Cities: Skylines

Cities: Skylines

153 ratings
Log files (output_log.txt or Player.log)
By leftbehind
The game log file contains details of errors and other information that can help track down the exact cause of any problems you have with the game. When reporting bugs you should always share it.

Note: This is an extension to the main Troubleshooting FAQ.
   
Award
Favorite
Favorited
Unfavorite
Check for broken mods/assets first!
Updated: March 2022
One of the most common causes of errors (particularly Array Index and Object Reference errors) is broken mods and assets. Here's two quick ways to tackle those problems:
https://steamcommunity.com/sharedfiles/filedetails/?id=2633433869
https://steamcommunity.com/sharedfiles/filedetails/?id=1846793796
Find & Share log file
Updated: January 2020

(If you are just looking for place to share log file, scroll down to "Sharing your log file" heading for a list of sites people commonly use)

If you are having crash bugs or other errors, it helps if you share your log file so that other people can see exactly what is going on (your hardware specifications, what mods you use and full details of any errors that occur).

Without a log file all people can do is make random guesses and that will waste your time and theirs. So share the log file (find out how below)!

Note:

Each time you launch the Cities: Skylines app, the old log file is deleted and a new one is created. So please take a copy of the log file when the error occurs and share that.

Finding the log file

Windows:

<SteamFolder>\SteamApps\common\Cities_Skylines\Cities_Data\output_log.txt

Tip: To open the game install folder, right click your game in the Steam library, select Properties, go to the Local Files tab and select Browse local files.

Mac OS X:

Users/<username>/Library/Logs/Unity/Player.log

Tip: Find it quickly by searching for Player.log in Finder.

Linux:

~/.config/unity3d/Colossal Order/Cities: Skylines/Player.log

Tip: To open the game install folder, right click your game in the Steam library, select Properties, go to the Local Files tab and select Browse local files.

Sharing your log file

Log files are too big for Steam, so you'll have to upload the file somewhere else such as:
  • https://uploadfiles.io/ - free, no sign-up, can handle large log files
  • https://paste.ee/ - fast, no sign-up required (some log files will be too large for it though)
  • https://zerobin.net/ - bit clunky, but can handle huge files, no sign-up required
  • Google Drive[support.google.com] - requires sign-up
  • DropBox[help.dropbox.com] - requires sign-up
  • or some other proper file sharing site that can handle large text files.
  • NOT "Pastebin" (small size limit) or "Dochub" (just awful).

After uploading, make sure it's publicly viewable, then share the "Share Link" or URL. A good place to get help is the official Cities Skylines Discord Server[discordapp.com]
DynamicHeapAllocator allocation probe 1 failed
Updated: February 2020

Game crashing while loading a save? It's usually lack of RAM! This is by far the most common crash error for this game.

You will often see several messages like this grouped together (usually with different probe numbers and different allocation sizes):

DynamicHeapAllocator allocation probe 1 failed - Could not get memory for large allocation 43604.

Severity: Crash - You do not have enough RAM to run the game.

The game needs minimum of 8GB RAM, despite what the requirements page says, and ideally 16GB or more if you use DLCs or Workshop content.

Most operating systems can also use disk as 'temporary' (but really slow) RAM using a "swap file" or "page file" - increasing the size of your swap/page file will usually get the game running again.

Read the RAM, Page file, Loading Screen Mod and DLCs, Assets and Mods sections of this guide to help solve that:
https://steamcommunity.com/sharedfiles/filedetails/?id=465790009
Also, remove any bloated or broken assets to free up more RAM:
https://steamcommunity.com/sharedfiles/filedetails/?id=1846793796
And kick your subscription addiction :)
https://steamcommunity.com/sharedfiles/filedetails/?id=449998850
Array index is out of range
Last checked: August 2019

Simulation error: Array index is out of range.

Severity: Severe / Crash. See this troubleshooting guide[github.com]

IndexOutOfRangeException: Array index is out of range.

Broken "Interchange" assets can cause this error. See this list[github.com]
Object reference not set to an instance of an object
Last checked: August 2019

Object reference not set to an instance of an object

Severity: Severe / Crash. See this troubleshooting guide[github.com]
Notes on following sections
I'm slowly working through this guide to update it - sections with a Last checked have been checked and updated with correct info. Everything else is possibly outdated or obsolete.

