Cities: Skylines

Cities: Skylines

[DEPRECATED] Tree Anarchy 1.3.6
Quistar  [udvikler] 26. juni 2021 kl. 5:46
What's done in this mod relative to the old unlimited trees mod and revisited?
This mod was written from the ground up. Everything is different from the old unlimited trees mod, but the concept of increasing the tree buffer remains the same.
In the old mod, trees are first LOOPed through to create a tree List, then LOOPed again to reorder the List, then LOOPed through to write to file.
In my mod, trees are LOOPed through and written to file, eliminating two redundant loops, and also don't use List as its slow compared to arrays.

Nothing is done to the burning tree array, so no extra codes are written to handle burning trees.

One biggest difference is codes itself. I used transpilers to patch the game, and that really helped shrink the code base by more than 80%. One thing I learned during modding is that CO has done a pretty good job optimizing their rendering framework. It is best not to modify their rendering framework, unless you can do better.
Sidst redigeret af Quistar; 13. juli 2021 kl. 4:03
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Deeheks 16. juli 2021 kl. 11:24 
Hi,
July 16 update broke my savegame Deserialization abilities ;)

Simulation error: Array index is out of range.
at TreeAnarchy.Patches.TreeMovement.GetWindSpeed (UnityEngine.Vector3) <0x000fb>
at (wrapper dynamic-method) TreeInstance.TreeInstance.PopulateGroupData_Patch0 (TreeInfo,UnityEngine.Vector3,single,single,UnityEngine.Vector4,int&,int&,UnityEngine.Vector3,RenderGroup/MeshData,UnityEngine.Vector3&,UnityEngine.Vector3&,single&,single&) <0x0057c>
at BuildingAI.PopulatePropGroupData (uint16,Building&,bool,bool,int,int,int,int&,int&,UnityEngine.Vector3,RenderGroup/MeshData,UnityEngine.Vector3&,UnityEngine.Vector3&,single&,single&) <0x0145d>
at (wrapper dynamic-method) BuildingAI.BuildingAI.PopulateGroupData_Patch1 (BuildingAI,uint16,Building&,single&,int,int,int,int&,int&,UnityEngine.Vector3,RenderGroup/MeshData,UnityEngine.Vector3&,UnityEngine.Vector3&,single&,single&) <0x00388>
at CommonBuildingAI.PopulateGroupData (uint16,Building&,single&,int,int,int,int&,int&,UnityEngine.Vector3,RenderGroup/MeshData,UnityEngine.Vector3&,UnityEngine.Vector3&,single&,single&) <0x04097>
at Building.PopulateGroupData (uint16,int,int,int,int&,int&,UnityEngine.Vector3,RenderGroup/MeshData,UnityEngine.Vector3&,UnityEngine.Vector3&,single&,single&) <0x00112>
at BuildingManager.PopulateGroupData (int,int,int,int&,int&,UnityEngine.Vector3,RenderGroup/MeshData,UnityEngine.Vector3&,UnityEngine.Vector3&,single&,single&,bool&) <0x0013f>
at RenderManager.Managers_PopulateGroupData (int,int,int,int&,int&,UnityEngine.Vector3,RenderGroup/MeshData,UnityEngine.Vector3&,UnityEngine.Vector3&,single&,single&,bool&) <0x000b1>
at RenderGroup.UpdateMeshData (RenderGroup/MeshLayer,UnityEngine.Vector3&,UnityEngine.Vector3&) <0x00391>
at RenderGroup.UpdateMeshData () <0x00155>
at RenderManager.UpdateData (SimulationManager/UpdateMode) <0x00384>
at (wrapper dynamic-method) SimulationManager.SimulationManager.Managers_UpdateData_Patch2 (SimulationManager/UpdateMode,single,single) <0x00105>
at LoadingManager/<LoadSimulationData>c__IteratorB.MoveNext () <0x00bee>
at AsyncTask.Execute () <0x000a8>

Quistar  [udvikler] 16. juli 2021 kl. 21:46 
@Deeheks The July 16 update should fix your issue. I have reverted some micro-optimization in GetWindSpeed. could you possibly describe your system in the meantime so I can better understand whats going on.
  1. Is your system 32 bits?
  2. What version of Windows are you using?
Sidst redigeret af Quistar; 16. juli 2021 kl. 21:48
Deeheks 17. juli 2021 kl. 4:16 
It was working fine before the update :(
Let me try a resub.

Windows 10, x64 system
Deeheks 17. juli 2021 kl. 7:08 
Resubbed your (great) mod and I also reordered a few mods.
Fixed for now
Not sure which step fixed it, but so far so good
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