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Thanks @Vectorial1024
And here it is: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1553517176
(Gotta include your screenshots later}
With the detailed documentation provided above (it is already sufficient to locate and fix the bug!), I am able to update this mod to the latest v1.11 Industries DLC update. The update I made is pretty stable too.
I'll be posting the update in the near future for all to use after I clean up my code and etc.
What does this broken version break in 1.6?
My mod fixed an issue with industries, not services. From the original description (before updates borked everything):
This mod fixes an issue in the base game where industries that produce natural resources (e.g. farms, forestry) will randomly toggle state form "Operating" to "Not Operating". You probably haven't noticed that you are suffering from this bug, but if you watch small (low worker) specialised industrial buildings, you'll notice some of them randomly flickering on and off despite having workers, power, water etc. Now you can put an end to it!
Everything CO (or anyone else) needs to know to fix the bug is documented above.
I think hardly anyone has noticed this bug, as it's is pretty esoteric (see also https://steamhost.cn/steamcommunity_com/app/255710/discussions/0/365163686040191036/) . Hence no official fixes for it. You could always post on the Paradox forums and hope that CO implement a fix. They would also be the only ones in a position to know what the intended behaviour was; maybe there is a reason that they didn't cap minimum production at 1 but at 0.
sorry to hear that steevm!
would it be possible that you get in touch with one of the longtime hardcore modders, like bloodypenguin, samsamTS, thale5 or boformer ,to pass the torch? for some of these guys it would be an easy job to do, i think.
i really would like to help, but my understanding of this matter tends towards zero.
i just still can't comprehend the ignorance from colossal order in this matter, for what is clearly a bug. or why no one, except you, tried to fix this.
I'm currently not playing Skylines because I got tired of the endless cycle of DLC invariably breaking half the mods I have installed, which means endless troubleshooting, disabling mods, waiting for updates etc. etc. Seeing as it takes me about 10 minutes to load my save game, it's no fun when it borks after 8 minutes and you need to repeat the process. I'm sure a lot of you have been in the same boat.
If someone wants to either have the source code or implement their own fix, I can help with that.
The fix in an of itself is really simply, and I have updated the description with a bit more info in case someone takes it upon themselves to create a fix for the latest version of Skylines.
keep it up steevm! i hope you find a new solution for this very annoying bug.
I will take another look at the code, but I couldn't fix it in a couple of hours. This is also why I'm no longer playing Skylines myself. I'm waiting until they've stopped releasing DLC and the game is stable. Then mods will no longer break and things will be a lot better,
...so at least it's a relief for traffic at the cargo hub.
I can only assume the mod interface has changed, which means that you'll have to unsub the mod to avoid the error message until I can figure out what I have to do.
I'm hoping it's an easy fix, but because I'm very busy with work right now (website relaunch), it'll take some time until I can do more investigating.
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 EntryData.GenerateData () [0x00000] in <filename unknown>:0
Let me know if there's anything weird going on, but from reading the patch notes I can't see what they would have broken in this mod. As posted elsewhere, it's a couple of lines of code that only affect resource-producing industries, so the scope for breaking changes is thankfully limited. I really feel for the other mod authors who need to redo half the code with each update.
By the way, it has been working fine all this time, a very useful mod. Thanks!
Can't tell you whether the base game still has this issue as I haven't played for months and always had it enabled when playing. But if you check out your small resource industries, you will probably stumble across one that is toggling its status if the problem still persists. It was pretty rampant in my game.
https://steamhost.cn/steamcommunity_com/app/255710/discussions/0/365163686040191036/
It's quite long, but I did edit the first post with a sort of summary.
There is no fix in Rush Hour, as Rush Hour isn't the cause of the bug. I only used the Rush Hour code as a basis for my fix, because I downloaded the Rush Hour source code to investiage a similar bug that affected commercial buildings (not industry) in the Rush Hour code. The cause of both errors was due to a similar issue, but this fix only addresses the issues with industrial buildings. It has nothing to do with Rush Hour apart from that reusing the skeleton source code probably saved me hours of work.
AFAIK, the bug in Rush Hour with commerical buildings shutting down was fixed a long time ago.
Has this bug officailly fixed yet? Or Rush Hour has incorporated this fix?
I have only tested the mod in so far as I checked that it doesn't crash the game, so if there is anything weird happening with industries, let me know.
Also, have you by any chance got other mods installed that may mess around with the production rate of buildings (e.g. realistic population or similar)? I ask because this might be creating conditions where the buildings are much more likely to shut down.
But recently I happened to look at the output_log.txt file after a game and I thought it was unusually large (20MB), and it is full of lines like this:
"Industry Fix: Extraction rate was zero despite having 2 workers! This can shut down the building! Setting to 1instead"
Seems like it's from this mod. Isn't causing any problems but is it necessary?