Cities: Skylines

Cities: Skylines

Net Missing Recoverer 0.0.1
60 条留言
河北省的元首 3 月 4 日 上午 12:37 
This mod conflicts with the CSUR , which can cause it to fail to load.
CreatorOfWorlds 2024 年 5 月 9 日 上午 1:19 
Oh, how i wish that i had not deleted my old savegames that i could not load.
💪👍
「 LiTe Em uP 」 2023 年 12 月 17 日 下午 5:12 
still works even on december 2023 with all the last updates for 2023??
marek 2023 年 7 月 15 日 上午 10:43 
it worked! saved my save, thanks you!
Enderu 2023 年 6 月 27 日 上午 2:50 
This is amazing! I managed to fix everything in one click. And I was close to giving up on my broken save file. Thanks a lot!:steamhappy:
Laurence Barnes 2023 年 4 月 11 日 上午 3:41 
It does not appear to replace the roads, although it says it found the replacement according to the log. I am trying to find out whether I did anything wrong though.
Mikezilla 2023 年 3 月 22 日 下午 8:05 
Amazing mod! Fixed my game. My only regret is not finding it sooner.
RJ1192 2023 年 2 月 15 日 下午 10:06 
This mod worked! Saved 100s of hours of work. Found 2 of my roads deleted off the Steam Workshop broke my saves AND THIS FIXED THEM!
DerKrieger 2022 年 12 月 23 日 上午 2:23 
@Klyte45 the netreplacements.xml only shows vanilla roads and doesnt show any workshops roads or their IDs. maybe an issue with the latest free roads patch?
DerKrieger 2022 年 12 月 18 日 下午 12:29 
@^1L^2I^3N^4K^5Z^6Y ^7Z^1E^2U^3S also had to search a while to find it. It is located here: C:\Users\YOURNAMEHERE\AppData\Local\Colossal Order\Cities_Skylines\Klyte45Mods\NetMissingRecoverer
Junior 2022 年 12 月 6 日 上午 4:59 
Where is the xml file located?
Cosmic Sea 2022 年 12 月 4 日 上午 11:54 
Turns out my issue seems to be related to the load order mod not locating any of my legacy prefabs. I see a bunch of lines like this in my output log:


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

63,227ms | Resolving legacy prefab: Avenue Large With Buslanes Grass Slope -> Basic Road [Serialization]

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

63,229ms | Resolving legacy prefab: Avenue Large With Buslanes Grass Tunnel -> Basic Road [Serialization]

No idea if this is specific to RON or this mod, or why my legacy prefabs can't be loaded. In game, all the prefabs are present and I am able to create new lines of all types (blimps, monorail, etc)
Cosmic Sea 2022 年 12 月 3 日 下午 3:09 
Could it be caused by vehicles that I disabled in the mod tool? I'm thinking that might be it as I had to disable many of the vehicles that were in my city
Cosmic Sea 2022 年 12 月 3 日 下午 2:25 
@Klyte45 I'm having an issue where LSM does not show any missing nets (nor nets used anywhere else). There are missing props but I don't think that should be a problem. However, when I load my game using this mod, even with the "replace missing nets with basic roads" feature disabled, many of my networks are automatically replaced by roads and I have webs of roads going everywhere. I notice that also, my blimp and helecopter and numerous other networks are gone and replaced with a road. Removing this mod and trying to load results in a simulation error almost at the end of loading my save, followed by a crash:

485,762ms | Simulation error: Object reference not set to an instance of an object
at BuildingManager.UpdateData (SimulationManager/UpdateMode) <0x010a3>
...

