Cities: Skylines

Cities: Skylines

More PathUnits 1.1.2
446 Comments
RelWIN 27 May @ 5:44pm 
@algernon
Need More and More PathUnits #262,144*3 or #262,144*5
algernon  [author] 12 Mar @ 2:50pm 
@Dimensional One There is no simple "canned answer" to that. It depends. Really, it depends on so many different factors and is unique to each city, to different stages of growth for each city, and even at different times even if the city remains completely unchanged. So no, I can't even hazard a rough estimate of a vague approximation.

However, running out of path units would in no way be confused with the symptoms of not having enough RAM or not a fast enough (how fast is 'fast enough' anyway?) CPU.
Dimensional One 12 Mar @ 12:45pm 
I've always been curious about a couple things... If the path unit #262,144, isn't a 1 to 1 ratio for citizens and vehicles, just how much overhead would that require... ballpark figure.

In a city with say 50,000 citizens would that mean you're already using 2x/3x? path units for those and whatever vehicles/dummy traffic exist.
Even at only 3x that would mean you're hitting the 150,000 range it sounds like, possibly.

AND does using traffic managers lane connectors, road arrows or the games vanilla turning lanes option effect any of this?

What roughly would be the number of path units being used for a city of about 50,000 citizens?

Knowing that would let people know if this mod was worth trying or it was simply an issue of not having enough ram or fast enough cpu, instead of it being a shortage of path units in the game for us.
stevejacksonphotography 10 Mar @ 4:03pm 
Thanks for the response. After looking at the stats manager I found i had maxed out the vehicles, not the paths. Your mod is registered by the game and the 500,000+ limit is in place. So I read more of this thread and found there is a more vehicles mod.... I subscribed to this and it has solved my problem. I hope to speak to you again in a few months when either I have ran out of paths or my PC has melted. Cheers :)
algernon  [author] 4 Mar @ 1:55pm 
@stevejacksonphotography If you've maxxed out already, then there's something fundamentally wrong that adding a higher limit won't fix, as it'll just be quickly filled by whatever is causing your limit to max out already. So for your purposes, no; your best option is to work out where your game is breaking and resolve that underlying issue.
stevejacksonphotography 4 Mar @ 6:40am 
Is there anyway to increase the paths further? I've maxed out this mod and need more. I've spent 3 months crafting a city and would like to make it bigger. Thanks
hanwhdqja 19 Feb @ 1:17am 
Hello! I really appreciate your More Path Units and More Citizen Units mods.
Would it be possible to create a mod that increases all object limits in Cities: Skylines,
including Net Nodes, Segments, Vehicles, Buildings, and Props?

If possible, it would be great to have a customizable slider to adjust limits manually.
Many players would find this helpful for large-scale city building.
Thank you for your amazing work:steamthumbsup:
garlik 22 Jan @ 9:48pm 
@algernon Perfect, in that case I’ll keep investigating:) Thank you for the prompt response!
algernon  [author] 22 Jan @ 4:18pm 
@garlik This mod doesn't do anything than change the PathUnit capacity, and I've just tested and confirmed that it has no effect on police cars, crime, healthcare, or fire hazard.

If you are experiencing issues, then statistically the most likely culprit is a conflicting mod, most likely one that doesn't recognize the expanded PathUnit buffer.
garlik 22 Jan @ 10:24am 
Ok, so this is kinda strange, but somehow this Mod seems to have broken the game mechanics. After downloading and installing the Mod, I noticed a sudden uptick in crime wave (from 1% to 30%). I did some digging and found that police cars either don’t clear crimes, or when a crime is cleared, it immediately resurfaces. Then, I verified that healthcare and fire hazard had also been affected.

