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That fixed it in the new game.
Testing in my saved game... and... YUP! Fixed!
I feel like a complete N00B! It's funny how someone can overlook something so simple. Well, not so much 'FUNNY' funny, but maybe 43% funny... [SIGHS]
Thanks for helping me through this unnecessary drama! I must've accidentally unclicked that stupid button about 5 weeks back, and never realized it...
https://1drv.ms/i/c/efcefda4258e5b0c/EQOhIsg8c2VNnGTZHK7hPAABLNNwau2WPhsaoVvjiFgqbA?e=hmAulT
- Turning anarchy on or off does not help. The trees continue to protrude through.
- There are no in-game settings to modify for NA that I see.
To my memory, I've use NA for a long time. Does another mod on that list (or perhaps your) provide the same anarchy abilities as NA?
To answer your earlier question: I have the following ANARCHY-types mods installed:
Prop Control
Node Controller
Network Anarchy
Network Multitool
Game Anarchy
And I have these two related to trees:
Forest Brush Revisited
Extra Landscaping Tools
Does it happen if you start a new test city with ONLY this mod, Harmony, and Loading Screen Mod Revisited active?
https://1drv.ms/t/c/efcefda4258e5b0c/EQz6MW56C95EluVMNJZe7YwBgneCEws94bjAkx5uEQOsTQ
I can't access that log file - is it set to public sharing?
Whether an asset is vanilla or custom won't make any difference. What about other mods with Anarchy and/or overlap settings for buildings or networks? Have you checked your settings for those?
I removed all of the custom houses and vegetation assets that I DL'd, but that didn't help.
Trees are NOT being auto-hidden upon new roads being laid down, or they are placed over top of all existing roads and props when brushing new trees to the map?
Here's my log:
https://1drv.ms/t/c/efcefda4258e5b0c/EQz6MW56C95EluVMNJZe7YwBgneCEws94bjAkx5uEQOsTQ?e=cynyJ4
a) Correct.
b) The LOD distance, which will vary according to your settings.
c) Correct, although the practical improvement will depend on your specific hardware configuration and where your bottleneck is (CPU or GPU).
I have a lot of trees in my landscape and I have the suspicion that this slows down my game.
Therefore a few questions about the MOD
a) If I move the “Tree movment slider" to the left (0%), does this mean that the trees no longer sway?
b) With the “Stop distance trees from swaying” switch, what is the distance?
c) But does a) also mean that the routine for "swaying" is not called, i.e. the FPS is also improved with this?
Is this all there is?
No brush to make groups of trees or anything?
No menu to actually do anything?
What use is there in this if all it does is make tree brush mods incompatible?
All I want is to finally put an end to planting individual trees for hours.
You could at least include a screenshot or two or a How To Use.
I can't tell if this is working at all.
https://we.tl/t-RBCqajouxV
71,024ms | Tree Control: expanded data CustomDeserialize.
71,025ms | Tree Control: found extended data version 0.
71,885ms | Tree Control: deserializing tree anarchy data.
71,887ms | Tree Control: deserializing tree scaling data.
71,959ms | Tree Control: deserializing tree snapping data.
72,010ms | Simulation error: Array index is out of range.
at (wrapper dynamic-method) TreeManager/Data.TreeManager+Data.Deserialize_Patch0 (TreeManager/Data,ColossalFramework.IO.DataSerializer) <0x005d4>
at ColossalFramework.IO.DataSerializer.Deserialize<SimulationManager/Data> (System.IO.Stream,ColossalFramework.IO.DataSerializer/Mode,ColossalFramework.IO.DataSerializer/LegacyResolverHandler) <0x00134>
at ColossalFramework.IO.DataSerializer.Deserialize<SimulationManager/Data>
- Ensure tree flags are set correctly when trees are snapped to buildings without any elevation adjustment being set
- Ensure tree elevation changes snap to zero