I am not in front of my computer right now, but I can attach logs and LSM output later I am also using the load order mod/tool (not sure if this would affect anything). Again, theres no missing nets identified by LSM.
Lordwarblade 2022 年 11 月 11 日 下午 10:42 
Loading Screen Mod - best mod on the workshop
rayanouch2010 2022 年 11 月 11 日 上午 6:10 
sorry but what does LSM mean?
mattii70 2022 年 11 月 4 日 下午 1:40 
Five out of five, managed to recover a save that I had been unable to load for over a year as some roads had been deleted from the workshop. Used the option to replace with basic road where there is no match and it loaded without messing around with the xml file, with just some fixes in game to do.
drakkart 2022 年 11 月 1 日 上午 6:30 
if you are editing the replacer file know that in xml a closing tag is written as "/value" not "value /"
drakkart 2022 年 11 月 1 日 上午 6:28 
Works flawless saved my game.
StayHungryStayFoolish 2022 年 10 月 22 日 上午 5:42 
I have replaced this nice mod from the list of Avoid these mods with the Compatible mods skipped from PazarCity collection. Please follow the Plazas & Promenades DLC Compatible modlist.
drakkart 2022 年 10 月 22 日 上午 1:46 
i actually found the image fromCRPer +your explanation helpful . it just does not work - yet. Thank you so much for being on this for this kinda my last hope to get the series running again.
Scover 2022 年 9 月 18 日 下午 12:22 
This doesnt work anymore. However, LSM's recovery options worked for my savegame.
macluk 2022 年 5 月 15 日 上午 3:45 
Or is it Steam not working again?
macluk 2022 年 5 月 15 日 上午 3:44 
Right... LSM mod indicates that this network is missing:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2131244176
I have it downloaded, haven't unsubscribe it.
Any idea what might have gone wrong and where?
citiesbydiana 2022 年 3 月 15 日 下午 6:01 
Yeah i tried everything, and followed all instructions and it just plain doesn't work. The missing asset still listed in LSM report and nothing, whatever I do, fixes it, yet this stupid railroad asset is the only missing network I have. :(
citiesbydiana 2022 年 3 月 15 日 下午 5:16 
I did this with a missing asset and it still didn't work, do i just copy and paste the new asset ID to the missing one or am I missing a step? Some random rail network was taken off steam and its totally broken a save game i spent months on :(
老爸 2022 年 2 月 10 日 上午 6:47 
Your temporary LSM cannot satisfy the foundation role of this mod.
好菜帮厨 2021 年 11 月 13 日 下午 5:56 
似乎会使CSUR失效
Endoraan 2021 年 10 月 8 日 下午 5:20 
Doesn't work for me.
I tried to replace two roads that were taken down from the workshop - set the values for those to Gravel Road just to find them easier once the game would load, but they still show up as missing in LSM, so the save still doesn't load.
Xandread 2021 年 9 月 3 日 下午 5:33 
@ctcatuga Hey a quick moment of your time, I see you must have been using the same NEX2 extracted roads I was, anyway from what I can tell you were/are dealing with the same nullref issues after the up-loaders files were removed. Was wondering if you found a solution, did this work in getting them replaced?
ctcatuga 2021 年 7 月 21 日 下午 11:45 
OR should it be this (sorry for so many posts!!! the character limit is frustrating)

<Entry key="1413507943.Oneway Road Elevated0">
<Value />[3731818.Basic Road Elevated0_Data]</Value>
</Entry>
<Entry key="1413507943.Oneway Road Bridge0">
<Value />[3746336.Basic Road Bridge0_Data]</Value>
</Entry>
<Entry key="1413507943.1U Two-Lane Oneway_Data">
<Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>
ctcatuga 2021 年 7 月 21 日 下午 11:42 
Sorry, back to my very 1st post:

Or should the Prefab values all look like this instead??

<Entry key="1413507943.Oneway Road Elevated0">
<Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>
</Entry>
<Entry key="1413507943.Oneway Road Bridge0">
<Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>
</Entry>
<Entry key="1413507943.1U Two-Lane Oneway_Data">
<Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>
ctcatuga 2021 年 7 月 21 日 下午 11:40 
(Final)

Also, if I did use the correct options from the Elevated and Bridge sections, would I still use the asset ID 2392988611, or would I use the corresponding ID to the Elevated or Bridge sections (in the example I just posted, the ID for the DataName for Data Entry 42 is 3746336 and for Data Entry 43 its 3758133)

I hope my questions make sense, this is probably the most advanced process I have ever tried.