You can use Ctrl+F to search this guide (Mac users: Cmd+F). Keep your search strings short (the guide doesn't include full stack traces, workshop IDs, asset names, etc., for sake of brevity)

If you have an error that's not listed here, please start a new discussion in the main Steam Discussion Forum.

You can also get tech support via the official C:SL Discord chat server[discord.gg].
ArgumentNullException
Last checked: August 2019

ArgumentNullException: Argument cannot be null.

Severity: Severe / Crash - See this troubleshooting guide[github.com]
Cannot cast from source type to destination type
Last checked: August 2019

Simulation error: Cannot cast from source type to destination type at DistrictPark.GetAcademicYearProgress ...

Severity: Severe / Crash. See this troubleshooting guide[github.com]
Fallback handler could not load library
Last checked: August 2019

Fallback handler could not load library <path>/data-<long_number>.dll

Severity: Harmless - this is normal part of mod loading, ignore it.
FMOD errors (audio problems)
Last checked: August 2019

Severity: Severe / Crash - See "No audio" troubleshooting guide[github.com] ("FMOD errors" section is near the end of guide).
GetColors(): format not supported
Last checked: August 2019

GetColors(): format not supported System.NotImplementedException

Severity: Severe - See this troubleshooting guide[github.com]
KeyNotFoundException
Last checked: August 2019

KeyNotFoundException: The given key was not present in the dictionary

Severity: Low - See this troubleshooting guide[github.com].
m_SteamUGCRequestMap error
Last checked: August 2019

m_SteamUGCRequestMap error: 15

Severity: Low - Indicates that C:SL couldn't get additional information about a subscribed asset. You are either running in offline mode, or the asset no longer exists in workshop. Should not cause any issues other than lack of detail about the asset in Content Manager. Generally safe to ignore.
Non platform assembly
Last checked: August 2019

Non platform assembly: data-<long_number> (this message is harmless)

Severity: Harmless - this is normal part of mod loading, ignore it.
Steam initialization
Last checked: August 2019

Steam Initialization failed [Steam, Native - Internal]

Severity: Crash - Your steam client is likely out of date. Change content server to a differnet download region then Refresh your Steam files then exit Steam and reload it. Updated Steam client should download. If not, try this.

ColossalFramework.Steamworks.SteamInitializationException: Steam initialization has failed beyond repair or you do not own the game.

Severity: Crash - Do this. Also, if you have another copy of the C:S installed on your machine, delete it.
System.ArgumentNullException
Last checked: August 2019

System.ArgumentNullException: '' with 1 arguments.

Severity: Severe / Crash. See this troubleshooting guide[github.com]
System.Reflection.ReflectionTypeLoadException
Updated: February 2020

This can _usually_ be ignored:
TFW: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.

Many mods need to check if another mod is loaded and try and access its features for compatibility. If the other mod isn't present, you'll see this "error" in the log - it just means the other mod wasn't present; it doesn't break anything.
System.StackOverflowException
Last checked: August 2019

System.StackOverflowException

Severity: Severe / Crash. See this troubleshooting guide[github.com]

Caused by Nursing Homes for Senior Citizens mod; unsubscribe it and also any building assets that require it.
System.Xml.XmlException
Updated: February 2020

This error can usually be ignored:

System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Xml.XmlException

It's not known to cause any problems.
Tool Mode
Last checked: August 2019

Tool mode

Severity: Severe / Crash - Did you run the game via locale.bat or something like that? Don't! Make sure you launch C:S via the Steam client (or whatever gaming service you use, eg. Origin) or using Cities.exe.
TrafficManager
Last checked: August 2019

Note: These errors refer to TM:PE, but they are not caused by TM:PE. It's almost always a different mod that causes the errors.

Could not load type 'TrafficManager.Geometry.Impl.SegmentGeometry'

Severity: Severe / Crash - See this troubleshooting guide[github.com].

