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Rapporter et oversættelsesproblem
There may be some mods out there that cannot tolerate an empty city.
Concerning citizens, we could free just the agents (cap 64K) or also all citizens (cap 1M). Freeing all would be drastic - there would be Abandonment but that can be handled. Maybe other issues too. Needs testing.
I've been seeing this for months now but was never able to track it down to any particular mod. The detours by TMPE seen in the stack are not the reason why. I'm guessing that to tackle this you might need to free up all citizens, not just agents. What do you think?
Cheers!
On many occasions we have managed to revive saves by clearing vehicles/cims (recent example) and the game just repopulates automatically after that.
The only side effect is a death wave due to large influx of new residents in short time (but I hear next version of C:SL slightly diversifies the new residents which in turn makes death waves less problematic).
EDIT: because cims/vehicles can despawn any time for numerous reasons, every mod already has to deal with sudden disappearance of them (eg. see TM:PE, Real Time, IPT2, etc) so it shouldn't cause problems with mods either.
On a similar note, transport lines can also become broken, so maybe also an additional option to not load transport lines could be added? From vague memory, if a transport line is removed but still has vehicles, the vehicles will become confused and quickly despawn. Maybe the option would be dependent on also not loading vehicles/cims just in case?
If something of interest appears in your output log, please let me know.
While I'm at it, I don't know if freeing up all citizens and citizen units would be a great deal more work, but if you can do it, it might just serve to remedy another common problem: If you adjust RICO settings of a residential building, e.g. by giving it fewer households than it previously had, this won't get updated by itself once you're in game. Instead you have to replop all affected buildings. I'm guessing that if we zeroed out actual citizens as well, this should make the ResidentialAI "re-fill" all buildings, right? Might be worth looking into.
Again, many thanks for your outstanding work.
- the error is produced when a tourist agent reaches its destination, some building
- citizen agents are relatively short-lived - one journey, then freed
- you got (and still get) the error over and over again, so it is produced for new agents, too
- my conclusion: there must be some persistent property in your game that causes the error.
That persistent property could be a mod or something in the city structure/topology. But I don't know.
Yes, I am interested in adding an option for 'all citizens'. Provided it does not bring unforeseen problems. Probably helps with the RICO issue.
The errors I'm getting are now one of these two flavours (will update if I spot another variant):
Thanks for looking into this! Hope I'll be able to pay you and the rest of this wonderful community back at some point, real life permitting, as I have a nice little mod in the works, too. :)