Cities: Skylines

Cities: Skylines

Building Anarchy
Katalepsis  [developer] 6 May, 2017 @ 8:04am
IMPORTANT INFORMATION ON MOD USAGE
This mod changes the Prefab Info for buildings. This means all buildings with the same name(ones plopped from the same asset in the menu) share the same properties.
They are not treated as individual buildings, instead, they all share the same Prefab/Asset. Consequently, if you change settings on a building, they will be reflected in all other instances of the same building.

What this means in practice is this:

If you place a building with placement mode OnWater, then you think, "oh hey, I want to put this building on land over here", so you change placement mode to OnGround, the previous building you had placed in water will also have its mode changed. If you save now and exit, next time you load the save, the one in water will appear in the bottom of the ocean.

To avoid this, make sure you use only one configuration for each building and leave it like that. If you want to place things both on the land and in water, make sure you place the ones on land first, then you set the mode to OnWater, plop those, and save while leaving it OnWater. This way it will work, but not the opposite way around.

Always use only one configuration for each Building Asset, if you can't avoid changing it, make sure you set the definitive configuration last!!!

Same goes for other settings. You can only have one configuration per asset.
Last edited by Katalepsis; 6 May, 2017 @ 8:29am
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Showing 1-7 of 7 comments
Quantum Jack Man 8 Jun, 2017 @ 8:58pm 
Dont think it will, but can this mod corrupt save games?
Katalepsis  [developer] 9 Jun, 2017 @ 6:15am 
Definitely not, since it doesn't save any information to the savegame. At most, it could create a mess with your buildings that you placed on water appearing on the bottom of the ocean if you remove the mod.
Quantum Jack Man 9 Jun, 2017 @ 7:32am 
Ok sweet, thanks!
Katalepsis  [developer] 9 Jun, 2017 @ 2:42pm 
Actually, I lied earlier.... forgot that this mod does actually save to savegame(unless you disable that option in the options menu), however, you can safely remove the mod and the save still works, so I doubt it can corrupt saves at all.
Quantum Jack Man 9 Jun, 2017 @ 6:28pm 
YOU LIAR!! Thanks for telling me :p
Pistro 24 Dec, 2020 @ 11:54pm 
Hi, I'm regularly getting the following error upon loading one of my saves when this mod is enabled:

Simulation error: Array index is out of range.
at TerrainModify.ApplyQuad (UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,TerrainModify/Edges,TerrainModify/Heights,single[]) <0x022b5>

at TerrainModify.ApplyQuad (UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,TerrainModify/Edges,TerrainModify/Heights,TerrainModify/Surface) <0x000b6>

at (wrapper dynamic-method) NetSegment.DMD<DMD<TerrainUpdated_Patch2>?-1573077632..TerrainUpdated_Patch2> (NetSegment&,uint16,single,single,single,single) <0x0221c>

at NetManager.TerrainUpdated (TerrainArea,TerrainArea,TerrainArea) <0x009fe>
at TerrainManager.Managers_TerrainUpdated (TerrainArea,TerrainArea,TerrainArea) <0x0005e>
at TerrainModify.UpdateAreaImplementation () <0x018f1>
at TerrainModify.UpdateArea (int,int,int,int,bool,bool,bool) <0x00187>
at TerrainModify.UpdateArea (single,single,single,single,bool,bool,bool) <0x00103>
at NetSegment.UpdateSegment (uint16) <0x004ee>
at (wrapper dynamic-method) NetManager.DMD<DMD<SimulationStepImpl_Patch1>?-1513187072..SimulationStepImpl_Patch1> (NetManager,int) <0x007ad>

at SimulationManagerBase`2.SimulationStep (int) <0x0004c>
at NetManager.ISimulationManager.SimulationStep (int) <0x00024>
at SimulationManager.SimulationStep () <0x00693>
at SimulationManager.SimulationThread () <0x0018a>
[Core]


The error window pops up a couple of times but the game is playable after I "ok" it. The issue is that sometimes the terrain gets corrupted in unpredictable ways after the save is loaded. For example, there are bits of terrain in seemingly random places that become flattened (can be fixed by moving terrain modifying networks over them), and on one specifc gravel road that I've made in the asset editor using the vanilla gravel road the gravel texture is missing sometimes, so the road has a different color than all the remaining gravel roads (it doesn't always happen). On top of that, I had one instance of terrain getting corrupted to the point where roads would leave blue voids beneath them when moved with Move it, newly placed roads wouldn't conform to terrain and Surface Painter mod would stop working. I was able to fix it by saving the game with Building Anarchy disabled and loading it again with Anarchy enabled. This and the fact that the issues don't occur on a newly created map makes me think that the corruption happens during the saving process somehow.

Mod list:
https://drive.google.com/file/d/1RNKDkO9tl0C2OcYH6Xwr6JmNBu2LVcCj/view?usp=sharing

Hope this provides some clues in case the author or someone else capable of writing code (not me) decides to fix this mod.
Seiryuu 24 May, 2021 @ 3:34am 
Same issue as Pistro.
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