Cities: Skylines

Cities: Skylines

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Argument is out of range.
Parameter name: startIndex [System.ArgumentOutOfRangeException] Details: No details

How do I go about figuring out what is causing this? I have been working on this city for awhile, decided to grab sunset harbor, everything seemed fine until I built the helicopter depot. and then this error would pop up over and over and over again until I demo'd it.
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Showing 1-10 of 10 comments
snowflitzer Jan 15, 2021 @ 4:03pm 
This message you get when you have an outdated or broken mod:

use these to help you to figure out which one it is or give us your mods list:

Broken mods list
https://docs.google.com/spreadsheets/d/1mVFkj_7ij4FLzKs2QJaONNmb9Z-SRqUeG6xFGqEX1ew/edit#gid=0

Compatibility check
https://steamcommunity.com/sharedfiles/filedetails/?id=2034713132

Or you can give us your output log file

https://steamcommunity.com/sharedfiles/filedetails/?id=463645931&searchtext=OUTPUT

Originally posted by Avanya:
Can you post your output_log.txt somewhere for us to take a look at? Ideally from right after having the error.

Here's where to find the log depending on your operating system. To easily find the local files for the game, right click your game in the Steam library, select Properties, go to the Local Files tab and select Browse local files.

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

Mac OS X
Users/<username>/Library/Logs/Unity/Player.log

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


As we can't attach files here on Steam, you will need to upload the file somewhere else. Here's a few sites you can upload it to, which do not require you to sign up first:

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
Dark Redslayer Jan 15, 2021 @ 4:39pm 
Hmm removed the ones it said were incompatible, most didn't really use anyway, but something in my city is still causing it to error out, when I tried it on an empty map, it was fine. Gonna fiddle about for a bit, and if I can't figure it out I'll do the log thing, because I'd like to know what's causing it, even if I start a new city as I was already planning, I really don't wanna get half way into a city build and start running into this again.
Dark Redslayer Jan 15, 2021 @ 5:13pm 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Simulation error: Argument is out of range.
Parameter name: startIndex
at string.Substring (int) <0x00095>
at GSteigertDistricts.BuildingHelper.hasSpareVehicles (uint16,Building&,BuildingAI) <0x0007a>
at GSteigertDistricts.BuildingHelper.delegateToAnotherBuilding (uint16,Building&,TransferManager/TransferReason,TransferManager/TransferOffer,ItemClass/Service) <0x002c4>
at GSteigertDistricts.DepotAIMod.StartTransfer (uint16,Building&,TransferManager/TransferReason,TransferManager/TransferOffer) <0x00096>
at TransferManager.StartTransfer (TransferManager/TransferReason,TransferManager/TransferOffer,TransferManager/TransferOffer,int) <0x00643>
at (wrapper dynamic-method) TransferManager.DMD<DMD<MatchOffers_Patch1>?-1121695616..MatchOffers_Patch1> (TransferManager,TransferManager/TransferReason) <0x0077c>
at TransferManager.SimulationStepImpl (int) <0x00070>
at SimulationManagerBase`2.SimulationStep (int) <0x0004c>
at TransferManager.ISimulationManager.SimulationStep (int) <0x00024>
at SimulationManager.SimulationStep () <0x00693>
at SimulationManager.SimulationThread () <0x0018a>
[Core]

That appears to be the full error?

https://paste.ee/p/a4hUi

I got 34 missing asset props that at some point I need to find lol, but they never made any difference before.
Dark Redslayer Jan 15, 2021 @ 5:18pm 
Originally posted by Chaos:
@Dark Redslayer, kindly report this as a bug to the mod's author

If I knew what mod was the issue I would lol. As of right now, the only object that causes issues is a DLC structure, the helicopter Depot.

I can find the error, but it may as well be in chinese from there, I don't know what I'm looking at lol
Last edited by Dark Redslayer; Jan 15, 2021 @ 5:20pm
Dark Redslayer Jan 15, 2021 @ 5:25pm 
Originally posted by Chaos:
Originally posted by Dark Redslayer:

If I knew what mod was the issue I would lol. As of right now, the only object that causes issues is a DLC structure, the helicopter Depot.

I can fine the error, but it may as well be in chinese from there, I don't know what I'm looking at lol

The broken mod is this:

https://steamcommunity.com/sharedfiles/filedetails/?id=927293560

Yep. uninstalled it and the issue is gone, Thanks! I'll report it to the mod page.
Dark Redslayer Jan 16, 2021 @ 5:50am 
well, not sure what combination of mods being removed did it, but a while after this, my entire college population collapsed leaving my universities crushing my income. Guess it just wasn't meant to be with this city and this DLC.
Dark Redslayer Jan 16, 2021 @ 12:48pm 
Originally posted by Chaos:
You used the Districts mod to combat a game mechanic that was easier to ignore than handle properly at the time. So without the mod (a glorified "cheat", really), the normal game mechanic cannot be postponed.

