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Maybe you could add a logging functionality for us, so we could bring you back some debug information ?
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!
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. ;)
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
(Probably, It's some sort of conflict with other MOD.)
key already present in dictionary
Parameter name: key [System.ArgumentException]
Details:
No details
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).
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.
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.)
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.
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 ?