to `Notification.Problem1` when they added `Notification.Problem2`. So anywhere I'm checking for these problems in my code, its throwing.
I'll patch asap and update you.
An exception occured during BuildingAI simulation step.
Asset: 2505592803.Flow Battery Facility_Data
BuildingID: 41497
Type: PowerStorageAi
Severity: High
System.TypeLoadException: Could not load type 'Problem'.
An exception occured during BuildingAI simulation step.
Asset: 2505592803.Compressed Air Storage_Data
BuildingID: 10056
Type: PowerStorageAi
Severity: High
System.TypeLoadException: Could not load type 'Problem'.
(complete message is too long to post here)
About those errors that kept coming, others mods also generated the same error. For instance, Show It! and Problem Info also gave these messages.
Back in a moment after test with builgins from this mod.
@Maylow thanks for doing some testing, in your save did you have one of my buildings built? If not, that might be the difference.
For instance, one of those messages that kept coming was the annoying:
System.TypeLoadException: Could not load type 'Problem'.
In my case, these error messages were related to Bulldoze It! mod.
So, perhaps other mod(s) are causing those error messages. And/or perhaps you load a save game which uses mod(s) that are currently incompatible with game patch 1.15
I've unscribed from everything, all mods and assets. Then I subscribed and enabled mods one by one. First some core mods like Haymony, Patch Loader Mod, etc, then i subscribed to others and enabled them. Also did this with Power Storage mod. Started new games and loaded old vanilla games without any errors thus far.
As far as I know for now, Power Storage mod has no errors and is compatible with game patch 1.15
I had just been trying it in a ~125,000 pop city just as it's the main map I've been playing on lately. It still seems to be working correctly, though with the size of this city and the power fluctuations I get every time the temperature jumps between 30C and 5C I think I'll be needing to build a lot of storage! :)
While discharging the SafetyKwDischarge value is added to the current demand before that demand is split equally between facilities. Because the system is reactive it helps in the case of a steady decline in power. 9MW was a bit short sighted of me. I'll make the range larger next release.
They do draw from their local grid cell yes.
The substation isn't really part of what the mod is intended to do. I added it specifically for a guy who requested it. It gets electricity to remote areas without power lines and it still charges and discharges thus incurring the loss.
I built a few of the substations as well though I'm not completely sure what they're for. Is this to deal with situations where sometimes even when production is a little above consumption some areas that are far from power stations may get blackouts, to help distribute the power more? Or is it intended as a way to get power to remote areas without building a long power line?
Anyway, my initial problem of the flow batteries and compressed air refusing to charge completely after reloading a save seems to have gone away now, so thanks for that!
I also noticed that the storage facilities may still charge slowly, rather than releasing power, if consumption is just a little bit above production. I'm guessing this is because they sample power availability at their own location rather than the citywide level? Or maybe it's just down to a lag effect?
I noticed the "safety when discharging" slider but not completely sure how it works, I can't really tell any difference with it at zero and with it maxed out. I noticed from the tooltip that it's measured in KW rather than MW, so if the max of both sliders is 9000KW, only 9MW, that's too small for me to really notice anything in my city as power consumption and supply can go up or down by a few hundred MW in just a few seconds anyway, just due to the changes in the weather.
I didn't notice this before but I seem to need a significant power shortage before they start actually outputting power though. Like if my consumption is 1800 MW, I have to keep switching power plants off to get it below about 1400 MW before I start noticing the storage facilities outputting anything. It could just be more of a time thing, maybe they take a while to start working. But the charging side of things seems to be working perfectly now.
Hi Will, thanks for updating. Sorry I've only just got around to testing, but for me personally the flow battery and compressed air stroage seem to be working a lot better now.
Broken this message up into multiple posts as I typed it all out then got the 1000 character limit error.
Bad News: Flow Battery and Compressed Air storage do not work at all, even when reset, even when rebuilt. :(
At this point all the existing storage facilities will still provide power if there's a shortage but will no longer charge.
During a single session if I build any of these storage facilities it does seem to charge, discharge, recharge etc correctly. But then if I save, exit the game and reload, none of them will charge anymore. Input remains fixed at 0. They still provide power, but won't recharge until I rebuild them. It seems to happen with every one of them.I don't think the state at the point it was saved makes any difference as it's happened every single time I've restart the game and I think I've done it both when they were fully charged and part way through charging. Don't think I've tried restarting during a power shortage though.
I'm not running any auto-budget mods currently. I do have the power balance mod which changes the price/pollution levels of some power plants, though wouldn't have thought that would interfere?
Hypothesis: The problem arises when they save/load in that state and do not automatically return to "Operating" when needed!
Turning them off and on again does not work. Using the Move It! mod to reset them does work (until the next time I load the city).
I will try deleting and replacing them all as you suggested. I'm not sure that this city predates Jan 23rd, however.