Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There are a number of mods in your list there that *do* affect public transport, so those would be the place to look (I don't have any idea which one specifically, sorry. That being said, your list does include a couple of outdated and buggy mods, so it's also possible there's a more fundamental issue there.
the problem is that because of the high amount of living space given by this mod, the limit of citizen units can be reached very quickly.
Also there are now citizen units in my city that will keep existing even after i removed all buildings. meaning i now have a tangible amount of citizen instances (100000 or 20% of the maximum) that can no longer hold any citizens
And for some reason, when the citizen limit is reached, all further passenger vehicles (also including cars) get bugged out and can no longer take on passenger.
image: https://steamcommunity.com/sharedfiles/filedetails/?id=2551980278
Note that CitizenUnits (not to be confused with citizen instances, which is a different thing) aren't just used in buildings - as you've discovered, the game uses a decent chunk of them for transport, tourists, temporary citizen instances, etc.
For a given population you'll typically be using fewer CitizenUnits with this mod than without, as this mod's default settings mean more efficient allocation of CitizenUnits for workplaces; but as with any game limit, once you hit that limit, that's it.
It's a bit annoying that the game doesn't give explicit warning of hitting the CitizenUnit limit and instead just 'fails quietly' in the background, slowly stuffing up your city.... but then again, the game was never really properly designed to handle cities with populations above a few hundred thousand citizens anyway.
Phantom lane remover (which now can also detect phantom citizen units) also cant detect them.
The ghost citizen units happen with both this mod and the "realistic population 2 BETA" i think
i have read through the 1.x version on github and havent found any obvious thing that could cause this situations (since nothing is addressed directly, and all objects that are created should be discardet safely at the end), but i have never created a mod for cities skylines.
unless there is some service/sub service that have problems
To work out where the CitizenUnits are being used, you'd need to step through with ModTools to see what flags are being assinged. If you post your savegame, I could have a look myself.
here a picture and the map (where i already have removed all buildings, so only broken citizen units should be left over)
also it looks like some of the "next item" variables are not set in the broken citizen units
https://steamcommunity.com/sharedfiles/filedetails/?id=2552763085
https://steamcommunity.com/sharedfiles/filedetails/?id=2552758676
looks like i now will have to learn how to mod for cities skylines
I wonder if this is another base-game bug similar to the one I had to fix with Lifecycle Rebalance Revisited.
But even though it has a valid flag, dont all citizen units need a valid building, even when they are used for something else?
only question then is who owns the seagulls?
i couldn't even figure out how to access the CitizenManager from within the console so
In this cse it looks as though units aren't being properly released when buildings are destroyed; I'll have to look through the game code later to try to work out what the circumstances might be that lead to that.
sadly no luck
something like trying to simply release all units doesnt work lol
if(true){
CitizenManager mngr = ((CitizenManager)GameObject.FindObjectsOfType(typeof(CitizenManager))[0]);
int arraySize = mngr.m_units.m_buffer.Length;
for (int i = 0; i < arraySize; i++)
{
mngr.ReleaseUnits(Convert.ToUInt32(i));
}
}
for some reason its throwing an index out of range before being at the end of the list
https://steamcommunity.com/sharedfiles/filedetails/?id=2553305537
also second i will have to check if a vehicle or citizen simulation is currently using it, else it crashes the simulation