Cities: Skylines

Cities: Skylines

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NoG Jul 21, 2020 @ 9:29am
Corrupted map editor save
After loading a saved map from the previous day on the editor it seems that all parts of the terrain have formed back to all of the same height levels with corrupted artifacts all around the map. This image better represents the problem, https://gyazo.com/aa98fd87b2c9bf1988f9e686d30eeb0b
https://gyazo.com/4fc9b3f236209d13cc5602af11c51abf
It seems that when I go over the terrain and use a tool to update the map it starts to show up on the parts affected by the tool, I don't know why it would ruin the map like this, I cant tell if its a corrupted file or mod problems and I have no idea how to fix.
Last edited by NoG; Jul 21, 2020 @ 9:55am
Originally posted by Avanya:
Make sure you have the exact spelling for -disableMods as it won't do anything if it isn't exact.

Crashing could very well be your game running out of RAM. And easy way to test that is to also add the launch option -noWorkshop so the game runs as complete vanilla. If it runs fine then, the crashing is likely due to running out of RAM from having too much workshop content.

If you haven't already set a nice large pagefile, then I recommend doing that. Setting it to 32GB helps the game run much smoother and results in less crashing. This guide explains how to change the pagefile.

https://steamcommunity.com/sharedfiles/filedetails/?id=2114415052&searchtext=pagefile

Depending on the amount of RAM you have, you might also want to lower the amount of workshop content you have. Here are some average numbers for what you are expected to be able to run with different amounts of ram:

4GB: 0-10 assets
8GB: 100-400 assets
12GB: 400-800 assets
16GB: 800-1200 assets
24GB: 1200-2000 assets
32GB: 2000-2800 assets
64GB: 2800-6000 assets

If you have any of the major DLC's or content creator packs, reduce the asset count by another 400 each. Each DLC adds about 250-400 assets to the game.
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Showing 1-15 of 16 comments
WBKotter (Banned) Jul 21, 2020 @ 10:27am 
Sounds like you could have accidently rushed the quit before the edit have completely saved?

Start a new map with only a very few obvious terrain changes then save quit and restart editor with new map to check editor.
NoG Jul 21, 2020 @ 3:09pm 
Still have the same problem where the map ends up flat with no surfaces, I waited until the save stopped running the saving process then exited to desktop.
WBKotter (Banned) Jul 21, 2020 @ 3:39pm 
OK try this after completely logging out of both steam and the launcher reboot or restart your system. and try again. Some times that will turn things loose.


If that doesn't work it's likely a conflict or memory issue and you should try holding out for someone who has a better suggestion. OR consider doing a file backup and clean reinstall to correct the problem. Not a happy thing to think about I know.
NoG Jul 21, 2020 @ 3:47pm 
ye I did recently have a whole-computer corruption that happened while playing C:S so if that helps ima wait for a modder or maybe someone good with files, thanks for trying tho.
Avanya Jul 22, 2020 @ 4:08am 
Are you using any mods? A lot of mods aren't made to be used in the editors and so cause a bunch of issues if they aren't disabled. If you don't need any mods in the editor, the best thing is to use the -disableMods launch option.
NoG Jul 22, 2020 @ 6:58pm 
how do i enable that option
NoG Jul 22, 2020 @ 7:27pm 
I also got this error that mentioned the word map
The Mod D:\Steam\steamapps\workshop\content\255710\497439640 [RandomTerrainGenerator.dll] has caused an error [ModException]

Details:
System.NullReferenceException: Object reference not set to an instance of an object
at RandomMap.Loader.OnLevelUnloading () [0x00000] in <filename unknown>:0
at LoadingWrapper.OnLevelUnloading () [0x00000] in <filename unknown>:0
Avanya Jul 23, 2020 @ 2:14am 
- Right-click on the game title under the Library in Steam and select Properties.
- Under the General tab click the Set launch options... button.
- Enter the launch options you wish to apply (be sure to separate each code with a space) and click OK.
- Close the game's Properties window and launch the game.