FileNotFoundException: Could not load file or assembly 'TrafficManager'

Severity: Severe / Crash - See this troubleshooting guide[github.com]

at TrafficManager.Custom.AI.CustomCommonBuildingAI.CustomSimulationStep

Severity: Severe / Crash - See this troubleshooting guide[github.com] (it's almost always a symptom of the "Array index is out of range" error of another mod).
Graphics & Rendering Errors (d3d11, HandleD3DDeviceLost)
Last checked: August 2019

DirectX 11 error

Severity: Severe (performance loss, may cause crashes)

Note: If you get the d3d11 error your game will almost certianly crash when working with or viewing cargo train stations.

d3d11: failed to create staging 2D texture w=<width> h=<height> d3dfmt=77 [80070057]

Caused by errors in your graphics card drivers and/or DirectX 11 driver:
  • Upgrade to latest graphics card drivers direct from manufacturer website
  • If error persists, add the "-force-d3d9" launch option and then restart C:S.

Multi-threaded renderer error

Severity: Severe (significant performance loss, may cause crashes)

// multiple repeats of this... HandleD3DDeviceLost HandleD3DDeviceLost: still lost Skipped frame because GfxDevice is in invalid state (device lost) // eventually you'll also see... HandleD3DDeviceLost HandleD3DDeviceLost: needs reset, doing it FullResetD3DDevice ResetD3DDevice dev->Reset D3Dwindow device not lost anymore

This is likely due to a multithreading incompatibility between the Unity graphics engine and your graphics card drivers or hardware. There are two potential solutions:
  • Ideal case: Upgrade to latest stable graphics card drivers direct from manufacturer website and remove the '-force-d3d9' launch parameter; if this doesn't fix the problem use safe mode...
  • Safe mode: Add the '-force-d3d9' launch parameter (use DirectX 9) and also the '-force-gfx-st' launch parameter to force Unity to render in a single thread (lower performance, but will fix the problem)
For information on launch parameters and how to use them, see Launch Options guide.
Workshop assets
Tip for end-users: You can identify bloaty assets (which cause lower fps and other problems) using the Mesh Info mod:

http://steamcommunity.com/sharedfiles/filedetails/?id=453956891
Unsubscribing bloated assets will reduce load times and improve performance in-game. Please always let the asset creator (and other end-users) know that there is an issue with the asset by commenting on their workshop page prior to unsubscribing.

Broken asset: too many vertices

Severity: High (broken asset, could cuase performance issues, broken saves or crashes)

Mesh.vertices is too large. A mesh may not have more than 65000 vertices. Mesh.normals is out of bounds. <The supplied array needs to be the same size as the Mesh.vertices array.> Mesh.tangents is out of bounds. <...> Mesh.uv is out of bounds. <...> Mesh.colors is out of bounds. <...> Failed setting triangles. Some indices are referencing out of bounds vertices. IndexCount: 166584, VertexCount: 0 Mesh.vertices is too large. A mesh may not have more than 65000 vertices. Mesh.normals is out of bounds. <...> Mesh.tangents is out of bounds. <...> Mesh.uv is out of bounds. <...> Mesh.colors is out of bounds. <...> Failed setting triangles. Some indices are referencing out of bounds vertices. IndexCount: 333168, VertexCount: 0

It's not clear from log file which asset caused the error; I usually assume it's whatever asset is mentioned immediately prior to the erorrs but this might not be the case. (@CO/Paradox - any details on this?)

System.NullReferenceException

Severity: Unknown, possibly high

System.NullReferenceException: Loading custom asset failed:['<asset_name>' [CustomAssetMetaData, 082a798a36408fd943adbe9df9a56b91, in package ''<workshop_id>' [/<path>/Steam/steamapps/workshop/content/255710/<workshop_id>/<asset_name>.crp]' (2147090, 2048)]] [Modding]

Not sure what this means. Suggest unsubscribing the asset.

System.FormatException

Severity: Unknown, possibly high

Unsupported format [Importers, Native - Internal] System.FormatException: Loading custom asset failed:['<asset_name>' [CustomAssetMetaData, 55fcb71a18d45dcc1f74d2b1ff7a2683, in package ''<workshop_id>' [/<path>/Steam/steamapps/workshop/content/255710/<workshop_id>/<asset_name>.crp]' (4734897, 2048)]] Invalid DDS Image: failed to load [Modding]

Not sure what this means. Seems to be common for Belgian/Dutch tenement building assets. Suggest unsubscribing the asset.