Iwent back to the original file, and disabled the Paths Mod, and the game returned back to normal, without any glitches. I am not sure what caused this issue or how to fix it—I’m not an IT-able guy—but for now I had to give up on my current city until I, or rather some other mastermind, figures it out :)
algernon  [author] 14 Dec, 2024 @ 11:16pm 
@Woober See the description above under ' IMPORTANT NOTE '.
[✚] Woober 14 Dec, 2024 @ 9:25pm 
how to uninstall
algernon  [author] 27 Oct, 2024 @ 3:58pm 
@LynxOne ⁆₷ΛÐ_ȽϔȠχ⁅ Please provide the exact text when you next encounter the error, and also share your output log from immediately after it happening.
LynxOne ⁆₷ΛÐ_ȽϔȠχ⁅ 27 Oct, 2024 @ 2:21pm 
I don't get this message about path limit immediately after loading, but at some random time after starting the game, although I have this modification and it is active.

I also used the modification that increases the number of transport, but after some time after receiving the message about the limit of tracks, I begin to observe that trains are running with 3 cars or without them at all.
algernon  [author] 26 Oct, 2024 @ 4:37pm 
@LynxOne ⁆₷ΛÐ_ȽϔȠχ⁅ Trains with no carriages aren't anything to do with pathfinding; that's a vehicle limit issue, not a pathunit issue.

What is the exact text of the messages that you're getting?
LynxOne ⁆₷ΛÐ_ȽϔȠχ⁅ 26 Oct, 2024 @ 2:29am 
seems doesn't work 4 me

loading amd reloading ant then i get messages that I'm on limit of pathfinding.

it is funny when there is train with no carriages
maneuro6 8 Sep, 2024 @ 7:11am 
@algernon I have taken your advice and activated two mods at the same time, which indeed allows me to load the save. Thank you very much!
algernon  [author] 7 Sep, 2024 @ 6:07pm 
@maneuro I don't understand what you're asking. If you've used 'More Vehicles' and 'More PathUnits' in a save before, then both mods will need to be active to reload it. If you want to add 'More PathUnits' to a save, you just have to install the mod. There's nothing special required.
maneuro6 7 Sep, 2024 @ 6:11am 
@algernon Because the game reminded me that I was about to reach the limit,it suggested that I use "More PathUnits"
maneuro6 7 Sep, 2024 @ 6:07am 
@algernon so the only way is activating this mod that can load the existing save. Because I was able to run the save by doing this before. But is there no other way for me to start "More Path Units" and load the existing save at the same time?
algernon  [author] 7 Sep, 2024 @ 5:51am 
@maneuro6 It sounds as though you were previously using the 'More Vehicles' mod with that save but no longer have it. A save made with 'More Vehicles' active will always require it.
maneuro6 7 Sep, 2024 @ 4:57am 
But when I start a new city,it doesn't happen any error.
maneuro6 7 Sep, 2024 @ 3:59am 
this is the first error:
EndDeserialize(VehicleManager) tag mismatch: [System.Exception]

Details:
No details

after closing this window,the next step is the infinite occurrence of errors:
Object reference not set to an instance of an object [System.NullReferenceException]

Details:
No details
maneuro6 7 Sep, 2024 @ 3:46am 
Why does the following error occur when I start the mod and open an existing save:

Object reference not set to an instance of an object [System.NullReferenceException]

Details:
No details

I have used another mod called "More Vehicles" before
algernon  [author] 25 Jul, 2024 @ 5:08pm 
@Scrant No, if that's happening to you then an increased limit will also fill up just as quickly. If you're hitting the limit that quickly then there's something going on with your save - some corrupted path or node, perhaps. TM:PE or Transfer Manager: Community Edition include cleanup options that might help.
Scrant 25 Jul, 2024 @ 4:09pm 
Is there any way to add even more? It took about 2 hours for me to reach the limit again
Alanbai 11 Jun, 2024 @ 7:57am 
We need more buildings and more nodes mod
algernon  [author] 16 Mar, 2024 @ 5:16pm 
@cashnut4 There's no point, as if you're already filling up the expanded buffer, it means that you're encountering a bug somewhere that would rapidly fill up even a larger buffer.
cashnut4 16 Mar, 2024 @ 4:50pm 
is there a way you can triple or even quadruple the Path unit? or is it simply too hard coded?

