Cities: Skylines

Cities: Skylines

Road Assistant - BROKEN
52 Comments
Keallu 7 Jan, 2022 @ 11:43am 
You can use Toggle It! and Hide It! mods for this functionality.
whybearnt 8 Apr, 2020 @ 5:14pm 
This WOULD be incredible if it worked, please continue to work on this project I am begging you!
Idok 10 Apr, 2017 @ 9:53am 
just wait for new free update it gonna have features like this mod :)
Зарастроика 15 Mar, 2017 @ 1:13pm 
AAAAAAA GOODNESS! I JUST FOUND WHAT I NEED! @.@

But it's broken· '―'
General Chaos 1 May, 2016 @ 4:20am 
Got this error as well

A Mod caused an error [ModException]

Details:
System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetExportedTypes () [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.GetInstances[IUserMod] () [0x00000] in <filename unknown>:0
at ContentManagerPanel.RefreshPlugins () [0x00000] in <filename unknown>:0
ModException: A Mod caused an error
VRABAC 15 Mar, 2016 @ 1:35pm 
The mod give me this error after clean instal no mod activeted, before I load any save game. I would like fix for this mod.

A Mod caused an error [ModException]

Details:
System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetExportedTypes () [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.GetInstances[IUserMod] () [0x00000] in <filename unknown>:0
at ContentManagerPanel.RefreshPlugins () [0x00000] in <filename unknown>:0
ModException: A Mod caused an error
Synnax 8 Mar, 2016 @ 2:03am 
The mod triggers a fatal game error.
RZ_new 5 Mar, 2016 @ 3:42pm 
Confirmed.
The same happened to me.
I spent hours removing the MODs one by one until I remove this MOD.
Then stopped the problem.
By adding this MOD error recurs again.
Unbelievable fragility.
hansmex 2 Mar, 2016 @ 6:13am 
CS won't start with this mod.
I uninstalled all other mods, and still CS doesn't start.
Too bad :-(
challenbellamey 26 Feb, 2016 @ 2:30pm 
This was such a great addition! Would love an update! :)
Skrinskas 26 Feb, 2016 @ 3:31am 
A necessity for ocd people, would appreciate this if it got an update to work with 1.3 c:
RedSnt 22 Feb, 2016 @ 7:40pm 
@Felius I haven't had any luck anything which provides the grid overlay which I really loved. The closest precision-wise is "Precision Engineering".
Felius 21 Feb, 2016 @ 5:34am 
@RedSnt Sadly seems like the case. Had to spend the entire weekend going through my subscribed mods to figure out which one was causing an error as soon as I opened the main menu.

Are there any similar mods, at least until this gets updated again?
RedSnt 19 Feb, 2016 @ 5:20am 
This unfortunately doesn't seem to work after 1.3 update :steamsad:
H.Romeu Pinto 11 Nov, 2015 @ 7:35pm 
GREAAAAAAAT MOD
Can u plz add a button for the road assist panel on the menu? or somewhere? i keep forgetting to press alt+j hehehehehehe
.A  [author] 21 Oct, 2015 @ 4:16pm 
@fadster - I had a real busy summer and have since started a new job which has made it hard to keep things up to date. In fact I moved to the US and so have onyl had internet access at work for a bit ...

I'd be super happy if you issues a PR and even took on some of the maintenance yourself. Hopefully in the future I'll find some time to give these mods some needed TLC but right now it's unlikely.
fadster 31 Aug, 2015 @ 2:40am 
Hi there, are you still maintaining this? If so, would it be possible not to open the panel on startup? If not, I would like to issue a pull request to make the changes myself and maintain the mod in the long term. Thanks!
BunBun 22 Jul, 2015 @ 10:52pm 
have used this in the past with no problems. tried to use it again today . . . after clicking "tile clamp", it would not accept "node clamp" again. tile clamp could be unticked, but node clamp could not be clicked.

This persisted across game starts. Is there a config file somewhere that I can delete?
KalorienSauGER 7 Jul, 2015 @ 3:41am 
awesome would be, if you could combine your tool with an existing roadmap... so it'll become much more easier to to rebuild real world cities :)
Guris 17 Jun, 2015 @ 6:15am 
snap option would be really awesome
Buggles 19 May, 2015 @ 8:45am 
Snap to grid option, please.
Smòóvious | TOBO 7 May, 2015 @ 1:27pm 
Anyone know of other mods that interfere with the hot-keys for this mod? Alt-G and Alt-J in particular?
(we seriously need a button to bring up options... like, fast...)
jhernandez3738 16 Apr, 2015 @ 4:23am 
Love this mod, has been super helpful in my city grid building :) one thing, Could you mark the center of the grid? like make the center blue for just 4 "tiles"? i hate having to count out 24 red boxes every time I a new plot and want the center. alternatively, there could be a .png that can be edited for the grid image.
LoaderSaints 9 Apr, 2015 @ 9:02am 
If you manage to make it so that roads can actually snap to the grid and that it would work in the map editor the mod would be perfect. ;)
.A  [author] 9 Apr, 2015 @ 8:25am 
@Stephen - I will add that to my things to do :)
Stephen 9 Apr, 2015 @ 7:43am 
Can we have an option to hide it, by default? I won't forget about it. ;-)
JamieRamsey2005 7 Apr, 2015 @ 8:23pm 
I can't wait to see this with a snap to grid option
.A  [author] 7 Apr, 2015 @ 4:24am 
@ګćĦۼŕžعҖїᾐﻭ - I'm hoping my method will work a bit more nicely, and also removes pressure on an already bloated UI. Try it out, if people really hate it I can consider doing something else :).
ګćĦۼŕžعҖїᾐﻭ 7 Apr, 2015 @ 4:21am 
A Camera zoom mod has the movement with shift to speed up and control to slow down the movement and when none of them pressed, there is the default movement. maybe thats something good too
.A  [author] 7 Apr, 2015 @ 4:03am 
UPDATE - I have added an opacity slider and tweaked the movement. The grid will now accelerate, but starts off much much slower to allow finer movement.