LOD missing

Severity: Medium (increased load times, glitchy LODs in-game)

LOD missing: <workshop_id>.<asset_name>_Data [Core]

The LOD was missing from the asset so the game had to auto-generate one; this increases game load times and often results in glitchy LODs in-game.

Poorly optimised LOD

Severity: Medium (performance loss)

LOD vertex count high (<num1> > <num2>): <workshop_id>.<asset_name>_Data [Core]

If the LOD is not significnatly smaller than the base model, a warning will be generated. Ideally LODs should be less than 100 triangles. Anything above 500 tris is going to cause fps drops, especially for growables.

LOD has no base

Severity: Unknown

LOD has no base: <workshop_id>.<asset_name>_Data [Core]

No idea what this means :/

XYS size doesn't match diffuse

Severity: Unknown

XYS size doesn't match diffuse: <workshop_id>.<asset_name>_Data [Core]

No idea what this is :/

BrokenAssetException: Private building cannot include roads or other net types

Severity: Low (asset won't spawn in game)

BrokenAssetException: Broken assets: Custom Assets: <workshop_id>.<asset_Name>_Data: Private building cannot include roads or other net types

This is caused when a growable building (those that spawn in zones) has a road, path, pipes, powerlines or some other "net type" because they would adversly affect the surrounding area (for example, a road in the asset would cause changes to the zoning squares).

Users: Unsubscribe the asset but let the asset creator know that they have to fix their asset.

Asset creators: Don't put roads, pipes, electricity, rail, paths or anything like that in your growables!

Unknown prefab

Severity: Low (prop or asset will be missing in-game)

Unknown prefab: <prefab_name> [Serialization]

This is most commonly caused by a) asset authors not listing props in the "Required Items" list on their workshop page or b) end-users not subscribing to props used by an asset.

Note: Sometimes the error is generated due to unsubscribed building/park/etc. assets and then loading a game that was using those assets; this can cause the dreaded "System.NullReferenceException: Object reference not set to an instance of an object" error to appear. To fix, try re-subscribing the missing assets.

When subscribing to assets via a Steam asset collection screen, users are not prompted to subscribe to required items even if the are defined for the assets being subscribed. Currently no way round this issue other than to direct end-user to the workshop asset description page where they can manually review the required items and subscribe any that are missing.

Asset authors will usually be unaware if their asset does not specify all required items (as they have the items already subscribed so won't see the missing props).

Some props are only available to users who pre-ordered the game and got additional assets (and their props) such as botanical garden, dog shelter, etc. The most common missing props in this scenario are 'palm01', 'Botanical garden fountain' and 'dog-park-trash-can'; widely used yet most users aren't able to acquire the prop. CO/Paradox are considering ways to make the pre-order content available to all users, perhaps as DLC. It's recommend asset authors limit props to those available too all users via the workshop.

No props placed

Severity: Unknown, likely low or harmless

No props placed: <workshop_id>.<asset_name>_Data [Core]

No idea what this is :/

Unsupported - SpawnPoint

Severity: Unknown, likely low

Unsupported type for deserialization: [SpawnPoint]

Not sure what this is. Seems to be a common error for rail/metro stations, airports and docks.

Texture atlas shader not found

Severity: Unknown

Seems to be common for Belgian/Dutch tenement building assets.

Unknown type

Severity: Unknown

Unkown type detected. Attempting to resolve from '' to '' [Packer - Internal] Unexpected type '' detected. No resolver handled this type. Skipping -1 bytes. [Packer - Internal]

Possibly related to or caused by the texture atlas shader not found error mentioned earlier. Possibly also results in System.IO.InvalidDataException error.

System.IO.InvalidDataException

Severity: Unknown

System.IO.InvalidDataException: Loading custom asset failed:['<asset_name>' [CustomAssetMetaData, 3f8718d0bb1e142e9da729cb1397f9cb, in package ''<workshop_id>' [/<path>/Steam/steamapps/workshop/content/255710/<workshop_id>/<asset_name>.crp]' (8993965, 2048)]] Unknown type to deserialize [Modding]

Not sure what this is. Suggest unsubscribe asset.
Mod: Improved Assets Panel
http://steamcommunity.com/sharedfiles/filedetails/?id=449020940
Seems to be a generally stable and actively maintained mod which is compatible with most other mods.

Deprecated (old/broken) versions: Improved Assets Panel (by nlight).

