Cities: Skylines
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Mod compatibility thread & FAQ [Patch 1.15.0-f5]
The Plazas & Promenades expansion is out and with it patch 1.15.0-f5. If you don’t use mods, then enjoy the new content and check out the patch notes below!

Patch notes[forum.paradoxplaza.com]

However, if you do play modded, note that a major patch like this is likely to require mods to update. Modders have been hard at work preparing updates, but please be patient while they apply those to the Workshop and sort out any issues that may not have been found in testing.

If you play with a lot of mods
  • Check the list of broken mods below
  • Don’t overwrite - save your city as a new savegame
  • Wait for mods to update - or help see what mods need an update.
  • Play unmodded while you wait using the -noWorkshop launch option

Will I be able to continue my existing city?
Most likely yes, but you will need to check your mods and remove/replace broken mods. See the P&P DLC Patch tab of this spreadsheet:
https://pdxint.at/BrokenModCS

Will ‘insert mod’ be updated?
Most likely yes! Our awesome modding community is working hard to find issues and update mods, but it’s important to remember, they do this as a hobby so it may take a little while. However, sometimes updates come in the form of a brand new mod, in those cases make sure to unsubscribe the original!

Which mods are broken?
For the most up-to-date information on which mods are broken, check out the community-maintained spreadsheet:
https://pdxint.at/BrokenModCS

Broken

Not broken but has some issues


Which mods do I absolutely need to load my city?
This is not a complete list, but can hopefully give you some idea of what mods to keep an eye on before loading your city.

Network mods
These include any mods that add networks. Anything in the Roads category on Steam is not counted, only those in the Mod category.

  • Extra Train Station Tracks
  • German Roads
  • Metro Overhaul Mod
  • More Train Tracks
  • Network Extensions 2
  • One Way Train Tracks
  • Tram Station Track

Major mods
Mods that have a large impact on how the game works are generally needed for your city to work as it should. These include, but are not limited to:

  • 81 tiles
  • Any Road Outside Connections
  • Custom Zone Mixer
  • Improved Lane Connections v2
  • Lifecycle Rebalanced Revisited
  • More CitizenUnits
  • More PathUnits
  • More Vehicles
  • Nursing Homes with Eldercare
  • Optimised Outside Connections
  • Ploppable RICO
  • Realistic Population (or other mods that affect population numbers)
  • Reversible Tram AI [BETA]
  • Traffic Manager: President Edition
  • Transfer Controller
  • Transfer Manager CE
  • Transport Line Manager

How do I play unmodded temporarily?
While you can’t play your modded city, why not check out the new content without mods? You can easily do this by adding the -noWorkshop launch option to Steam. To do this right-click on the game in your Library, select Properties, and type in -noWorkshop (exactly like that) in the box at the bottom, and close the window to apply. This disables all workshop content.

Just make sure to start a new city and save it as a new file, so you don’t overwrite your existing city.
Отредактировано CO_Avanya; 31 окт. 2022 г. в 2:10
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Сообщения 91105 из 271
I've this failure but I'm not sure which mod is causing it:

The Mod C:\Program Files (x86)\Steam\steamapps\workshop\content\255710\502750307 [NaturalResourcesBrush.dll] has caused an error [ModException]

Details:
System.MissingMethodException: Method not found: 'GeneratedScrollPanel.SpawnEntry'.
at (wrapper managed-to-native) System.RuntimeMethodHandle:GetFunctionPointer (intptr)
at System.RuntimeMethodHandle.GetFunctionPointer () [0x00000] in <filename unknown>:0
at NaturalResourcesBrush.RedirectionFramework.RedirectionHelper.RedirectCalls (System.Reflection.MethodInfo from, System.Reflection.MethodInfo to) [0x00000] in <filename unknown>:0
at NaturalResourcesBrush.RedirectionFramework.RedirectionUtil.RedirectMethod (System.Type targetType, System.Reflection.MethodInfo detour, Boolean reverse) [0x00000] in <filename unknown>:0
at NaturalResourcesBrush.RedirectionFramework.RedirectionUtil.RedirectMethod (System.Type targetType, System.Reflection.MethodInfo method, System.Collections.Generic.Dictionary`2 redirects, Boolean reverse) [0x00000] in <filename unknown>:0
at NaturalResourcesBrush.RedirectionFramework.RedirectionUtil.RedirectMethods (System.Type type, System.Type targetType, System.Collections.Generic.Dictionary`2 redirects, Boolean onCreated) [0x00000] in <filename unknown>:0
at NaturalResourcesBrush.RedirectionFramework.RedirectionUtil.RedirectType (System.Type type, Boolean onCreated) [0x00000] in <filename unknown>:0
at NaturalResourcesBrush.RedirectionFramework.Extensions.TypeExtension.Redirect (System.Type type) [0x00000] in <filename unknown>:0
at NaturalResourcesBrush.RedirectionFramework.Redirector`1[NaturalResourcesBrush.Detours.LandscapingPanelDetour].Deploy () [0x00000] in <filename unknown>:0
at NaturalResourcesBrush.LoadingExtension.OnCreated (ILoading loading) [0x00000] in <filename unknown>:0
at LoadingWrapper.OnLoadingExtensionsCreated () [0x00000] in <filename unknown>:0
Автор сообщения: heavybm
I've this failure but I'm not sure which mod is causing it:

The Mod C:\Program Files (x86)\Steam\steamapps\workshop\content\255710\502750307 [NaturalResourcesBrush.dll] has caused an error [ModException]

-snip-

That would be Extra Landscaping Tools. Unsubscribe the original and subscribe to the fix here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2862940316
Not in anyway trying to be nasty a little annoyed but Cities skylines doesn't need anymore work it's serviced with enough content on workshop and a community to keep the game going for another 6 to 10 years :) People still enjoy and play Simcity 4 to this date i play it sometimes and that was a game that came out in 2003! Instead of pushing out updates that break the game let people just enjoy the game that we have!! Get to creating something for our next generation of gaming!
Looks like it's time for me to remind everyone that while your feedback is welcome, this thread is not the place. Let's stick to the topic, thank you! :)
Just an update Avanya;

The first and second batch didn't change or resolve the issue!

