Cities: Skylines

Cities: Skylines

V10DeleteAI
13 Comments
Falco_Plays_YT 20 Aug, 2019 @ 7:29am 
i ve got a broken mod wich kills my inteyre city because of health (It takes 20 or 30 min than its starts the entyre city with "bad water" or "bad ground" ( i dont mean the ground $ ! )
SamsamTS 12 Jun, 2015 @ 1:00pm 
@V10lator Oh my bad. I thought it worked because it displayed the AI correctly but I admit I haven't tried to actually change it (which indeed throw an error on the cast).
V10lator  [author] 12 Jun, 2015 @ 10:52am 
SamsamTS: I just looked into it and am not that sure it works with vehicles as at least this cast to BuildingInfo will fail on a vehicle: https://github.com/cerebellum42/BuildingAIChanger/blob/master/EditorController.cs#L56
Also this one uses the base AI of the current AI (which is at 99% of cases what you want based on how mods change AIs) while with the Building AI Changer you need to exactly know what AI you want.
SamsamTS 12 Jun, 2015 @ 8:01am 
Funny thing is that you could already do that with the Building AI Changer mod. The name suggest it is only for building but it can also change vehicle AI.
V10lator  [author] 9 Jun, 2015 @ 1:43am 
BLÀde: Exactly, as a end user you don't need this. :)
GordonDry 8 Jun, 2015 @ 9:17am 
This guy likes to delete unwanted comments. Kinda selfish.
I typed a comment into the subreddit announcing the car.
It was not bad or insulting or whatever.
I only typed something like "From my experience with all people I know they say 'Either you like it or you hate it' regarding Alfa Romeo."
Now, after you released this mod and mentioned the deleted comments and I checked out that my comment is also deleted, my post was kinda ironic.
I guess that guy feels kinda personally affronted from generally spoken comments.
Only comments / posts with "hey, this is great" stay alive.
That's the truth.
BLÀde 8 Jun, 2015 @ 9:07am 
so this is only for asset makers?
V10lator  [author] 7 Jun, 2015 @ 9:40pm 
Please follow the link and read there. I'll also add a little bit of description here soon.
BLÀde 7 Jun, 2015 @ 8:13pm 
what does this do?
leftbehind 7 Jun, 2015 @ 7:20pm 
Yup - which is why the asset author will usually be completely unaware that there is a problem with their asset; it will work perfectly for them because they have the required mod.
V10lator  [author] 7 Jun, 2015 @ 7:14pm 
To make this even more confusing: If the user has both, the broken asset and the mod used while creating there won't be any error in the Player.log and the asset will appear in-game.
V10lator  [author] 7 Jun, 2015 @ 7:08pm 
"what's the error message that users will see in-game if they've subscribed a broken mod?" - Guess you mean broken asset? If so: There is none. You won't know the asset is broken other than that it simply won't appear in-game and that it prints the error to the Player.log
leftbehind 7 Jun, 2015 @ 7:06pm 
Very useful mod! I do wish CO would change the way mod loading works to require a separate initialisation method for asset editor mods thus preventing in-game mods from doing crazy stuff to the asset editor.

BTW what's the error message that users will see in-game if they've subscribed a broken mod? I can put some pointers for users to direct asset authors to this page in the Troubleshooting FAQ.