Mod Exception error: System.TypeLoadException

Severity: Severe / Crash (main menu runs very slow at 1fps, game unplayable)

You will also see an error dialog "A Mod caused an error [ModException]" at the main menu.

System.TypeLoadException: Could not load type 'CustomContentPanel' from assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at ImprovedAssetsPanel.Mod.get_Name () [0x00000] in <filename unknown>:0 at ContentManagerPanel.RefreshPlugins () [0x00000] in <filename unknown>:0 ModException: A Mod caused an error

Note: This same error is also caused by the deprecated version of Improved Mods Panel mod (see next section).

Unsubscribe the old version and subscribe to the newer fixed version shown at the top of this section.

Mod Exception error: System.ArgumentException

Severity: Severe (causes error in main menu)

System.ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[ImprovedAssetsPanel.ImprovedAssetsPanel+AssetType,ColossalFramework.UI.UILabel].Add (AssetType key, ColossalFramework.UI.UILabel value) [0x00000] in <filename unknown>:0 at ImprovedAssetsPanel.ImprovedAssetsPanel.Initialize () [0x00000] in <filename unknown>:0 at ImprovedAssetsPanel.ImprovedAssetsPanel.Bootstrap () [0x00000] in <filename unknown>:0 at ImprovedAssetsPanel.Mod.get_Name () [0x00000] in <filename unknown>:0 at ContentManagerPanel.RefreshPlugins () [0x00000] in <filename unknown>:0 ModException: A Mod caused an error

This bug has been fixed, make sure you have latest version installed: Exit the game, unsubscribe the mod and then re-subscribe (make sure you use the fixed version shown at top of this section).
Mod: Improved Mods Panel
http://steamcommunity.com/sharedfiles/filedetails/?id=448687553
Seems to be a generally stable and actively maintained mod which is compatible with most other mods.

Deprecated (old/broken) versions: Improved Mods Panel (by nlight).

Mod Exception error: System.TypeLoadException

Severity: Severe / Crash (main menu runs very slow at 1fps, game unplayable)

You will also see an error dialog "A Mod caused an error [ModException]" at the main menu.

System.TypeLoadException: Could not load type 'CustomContentPanel' from assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at ImprovedModsPanel.Mod.get_Name () [0x00000] in <filename unknown>:0 at ContentManagerPanel.RefreshPlugins () [0x00000] in <filename unknown>:0 ModException: A Mod caused an error

Note: This same error is also caused by the deprecated version of Improved Assets Panel mod (see previous section).

Unsubscribe the old version and subscribe to the newer fixed version shown at the top of this section.
Mod: Lane Changer - No Left/Right Turn
This mod has been discontinued and removed form the Steam workshop.

Workshop ID: 412101021 Author: Crispy

No updates have been released, no support is provided. The mod causes game breaking problems.

Unsubscribing the mod

As the mod is no longer in the workshop, you cannot unsubscribe it from Steam app or website.

To remove, go in to C:S then Content Manager > Mods. Look for the "Lane Changer" mod and unsubscribe it.

If that fails search for the 412101021 folder via your operating system and delete it (if you installed the mod manually from a fan site, delete the folder you created while installing the mod).

Alternatives / Replacements

The following mods provide lane changer functionality: Traffic++, Traffic Manager

Broken vehicle assets

Severity: Severe / Crash (significant problems in-game, may cause crashes)

The mod updates vehicle AIs and does not reset them when returing to main menu or launching asset editor. As such it will break vehicle AIs.

End-users: You will have to unsubscribe the broken vehicle assets and ask asset creator to fix them.

Asset creators: With the lane changer mod active (so you can open and edit your asset) use V10DeleteAI mod to fix your asset then save and republish to workshop, Finally, unsubscribe the Lane Changer mod to prevent further problems.