Part of this game is figuring out why cims and vehicles makes the choices they do, so you can influence them to do as you please. You cannot dictate their choices, but you can influence them. It's like raising children; they have free will and won't do what they're told, so you need to manipulate them subtly for their own well being.

Nah it broke the schools in that city in general. The "eligible" for each school type went crazy, Elementary went from 60k to 15k, Highschool went from 25k to 136k and college went from about 15k to 7k. Started a new game, and numbers are much more within reason, again. Actually have more college eligible at 60k total pop than I did at 250k in the other city after the save broke.

Its one thing to have them stop going but the eligible still be about the same, its another for those numbers to change drastically to the point of making no sense, where over half my population is suddenly highschool eligible.
Dark Redslayer Jan 16, 2021 @ 3:33pm 
Originally posted by Chaos:
It's because the poor kids were not allowed to go to an out-of-district school, so they were not counted as eligible. Now there are many, still uneducated, still eligible teenagers, hungry to learn.

After some time without hard district segregation the city will find a new balance.

That doesn't explain the sharp decline in college and elementary level students. Even if they were locked in a district, the totals wouldn't have changed. I think it was an age slowing mod I had before to stop death waves, replaced it with a newer better one, and I think that screwed the ages up.
Shadertheboi Mar 26, 2021 @ 8:10am 
Yo! Care to share how you found out the broken mod that is causing your game to crash? Because now, just yesterday, I am in the same exact predicament as you. i.e. Argument out of range error, but loading a brand new map works perfectly fine.

[LSM] full load at 905
Simulation error: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[ColossalFramework.IO.IDataContainer].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at ColossalFramework.IO.DataSerializer.ReadObject[GenericGuide] (ColossalFramework.IO.LegacyResolverHandler customResolver) [0x00000] in <filename unknown>:0
at ColossalFramework.IO.DataSerializer.ReadObject[GenericGuide] () [0x00000] in <filename unknown>:0
at EightyOne.Areas.FakeGameAreaManager+FakeData.Deserialize (ColossalFramework.IO.DataSerializer s) [0x00000] in <filename unknown>:0
at ColossalFramework.IO.DataSerializer.Deserialize[Data] (System.IO.Stream stream, Mode mode, ColossalFramework.IO.LegacyResolverHandler customResolver) [0x00000] in <filename unknown>:0
at ColossalFramework.IO.DataSerializer.Deserialize[Data] (System.IO.Stream stream, Mode mode) [0x00000] in <filename unknown>:0
at LoadingManager+<LoadSimulationData>c__IteratorB.MoveNext () [0x00000] in <filename unknown>:0
at AsyncTask.Execute () [0x00000] in <filename unknown>:0 [Core]

I noticed in this part of my output log, 81 tiles seems to be the culprit. But I don't think I would want this mod to be permanently removed, right? lol
Dark Redslayer Mar 27, 2021 @ 6:21am 
Originally posted by Shadertheboi:
Yo! Care to share how you found out the broken mod that is causing your game to crash? Because now, just yesterday, I am in the same exact predicament as you. i.e. Argument out of range error, but loading a brand new map works perfectly fine.

[LSM] full load at 905
Simulation error: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[ColossalFramework.IO.IDataContainer].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at ColossalFramework.IO.DataSerializer.ReadObject[GenericGuide] (ColossalFramework.IO.LegacyResolverHandler customResolver) [0x00000] in <filename unknown>:0
at ColossalFramework.IO.DataSerializer.ReadObject[GenericGuide] () [0x00000] in <filename unknown>:0
at EightyOne.Areas.FakeGameAreaManager+FakeData.Deserialize (ColossalFramework.IO.DataSerializer s) [0x00000] in <filename unknown>:0
at ColossalFramework.IO.DataSerializer.Deserialize[Data] (System.IO.Stream stream, Mode mode, ColossalFramework.IO.LegacyResolverHandler customResolver) [0x00000] in <filename unknown>:0
at ColossalFramework.IO.DataSerializer.Deserialize[Data] (System.IO.Stream stream, Mode mode) [0x00000] in <filename unknown>:0
at LoadingManager+<LoadSimulationData>c__IteratorB.MoveNext () [0x00000] in <filename unknown>:0
at AsyncTask.Execute () [0x00000] in <filename unknown>:0 [Core]

I noticed in this part of my output log, 81 tiles seems to be the culprit. But I don't think I would want this mod to be permanently removed, right? lol

Definitely looks like its 81 tiles based on " <filename unknown>:0
at EightyOne.Areas.FakeGameAreaManager+FakeData.Deserialize "

Not sure if maybe you can try a different 81 tiles mod or what, I've only used 81 tiles once and never ran into any issues outside of occasionally having to load a map twice for it to not have visual glitches lol.
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Date Posted: Jan 15, 2021 @ 3:33pm
Posts: 10