I am still working on snapping the grid to terrain patches - as I said it's very nearly there, I just need to work on an intuitive way to include it.
.A  [author] 7 Apr, 2015 @ 12:20am 
Sorry for the delayed response here - I've been busy with revision and so haven't had much time to work on this. Thanks for all the positive feedback though!

@⌊✕⌉⌈✕⌋ - As noone else has reported the issue I'd say it is probably another mod interfering with the camera in some way.

@Krush (and other w.r.t grid snap) - I will try to look into it, but it's not just a switch that turns on in the Asset editor.

@Koitenshin - I will make changes to the movement system. Perhaps an acceleration system so that it can still be moved fairly quickly when held. Any suggestions?

@Greg - I have already created and opacity slider - the grid looks much nicer when the opacity is lower so that will be included soon.

Keep suggestions coming guys!
Greg 6 Apr, 2015 @ 7:52pm 
I think to really have this be useful, the grid movement needs to be more precise, you need to be able to snap to the grid, and the opacity needs to be adjustable.
Koitenshin 6 Apr, 2015 @ 5:55am 
It appears the grid moves way too fast using the arrow keys for this to be of much use for me.
H.Romeu Pinto 5 Apr, 2015 @ 4:00pm 
5 stars for ya!
H.Romeu Pinto 5 Apr, 2015 @ 3:59pm 
OMG!!
NameInvalid 4 Apr, 2015 @ 5:43pm 
Great! I can do without snapping as long as we got such grid guide =) No more quiting to asset editor for me... Though if possible the movement control need to be refined so it don't move such quick.
knighthawkGP 3 Apr, 2015 @ 10:41pm 
Extremely helpful tool, thanks!
Krush 3 Apr, 2015 @ 4:47pm 
@.A I've been looking into the snapping stuff too, and really all you need to do is figure out what is getting enabled in Asset Editor that makes a grid display / snap turn on (for roads) and enable them all the time.
coree 3 Apr, 2015 @ 12:20pm 
The Toggle-Buildings-Function doesn't work for me. Buildings are always visible.
.A  [author] 3 Apr, 2015 @ 12:01am 
@albany_ - yes it is only a visual reference. I was inititally aiming at getting the roat to snap to the grid, turns out that is super hard to do. I would need to replace and significantly rewrite some of the tools and managers currently in the game.
albany_ 2 Apr, 2015 @ 5:01pm 
That said, unless I'm misunderstanding what this is supposed to do, it only appears to be useful as a visual reference since the road tools don't appear to snap to the grid.
albany_ 2 Apr, 2015 @ 4:56pm 
@Krush -- just checked, appears to work in the map editor.
Krush 2 Apr, 2015 @ 2:22pm 
@.A Does this work in the map editor?
Dangle Berries 2 Apr, 2015 @ 7:53am 
Needed this, thankyou.
.A  [author] 2 Apr, 2015 @ 6:47am 
@OniDisco - Thanks for letting me know. I imagine it was just an error with the cache.
@Japa - I think I already have the basic functionality down, I'll try to incorporate it intuitively into the mod :)
Rose 2 Apr, 2015 @ 6:00am 
Yes. Exactly aligned NSEW. Bonus points if it also lines up exactly on the edges.
OniDisco 2 Apr, 2015 @ 5:03am 
.A
Appears to work now. I had loaded the mod in an existing game, subscribed and unsub'ed to your mod and got that exception. But whatever the issue it appears to work. Wanted to say thanks for the nice work and follow-up so you were aware that it's not broken.
.A  [author] 2 Apr, 2015 @ 2:25am 
@Japa, @Cantora - This should be fairly easy to do, but I just want to confirm I understand what you mean. You want to fit it exactly to a terrain patch (the areas you unlock)?
Cantora 2 Apr, 2015 @ 1:14am 
thanks for this. awesome work!
and re: Japa - I agree. I like to position NSEW just because I am freakin' OCD
Rose 2 Apr, 2015 @ 12:55am 
Can this there also be a button to snap this exactly to the terrain grid? I need it for reasons.