Unable to save games

Severity: Severe / Crash (unable to save games, may cause crashes)

Cannot cast from source type to destination type. [System.InvalidCastException] System.InvalidCastException: Cannot cast from source type to destination type. at LaneChanger.LaneChangerSerializableDataExtension.OnSaveData () [0x00000] in <filename unknown>:0 at SerializableDataWrapper.OnSaveData () [0x00000] in <filename unknown>:0 at SimulationManager+Data.Serialize (ColossalFramework.IO.DataSerializer s) [0x00000] in <filename unknown>:0 at ColossalFramework.IO.DataSerializer.Serialize (System.IO.Stream stream, Mode mode, UInt32 version, IDataContainer data) [0x00000] in <filename unknown>:0 at LoadingManager+<SaveSimulationData>c__Iterator58.MoveNext () [0x00000] in <filename unknown>:0

Unsubscribe the Lane Changer mod.
Mod: No Despawn Mod
http://steamcommunity.com/sharedfiles/filedetails/?id=407335588
Seems to be stable and well supported, however it is incompatible with several major mods (Traffic++, Traffic Manager, etc).

Earlier versions of this mod had some issues that broke vehicle AIs in vehicle assets.

Alternate Mods: Traffic Manager, Traffic++

May cause in-game performance issues on low-end systems. May cause unknown side-effects.

Vehicle AI bug (fixed since 15th June)

Severity: Critical / Crash (unable to load saves if broken vehicle present and mod not active)

Early versions of this mod changed the vehicle AI in game, but did not reset it to default AI when returning to main menu; side effect was that any vehicle created/edited in the asset editor would be using the wrong vehicle AI.

End users: Report issues with vehicle assets to their creators.

Asset creators: See V10DeleteAI for details on how to fix the AI of your vehicle.

Mod Exception: AdjustVehicleAI

Severity: Critical / Crash (save games become unplayable)

System.NullReferenceException: Object reference not set to an instance of an object at CitiesSkylinesNoDespawnMod.LoadingExtension.AdjustVehicleAI ... <stack_trace>

Any vehicle using non-standard AI will cause the mod exception (see note above on vehicle AI bug for solutions).

Mod Exception: UpdateVehicleInformation

Severity: Critical / Crash (save games become unplayable, new games will corrupt when saved)

System.NullReferenceException: Object reference not set to an instance of an object at CitiesSkylinesNoDespawnMod.LoadingExtension.UpdateVehicleInformation ... <stack_trace>

Any vehicle using non-standard AI will cause the mod exception (see note above on vehicle AI bug for solutions).
Object reference not set (obsolete)
Last checked: August 2019

This section is somewhat out of date and many of the errors have been resolved over the past few years, however it might prove useful in rare cases so I'm keeping it in for now. The earlier section of same name contains more up-to-date information.

There are multiple variants of the error:

Simulation error: Object reference not set to an instance of an object Tool error: Object reference not set to an instance of an object NullReferenceException: Object reference not set to an instance of an object System.NullReferenceException: Object reference not set to an instance of an object

Hints as to which type of asset caused the problem can sometimes be determined from the stack trace that appears after the error message:

NullReferenceException: Object reference not set to an instance of an object at Building.PlayAudio ... // ... missing building asset; may also be caused by audio/sound mods NullReferenceException: Object reference not set to an instance of an object at BuildingManager.CalculateServiceProximity ... // ... missing/broken service vehicle or building; may also be caused by audio/sound mods NullReferenceException: Object reference not set to an instance of an object at BuildingManager.SampleSmoothHeight ... // ... missing building asset causing issues with camera height NullReferenceException: Object reference not set to an instance of an object at NetManager.UpdateColorMap ... // ... missing transport vehicle (bus or train usually) or broken transport route Simulation error: Object reference not set to an instance of an object at BuildingManager.SimulationStepImpl ... // ... missing building asset Simulation error: Object reference not set to an instance of an object at HumanAI.SimulationStep ... // ... possibly missing road prefab or missing residential building? Simulation error: Object reference not set to an instance of an object at ResidentAI.StartPathFind ... // ... missing building asset (usually residential or transport) Simulation error: Object reference not set to an instance of an object at ResidentAI.UpdateHealth ... // ... possibly missing residential building causing a cim to despawn? Simulation error: Object reference not set to an instance of an object MessageManager.GetRandomResidentID ... // ... possibly missing residential building causing a cim to despawn? Simulation error: Object reference not set to an instance of an object at NetManager.SimulationStepImpl // ... missing vehicle asset (often a service vehicle) or road prefab Simulation error: Object reference not set to an instance of an object at NetSegment.UpdateStartSegments ... // ... missing road-prefab Simulation error: Object reference not set to an instance of an object at ZoneBlock.CalculateBlock3 ... // ... ? System.NullReferenceException: Object reference not set to an instance of an object at CargoTruckAI.UpdateBuildingTargetPositions ... // ... missing cargo vehicle asset or missing building asset (most likely industry, commercial or station) System.NullReferenceException: Object reference not set to an instance of an object at CitiesSkylinesNoDespawnMod.LoadingExtension.UpdateVehicleInformation ... // ... unsubscribe (not deactivate) the No Despawn Mod (workshop id: 407335588) System.NullReferenceException: Object reference not set to an instance of an object at ResidentAI.UpdateHealth ... // ... possibly missing residential building causing a cim to despawn? Tool error: Object reference not set to an instance of an object at BuildingManager.RayCast ... // ... missing road prefab or service building