As for the error, I recommend you remove the Random Terrain Generator mod. It hasn't been updated in 5 years and seems like it's broken.
NoG Jul 23, 2020 @ 1:09pm 
so its at the point where the game crashes about 30 seconds into editing a map even after removing a few mods and after doing the -disablemods command. wtf just happened lol.
NoG Jul 24, 2020 @ 1:42pm 
do i have to reinstall cities skylines
The author of this thread has indicated that this post answers the original topic.
Avanya Jul 25, 2020 @ 3:48am 
Make sure you have the exact spelling for -disableMods as it won't do anything if it isn't exact.

Crashing could very well be your game running out of RAM. And easy way to test that is to also add the launch option -noWorkshop so the game runs as complete vanilla. If it runs fine then, the crashing is likely due to running out of RAM from having too much workshop content.

If you haven't already set a nice large pagefile, then I recommend doing that. Setting it to 32GB helps the game run much smoother and results in less crashing. This guide explains how to change the pagefile.

https://steamcommunity.com/sharedfiles/filedetails/?id=2114415052&searchtext=pagefile

Depending on the amount of RAM you have, you might also want to lower the amount of workshop content you have. Here are some average numbers for what you are expected to be able to run with different amounts of ram:

4GB: 0-10 assets
8GB: 100-400 assets
12GB: 400-800 assets
16GB: 800-1200 assets
24GB: 1200-2000 assets
32GB: 2000-2800 assets
64GB: 2800-6000 assets

If you have any of the major DLC's or content creator packs, reduce the asset count by another 400 each. Each DLC adds about 250-400 assets to the game.
NoG Jul 25, 2020 @ 7:34pm 
cool ima try this
NoG Jul 25, 2020 @ 8:11pm 
Originally posted by Avanya:
Make sure you have the exact spelling for -disableMods as it won't do anything if it isn't exact.

Crashing could very well be your game running out of RAM. And easy way to test that is to also add the launch option -noWorkshop so the game runs as complete vanilla. If it runs fine then, the crashing is likely due to running out of RAM from having too much workshop content.

If you haven't already set a nice large pagefile, then I recommend doing that. Setting it to 32GB helps the game run much smoother and results in less crashing. This guide explains how to change the pagefile.

https://steamcommunity.com/sharedfiles/filedetails/?id=2114415052&searchtext=pagefile

Depending on the amount of RAM you have, you might also want to lower the amount of workshop content you have. Here are some average numbers for what you are expected to be able to run with different amounts of ram:

4GB: 0-10 assets
8GB: 100-400 assets
12GB: 400-800 assets
16GB: 800-1200 assets
24GB: 1200-2000 assets
32GB: 2000-2800 assets
64GB: 2800-6000 assets

If you have any of the major DLC's or content creator packs, reduce the asset count by another 400 each. Each DLC adds about 250-400 assets to the game.

thank you this worked, I was able to start up the game, save it, and load it without corruptions. About the asset thing I was wondering if there was any way to find specific mods and workshop assets that cause the problems because I dont know if I can play the game with houndreds or thousands of deleted assets.
NoG Jul 25, 2020 @ 8:14pm 
also I have no idea how to page file, it seems overwhelming.
Avanya Jul 27, 2020 @ 2:03am 
Originally posted by 123MGD:
thank you this worked, I was able to start up the game, save it, and load it without corruptions. About the asset thing I was wondering if there was any way to find specific mods and workshop assets that cause the problems because I dont know if I can play the game with houndreds or thousands of deleted assets.

It isn't really about a few problem assets or mods though, it's about the amount in total. You can look for unoptimized assets or remove ones with larger textures/filesizes - then you'd have to remove less. The mod MeshInfo lets you sort assets by their texture size, and textures are what account for most of the filesize.

Ofc larger buildings use larger textures, and sometimes it might be worth keeping something more detailed. That's all up to you and what you need the most in your city. I have some general guidelines to give you an idea of what sort of texture sizes are considered optimized for different types of assets - it's a bit old and we have since had the ability to add subbuildings to make very large buildings, so unique buildings can go above this just fine if they're large and consist of multiple parts.

https://i.imgur.com/2qeSaR7.png

Even though the game is working for you now with the pagefile, it still might be good to take a look at assets. Just getting rid of stuff you subscribed to but have never used and probably won't use is a good plan. Sometimes I end up with stuff that I have newer and better options for, but I forgot to remove the old. A little spring cleaning of assets from time to time is good. :)
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Date Posted: Jul 21, 2020 @ 9:29am
Posts: 16