Cities: Skylines

Cities: Skylines

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Meesmoth Mar 30, 2019 @ 2:46am
Low population/low happiness bug
So I started a new city (name: Imus City) this March 24, but when I started zoning it only this March 28, the population of the city is very very low. I have seen many houses being built but no one lives there and gives me the 0/1 households thing. I have finished the city at 45,000 buildings earlier, but its population is only 20,000.

The happiness level of Residental is stuck at 31%, putting monuments didn't help either but to increase it by only 5%. The Commercial happiness level is at 74%.

Here is the savefile:
https://steamcommunity.com/sharedfiles/filedetails/?id=1698104623

Output_log gives me this (spammed countless times):
Originally posted by output_log:
System.ArgumentNullException: '' with 1 arguments

What is more odd that the game (in the city) simulates 90,000 citizen units, but the seperate (CSL Show More Limits) citizen count is also only 20,000. I feel like I'm having 70,000 ghost Cims in the city that can't move in or enter the map despite having 8 outside connections on the map.
Last edited by Meesmoth; Apr 14, 2019 @ 7:07am
Originally posted by MarkJohnson:
I tried dezoning my whole vanilla city that is 9-tiles and 280k pop and no workshop. I added csl show more limits and it measured about 93k citizen units after the city was dezoned and left running for a bit after wards to get traffic down.

I then started zoning residential to see how big it could get with jobs only for services plopped. I was at about 57k and demand was slow and 3% unemployment still. and citizen units were running 112k. So about 15k higher than what I staryed. So that is about normal I guess, as it's always higher.

I had no issues with 0/1 households. But I mostly zoned HD residential to get pop up quicker to fill jobs. But the few hundred I zoned at the end had no issues.

Maybe I'll try your workshop on my city and see what happens. Maybe tomorrow, as I am testing your new empty city with new empty zones.

EDIT:

This is weird, I loaded your city again and now all of the zoning it has has vanished from the map. I tried rebooting my machine and loading again, but still no zoning anywhere. odd

EDIT 2:

I just loaded my city real quick, and it is running all of your workshop without issue and is x3 speed. No 0/1 issues at all.

I let it run a while and sure enough, about 16k pop it started slowing down quickly. It's now 30k and it is taking about 10 seconds for a day to expire.

No issues of 0/1 or the like yet.

It's all low density this time, like yours. All 4 of my outside connections are flooded from so many cars moving in at once. Now 60k pop, and traffic is mellowing out now, as the highways are jammed at entrance into city, especially the first interchanges, where they switch lanes and jam up. But going nicely.

Still no issues of problems.

Well, it's bedtime. I'll try again tomorrow and see how it goes when they have time to level up. Nite

EDIT 3:

Ooops, I forgot to add my saved game for you to test your mod settings on. If you have the same issues, then it is definitely a mod setting or maybe asset ploppable.

https://steamcommunity.com/sharedfiles/filedetails/?id=1302609885

EDIT 4: lol

I forgot to mention the other day, that I noticed in Imus that the 0/1 type buildings would let cims move in, but only when they reached level 2. So the buildings had to upgrade before they would move in. The new buildings seemed to be the only ones with the 0/1 issues.
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Showing 1-15 of 62 comments
Crusader Mar 30, 2019 @ 5:59am 
I found the same issue, what I've done is have tall buildings rather houses to raise pop.
Meesmoth Mar 30, 2019 @ 11:59pm 
Originally posted by Crusader:
I found the same issue, what I've done is have tall buildings rather houses to raise pop.
I have a strong feeling it is caused by a mod (even though my 90 mods all work fine) or something savefile-related that broke the simulation (the System.ArguementNullException message being spammed repeatedly) that I never noticed or didn't occured on regular gameplay at all, but is still recorded on each output_log when I load that city. Other cities I loaded didn't reproduced the same error message with the same list of mods/assets used.
leftbehind Mar 31, 2019 @ 3:12am 
Share full log file please.

It does sound like a mod issue, although like Meesmoth I have >100 active mods and don't run in to these issues.
Meesmoth Mar 31, 2019 @ 9:56am 
Here is the output_log containing the session of that city. I have checked it myself, it does not have anything except for harmless errors, and the System.ArgumentNullException message being spammed right after the loading screen.

https://drive.google.com/open?id=1a343q9YKUblROZjT8aX7BUK1XxOnjyHm
leftbehind Mar 31, 2019 @ 12:52pm 
Wow, there's loads of errors in that log file (including many exceptions).

One of the issues is a Ploppable RICO asset - most likely contains a prop that's part of a DLC but the DLC isn't installed.

The localisation errors look weird. There's loads of failed prefabs, which is also somewhat strange.