The third batch, (updated versions), removed the issue with RoadBaseAI, but was replaced with the following error report message;



(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

1,340,269ms | Simulation error: Could not load type 'Problem'.
at (wrapper dynamic-method) NetManager.NetManager.SimulationStepImpl_Patch0 (NetManager,int) <0x00b6d>
at SimulationManagerBase`2.SimulationStep (int) <0x0004c>
at NetManager.ISimulationManager.SimulationStep (int) <0x00024>
at SimulationManager.SimulationStep () <0x00693>
at SimulationManager.SimulationThread () <0x0018a>
[Core]


I'll continue to check by enabling one mod at a time from the third batch... :)
Well, it seems that we have already moved from 1.15.0-f5 to 1.15.0-f7. Improved Stop Selection Revisited and Node Controller Renewal from yesterday are already marked as obsolete!
Автор сообщения: NanoGrrl
@CO_Avanya and others, again, THANK YOU for the continuing efforts and advice.

I wish I could have taken a video last night while all the vehicles on the roads were doing moonwalks while the game ran, going backwards and forwards over the same pieces of roads. That was something to see!

Going to take some more swings at this today.
I see this already before update/patch in some youtubers there build vlogs its some thing before the update.
Автор сообщения: Simuscape
Just an update Avanya;

The first and second batch didn't change or resolve the issue!

The third batch, (updated versions), removed the issue with RoadBaseAI, but was replaced with the following error report message;



(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

1,340,269ms | Simulation error: Could not load type 'Problem'.
at (wrapper dynamic-method) NetManager.NetManager.SimulationStepImpl_Patch0 (NetManager,int) <0x00b6d>
at SimulationManagerBase`2.SimulationStep (int) <0x0004c>
at NetManager.ISimulationManager.SimulationStep (int) <0x00024>
at SimulationManager.SimulationStep () <0x00693>
at SimulationManager.SimulationThread () <0x0018a>
[Core]


I'll continue to check by enabling one mod at a time from the third batch... :)

Fingers crossed you find it without too much trouble
Автор сообщения: Altitona
Well, it seems that we have already moved from 1.15.0-f5 to 1.15.0-f7. Improved Stop Selection Revisited and Node Controller Renewal from yesterday are already marked as obsolete!

Some mods will alert you to a change in the version number even if they work just fine. The hotfix shouldn't affect most mods, so just click "Okay" to the warning and try loading the game. Most likely they are fine and just need to be recompiled for the new version.
Автор сообщения: CO_Avanya
Автор сообщения: Altitona
Well, it seems that we have already moved from 1.15.0-f5 to 1.15.0-f7. Improved Stop Selection Revisited and Node Controller Renewal from yesterday are already marked as obsolete!

Some mods will alert you to a change in the version number even if they work just fine. The hotfix shouldn't affect most mods, so just click "Okay" to the warning and try loading the game. Most likely they are fine and just need to be recompiled for the new version.

Ok, thanks a lot for the precision!
https://steamcommunity.com/sharedfiles/filedetails/?id=2863317585

Not sure what is causing none of my buildings to show everything is just the concrete bellow the building unless I zoom way out, and no cars are visible. I am getting an error about some coke billboard light effect but I don't think that is causing this issue.
Hope we will be able to play soon with mods :D
Why is that after all this time we still get almost no news about patches. I just had another 2gb update today, after the DLC mess that yesterday was. And I've never complained about a DLC update screwing up our workshop content since this games original launch, until yesterday. THE MAIN REASON for that is that I understand and accept the risk I'm taking with assets and mods. And I'm okay with it.
But most of the great mods we use today are from actual employees or partners on the workshop nowadays. THERE SHOULD BE a better partnership between them when releasing this stuff considering they basically use us as onofficial testers for mods/assets that go back into the game at some point. I still appreciate every bit of work they do and am willing to be decent about that part of it.
What bothers me though is that they don't give any warnings or dates for when to protect ourselves or opt out of these upgrades when we get the game exactly where we want it to be.
They don't even keep us informed about the patches they are giving us so we can see before taking the time to launch our games what has or hasn't been fixed, like with this 2gb download today. I don't know if they fixed anything or just removed the entire DLC because of the size of it. lol It takes some people 10 minutes just to load their game and see if it's still broken or not before deciding whether to remove or add their mods and play the way they want, for something they technically already own.
Maybe a bettter line of communication to us would be enough to make this more pleasant for all of us.
So they are publishing a list of 174 broken mods after two updates which are throwing this game back into the baby version. Excellent job so far
Отредактировано otizTOTIZ; 15 сен. 2022 г. в 11:24
Okay so I managed to get into the game without errors, after updating every mod i had and disabling the ones that werent updated. But after the loading screen, the game screen just turns blue and nothing happens. I can´t click anything or basically do anything.
Does anyone else have this problem?
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Дата создания: 12 сен. 2022 г. в 6:06
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