NullReferenceException: Object reference not set to an instance of an object at BuildingManager.CalculateServiceProximity (Vector3 position, Single radius, System.Single[] serviceProximity, System.Single[] subServiceProximity) [0x00000] in <filename unknown>:0 at AudioManager.UpdateAmbient (.ListenerInfo listenerInfo, Single listenerHeight) [0x00000] in <filename unknown>:0 at AudioManager.PlayAudioImpl (.ListenerInfo listenerInfo) [0x00000] in <filename unknown>:0 at SimulationManagerBase`2[Manager,Properties].PlayAudio (.ListenerInfo listenerInfo) [0x00000] in <filename unknown>:0 at AudioManager.IAudibleManager.PlayAudio (.ListenerInfo listenerInfo) [0x00000] in <filename unknown>:0 at AudioManager.LateUpdate () [0x00000] in <filename unknown>:0

Unsubscribe any mods that alter the game audio (ambinet sounds, sirens, music, etc) and try again.

Sometimes this error is caused by missing service or transport building prefab; look for "Unknown prefab:" errors earlier in the log file and re-subscribe the missing asset if possible.

There are some additional things to try in the Troubleshooting FAQ.
107 Comments
Empiiey Jul 15, 2023 @ 3:15pm 
ERROR:
The Mod C:\Program Files (x86)\Steam\steamapps\workshop\content\255710\1094334744 [ProceduralObjects.dll] has caused an error [ModException]

Details:
System.NullReferenceException: Object reference not set to an instance of an object
at ProceduralObjects.ProceduralObjectsSerializer.OnSaveData () [0x00000] in <filename unknown>:0
at SerializableDataWrapper.OnSaveData () [0x00000] in <filename unknown>:0

LOG_FILE:
https://ufile.io/8s952d0t
Gordon freeman gaming Jun 8, 2023 @ 5:28am 
fix
Gordon freeman gaming Jun 8, 2023 @ 5:28am 
is from cities skylines?
-=| Last Man |=- Sep 22, 2022 @ 8:34pm 
The Mod C:\Program Files (x86)\Steam\steamapps\workshop\content\255710\414469593 [ExtendedBuildings.dll] has caused an error [ModException]

Details:
System.NullReferenceException: Object reference not set to an instance of an object
at ExtendedBuildings.ServiceInfoWindow2.set_servicePanel (.CityServiceWorldInfoPanel value) [0x00000] in <filename unknown>:0
at ExtendedBuildings.ExtendedLoading.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0
at LoadingWrapper.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0
aTwin Aug 6, 2022 @ 6:09am 
The linux location has probably changed as it is incorrect currently. It should be: ~/.config/unity3d/Colossal Order/Cities_ Skylines/Player.log
ipsingyiu May 4, 2022 @ 7:34am 
Hello. I could not load my save and the errors mentioned above seems to not appear in the log file. Could anyone help me with the problems? Here is the log file . [ufile.io]
Earl of Al Apr 23, 2022 @ 3:23am 
the discord server does not exist.....
Fishwy Gaming Mar 5, 2022 @ 12:04am 
Getting error still have tried everything and it says harmony in the text.
https://prnt.sc/WhuTVwO9DpT2
gameblogger Feb 6, 2022 @ 11:31am 
@aubergine18 Perhaps it's worth updating this guide to point users to the Compatibility Report mod instead of your outdated one?
Fynboen Jan 27, 2022 @ 10:41pm 
@Sway