The ArgumentNullException is likely due to failed detour/redirect (listed near start of log file) of either Network Extensions mod or Move It mod.
Meesmoth Mar 31, 2019 @ 11:52pm 
Originally posted by aubergine18:
One of the issues is a Ploppable RICO asset - most likely contains a prop that's part of a DLC but the DLC isn't installed.
I have almost all DLCs now, the only two missing are the Country and Dawn radio packs. Plus it seems to be harmless while gameplay, as all RICO buildings work fine (even the local created ones). I don't subscribe to many props as well to save RAM, missing props won't do anything though.

Originally posted by aubergine18:
The localisation errors look weird. There's loads of failed prefabs, which is also somewhat strange.
Very strange indeed, but after the loading screen - everything is there and works fine, even the 1025 assets I use (none of them failed according to LSM).

Originally posted by aubergine18:
The ArgumentNullException is likely due to failed detour/redirect (listed near start of log file) of either Network Extensions mod or Move It mod.
So that explains why my game froze while trying to fix a road with Move It!, the road looks glitchy due to terrain and I had to fix it manually.

If the log does not contain the issue why the population bug occurs, well I'll let somebody else look at the savefile. It's on the top post.
fractal Apr 1, 2019 @ 12:40am 
check happyness and have many houses if already had then you might wanna start a new game
Meesmoth Apr 1, 2019 @ 12:49am 
Originally posted by geocorpyeet:
check happyness and have many houses if already had then you might wanna start a new game
There's basically no one can move in despite having 45,000 buildings. As a result all houses are empty, happiness is basically at 0% since no one lives there. Happiness increase when Cims move in, but they can't move in.
fractal Apr 1, 2019 @ 1:03am 
oh so not really low like 20 cims then umm try a new game only thing i can think of
fractal Apr 1, 2019 @ 1:04am 
ooh maybe try having less biuldings
Meesmoth Apr 1, 2019 @ 2:34am 
Less buildings mean less Cims can move in. I have seen similar recent threads here with people having population bugs. For me it is not caused by TMPE and is caused by something that I don't know yet (other previous cities were fine though).
Last edited by Meesmoth; Apr 1, 2019 @ 2:34am
leftbehind Apr 1, 2019 @ 7:22am 
Do you use any of pcfantasy's mods? they contain clones of TMPE, but usually older versions.
Meesmoth Apr 1, 2019 @ 7:56am 
Originally posted by aubergine18:
Do you use any of pcfantasy's mods? they contain clones of TMPE, but usually older versions.
Nope, don't have one from him.
MarkJohnson Apr 1, 2019 @ 9:46am 
I just launched the game. It had a relight issue of null reference, so I removed it, along with a ton of cosmetic and redundant mods, and it is fine for me.

There is no police coverage at all. I think two police stations is all.

But population in increasing. Almost to 30k.

DOH! I got a Tsunami warning and lost all power and water.

It seems to have borked some no power/water mod.

EDIT:

Forgot a small district is missing the roads, but all buldings are present

Zoomed-out area:
https://steamcommunity.com/sharedfiles/filedetails/?id=1700685014

Zoomed-in area:
https://steamcommunity.com/sharedfiles/filedetails/?id=1700684407

Maybe this area was causing the issue?

Or maybe one of the many mods' settings I never configured?
Last edited by MarkJohnson; Apr 1, 2019 @ 9:55am
Meesmoth Apr 2, 2019 @ 3:13am 
Sorry for not posting in a while, was busy with my City Journal on the Paradox forums.

Actually the city has three/four police stations, but they are placed only in the city center like its real-life counterpart.

I think the bug is still there on your session, or the city was not ran until reaching its final population stage. I had a city built only less 31 days ago that is only 10% smaller than Imus City, but its final population is between the 100-120k mark.
https://steamcommunity.com/sharedfiles/filedetails/?id=1667974802

Image (focus on the limits counter and the population number): https://reddit.app.link/bgOY0gxyyV




30k for a large city near the building limit is still kinda low, as shown in this past city timelapse I uploaded (the city had 9,000 buildings only, but with 28,000 population at the end):
https://steamcommunity.com/sharedfiles/filedetails/?id=1671632372

I also tried disabling Configure Outside connections and Configure population limits Mods, but so far I got nothing, the bug is still there, it makes me think the issue is now on the Savefile itself, as it was created during the Parklife mod errors (aka release).

EDIT: The large cemetery without road access is placed intentionally (again like its real-life counterpart), and has been proven to not cause errors like in previous cities.
Last edited by Meesmoth; Apr 2, 2019 @ 3:19am
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Date Posted: Mar 30, 2019 @ 2:46am
Posts: 62