Cities: Skylines

Cities: Skylines

Enhanced District Services
 This topic has been pinned, so it's probably important
chronofanz  [developer] 29 Nov, 2019 @ 4:06pm
Please Post Your Bug Reports Here!
When posting your bug report, it would be helpful to include a list of other mods that you have installed, a list of steps to reproduce the bug, and possibly screenshot if you think that might be relevant. Thanks you!
< >
Showing 1-15 of 167 comments
Tim 30 Nov, 2019 @ 4:06am 
Hi Chronofanz - it is not resolved in 1.0.5 - still shows the behaviour of "empty district list". It does not depend, if I click to the arrow or anywhere into the window, the list does not collapse, it just empties and stays visible.

Maybe you could add a logging functionality for us, so we could bring you back some debug information ?
chronofanz  [developer] 30 Nov, 2019 @ 8:39am 
Hi Tim,

I was finally able to repro and fix the bug. I've also added some basic logging. You can see the log output in C:\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Cities_Data\EDS.log.

Thanks for your patience and help in tracking this bug down!
Tim 30 Nov, 2019 @ 3:02pm 
Hi Chronofanz, so I tested the new update, it shows with 1.0.6 in the mod panel. I still see the issue with the dropdown. At least, we have a log this time. :)

I first build some roads, a fire department, a school and some houses, time stamp should be around 11/30/2019 11:44:13.

Just sent you a Link for the log. ;)
Mariita 30 Nov, 2019 @ 4:11pm 
Hi @cronofanz please find the errors of the same issues reported by TIM from the log file:

12/1/2019 5:37:36 AM: NullReferenceException: Object reference not set to an instance of an object, stackTrace=EnhancedDistrictServices.EnhancedDistrictServicesUIPanelBase`1[T].UIDistrictsDropDown_eventDropdownClose (ColossalFramework.UI.UICheckboxDropDown checkboxdropdown, ColossalFramework.UI.UIScrollablePanel popup, System.Boolean& overridden)
ColossalFramework.UI.UICheckboxDropDown.ClosePopup ()
ColossalFramework.UI.UICheckboxDropDown.LateUpdate ()



Let me know if you need more info , I hope this mod can really work as expected.

Thanks M8
usatan 30 Nov, 2019 @ 11:18pm 
It shows the next error dialog whenever I pressed ctrl+D.
(Probably, It's some sort of conflict with other MOD.)

key already present in dictionary
Parameter name: key [System.ArgumentException]

Details:
No details
Tim 1 Dec, 2019 @ 2:19am 
Good News: 1.0.7. fixed the DropDown Issue ! Works now as intened
Last edited by Tim; 1 Dec, 2019 @ 2:19am
Tim 1 Dec, 2019 @ 3:51am 
Did anyone note an increased cargo traffic ? Out of sudden, my train connections and also the road was overflown. Not sure if this related to the mod. Will monitor and re-start from an older savegame.
chronofanz  [developer] 1 Dec, 2019 @ 6:56pm 
Originally posted by Tim:
Did anyone note an increased cargo traffic ? Out of sudden, my train connections and also the road was overflown. Not sure if this related to the mod. Will monitor and re-start from an older savegame.

I have put in the fix that will solve this. If you continue with your current save game with the overflown traffic, the traffic issues will resolve (shortly).
usatan 2 Dec, 2019 @ 12:46am 
Originally posted by usatan:
It shows the next error dialog whenever I pressed ctrl+D.
(Probably, It's some sort of conflict with other MOD.)

key already present in dictionary
Parameter name: key [System.ArgumentException]

Details:
No details

In new city, the dialog was not shown for a while.
(When I press ctrl+D, it shown settings for an empty building information.)

However after city is bit grown, it show the error dialog when I pressed ctrl+D.
usatan 2 Dec, 2019 @ 12:56am 
It's an other problem.

It is also as specified but it causes some risk to recycle center.
When a player builds recycle center in a district, it get setting as

(not)All local area.
(not)All outside area.

However recycle center must to export recycled materials to somewhere.

So if the recycle center is placed the district that have no industrial or commercial area for consume the materials, it'll be filled by recycled materials and be closed.
(Of cource, if players can pay attention for this fact and setting
,they can avoid this problem.)
Lufnar 2 Dec, 2019 @ 3:41am 
i cant specify oil power plant as a destination. I also cant even open the dialogue box for oil power plant. Other buildings work though. Also every building says they are not in a district even though they are
Tim 2 Dec, 2019 @ 1:56pm 
Originally posted by chronofanz:
Originally posted by Tim:
Did anyone note an increased cargo traffic ? Out of sudden, my train connections and also the road was overflown. Not sure if this related to the mod. Will monitor and re-start from an older savegame.

I have put in the fix that will solve this. If you continue with your current save game with the overflown traffic, the traffic issues will resolve (shortly).

Observed in 1.0.9:

Hmmm, it is not solving the issues here. What I have noted is the following: Game starts to shift cargos from warehouse to another. I have build two warehouses for each product of the unique industries and keep them on balanced. All warehouses starting spawing trucks moving from one to the other. Due to that my factories do not get products, then the game seems to start incoming trains, lots of trains.

I do not know, how to control the warehouses, this seems to be the major problem.
Last edited by Tim; 2 Dec, 2019 @ 1:56pm
chronofanz  [developer] 2 Dec, 2019 @ 9:10pm 
Originally posted by Tim:
Originally posted by chronofanz:

I have put in the fix that will solve this. If you continue with your current save game with the overflown traffic, the traffic issues will resolve (shortly).

Observed in 1.0.9:

Hmmm, it is not solving the issues here. What I have noted is the following: Game starts to shift cargos from warehouse to another. I have build two warehouses for each product of the unique industries and keep them on balanced. All warehouses starting spawing trucks moving from one to the other. Due to that my factories do not get products, then the game seems to start incoming trains, lots of trains.

I do not know, how to control the warehouses, this seems to be the major problem.

I've further reduced the aggressiveness of matching outside to local offers, for supply chain materials. I've tested this in a couple of different situations, but please let me know if this helps your situation. I've also added additional code to disallow warehouse to warehouse transfers, unless an explicit supply chain link has been specified.
chronofanz  [developer] 2 Dec, 2019 @ 9:11pm 
Originally posted by Lufnar:
i cant specify oil power plant as a destination. I also cant even open the dialogue box for oil power plant. Other buildings work though. Also every building says they are not in a district even though they are
Added support for specifying oil plants as an end node in a supply chain.
Tim 3 Dec, 2019 @ 1:04pm 
Originally posted by chronofanz:
I've further reduced the aggressiveness of matching outside to local offers, for supply chain materials. I've tested this in a couple of different situations, but please let me know if this helps your situation. I've also added additional code to disallow warehouse to warehouse transfers, unless an explicit supply chain link has been specified.

1.0.10 - confirmed, trucks are now longer going back and forth, warehouse no longer creating crazy traffic.

However, I have a feeling, that the outbound/inbound limitation is now a bit too aggressive. Would it possible to control this by a setting somehow ? I am asking as I was making lots of money with the "base game", also by "outgoing" traffic, but reduces quite a lot with the mod. Still making profit, but not so much as before and it stresses my city budget :).

Assume with the solution of warehouses, the aggressivness could be set to normal ?
Last edited by Tim; 3 Dec, 2019 @ 1:06pm
< >
Showing 1-15 of 167 comments
Per page: 1530 50