I appreciate your Work.
algernon  [author] 20 Sep, 2023 @ 5:08pm 
Updated to version 1.1.2:
- Add support for new TM:PE CustomPathManager reinitialization
- Update AlgernonCommons
- Update CitiesHarmony API to 2.2.0
m.savala 10 Sep, 2023 @ 7:14pm 
@algernon just wanted to say your directions--of enabling the mod, quitting the game, and reloading the city--save my game. glad I read this thread! Thanks for all you do :)
Idaho 1 Jul, 2023 @ 3:16pm 
Wish there was another mod to double this one. Hit it like 1 hour later. LOL
HEIANKYO 27 Jun, 2023 @ 6:08am 
It helps a lot! thank you!
algernon  [author] 26 Jun, 2023 @ 8:18pm 
@HEIANKYO Yes.
algernon  [author] 26 Jun, 2023 @ 8:18pm 
@chrbordeaux Not really, as the simulation framing requires it to be at integer multiples of the original.
HEIANKYO 26 Jun, 2023 @ 7:53pm 
Is it okay if I subscribe to 81 Tile 2?
chrbordeaux 15 Jun, 2023 @ 12:30pm 
@algernon: by any chance, is there a way you can amend the mod, so we can define ourselves the maximum path unit level? like typing the number or with a scrollbar in % or something like this?
saturne1969 15 Jun, 2023 @ 5:48am 
@algernon - Thanks a LOT for your answer. It will help a lot :steamthumbsup:
algernon  [author] 14 Jun, 2023 @ 4:51pm 
@saturne1969 Any limit-showing mod will provide that information, such as Watch It or CSL Show More Limits.
saturne1969 14 Jun, 2023 @ 5:49am 
Hello algernon. Thanks for your mod, it's GREAT. Just a question! Is there a "simple" way to know how many path units are used in game (at a specific time)! Thanks.
RiRiPlays 12 Jun, 2023 @ 9:15am 
Thank you Algernon. I will try again now. Thank you for helping save our saves every time!
algernon  [author] 12 Jun, 2023 @ 5:01am 
@riaantimson That's a TM:PE error. TM:PE required an updated to support the 1.17.1 game update; there was a bit of delay getting it out, but the new TM:PE version has now been published.
RiRiPlays 12 Jun, 2023 @ 4:34am 
I have an error that pops up. Its broken 2 saves by the looks of it. One is a new game just started on BoF Valhalla update today. I unsubbed spawn points and this path unit one and its still braking.

Method not found: 'PathManager.FindPathPosition'. [System.MissingMethodException]

Details:
No details
algernon  [author] 12 Jun, 2023 @ 3:22am 
If anybody still has issues with excessive PathUnit usage in new games created after the 1.17.1 game update, please let me know here.
chrbordeaux 11 Jun, 2023 @ 1:59pm 
@KorKhan: Aha. Thx for the hint. I’ve been wondering why replacing the walkable quay with tree was not solving the issue. Then it’s linke to the large service point in ped area! (I hope)
KorKhan 9 Jun, 2023 @ 9:17pm 
To everyone reaching the Path Unit limit: Do you have any City Quays (the walkable quay with trees added in March) or Large Service Points in your city? If so, delete them or replace them with different quays or small service points respectively.
adahmobile 7 Jun, 2023 @ 3:34pm 
Like everyone mentioned lately, City with 79k population and having WAY too high of pathunits. Does anyone know if the game devs are planning on fixing this issue? The game becomes unplayable...? Also, anyone have any tips on reducing pathunits in general?
404notfound 7 Jun, 2023 @ 6:41am 
I have a city that has 400k of population. Despite the doubled path units, it’s far from enough. I think at least 5 times the path unit is enough. Is there a way to achieve that?
samcoolplayer 6 Jun, 2023 @ 12:23pm 
@chrbordeaux that is ridiculous, the devs better fix it before the game stops being updated forever
chrbordeaux 5 Jun, 2023 @ 12:39pm 
hi all, I had a look in discussions area. It seems that path units issue is due to the new city quay with trees... maybe removing it an exchanging it with another quay type help solving this problem... however how sad that (again) stuff causing errors is uploaded by the game developers...