Thank you for any hellp!!
ctcatuga 2021 年 7 月 21 日 下午 11:36 
(continuation)
Elevated and Bridge sections had these entries further down in the file, so I was not sure which one to use:

Data Entry 42 Show More
DataType
UnityEngine.GameObject
3746336DataName
Basic Road Bridge0
3746355DataLabel
Untagged
-4023278 bytes not displayed
Data Entry 43 Show More
DataType
CustomAssetMetaData
3758133DataName
1u Two-Lane One-Way Road NP_bridge_metadata
3758176NumEntries
24
-4020558 bytes not displayed

I just decided to choose the UnityEngin.GameObject Id (Data Entry 42)

Or should I have used the _metadata name from Data Entry 43??

ctcatuga 2021 年 7 月 21 日 下午 11:32 
Did I do this right?

<Entry key="1413507943.Oneway Road Elevated0">
<Value />[2392988611.Basic Road Elevated0_Data]</Value>
</Entry>
<Entry key="1413507943.Oneway Road Bridge0">
<Value />[2392988611.Basic Road Bridge0_Data]</Value>
</Entry>
<Entry key="1413507943.1U Two-Lane Oneway_Data">
<Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>

Or would elevated & bridge still use <Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>?
Microsoft Powerpoint 2021 年 5 月 16 日 上午 5:24 
I want to move from NEXT2 to vanilla++ they have all sorts of replacement roads but i don't see any workshop id for next items my city heavily relies on the tiny four way roads but those get replaced by standard two way roads now. how can i override the NEXT2 entries??
adas 2021 年 4 月 17 日 上午 5:45 
Hi, I did excatly how it was told in the description and it doesn't work, the deleted asset is still showing in loading screen mod report. Pls help
ValskraaCapo 2021 年 4 月 12 日 下午 1:18 
Alright. Thanks for answering:steamthumbsup:
Klyte45  [作者] 2021 年 4 月 12 日 上午 10:48 
I would be an update of this mod, but no priority on this now
ValskraaCapo 2021 年 4 月 12 日 上午 8:43 
Yes, but to change how often a car spawns. Like if I want Ferraris in lower spawn chance then Porsche.
Klyte45  [作者] 2021 年 4 月 11 日 下午 6:08 
Use Vehicle Wealthizer to do it
ValskraaCapo 2021 年 4 月 11 日 下午 12:42 
Would there be possible to make a mod/addon based on your Vehichle Wealth mod, where you could select how common each vehichle is to spawn? Example. A VW Golf is a level 2 wealthy car. The same would a Seat Leon be. The mod would let you choose a Golf as a level 3 frequence of level 2 wealthy people to spawn, while the Seat would have a level 1 spawn frequency of the level 2 wealth.
Mini 2021 年 3 月 23 日 上午 8:49 
Thank you so much for all your help and amzing mod. I could load the savegame without Next2.
Klyte45  [作者] 2021 年 3 月 22 日 下午 9:29 
Exactly. This shall make it work.
Mini 2021 年 3 月 22 日 下午 4:08 
Thank you so much for your fast answer. I'm sorry if this is obvious and I'm just beeing stupid, but I have never done anything like this before and I'm afraid to break the savegame more to the point where reinstalling Next2 won't help. So I found these two. What would be a proper value?
</Entry>
<Entry key="Tiny Cul-De-Sac">
<Value />
</Entry>
<Entry key="BasicRoadPntMdn">
<Value />
</Entry>
--------
Could I do like this?
</Entry>
<Entry key="Tiny Cul-De-Sac">
<Value>Basic Road</Value>
</Entry>
<Entry key="BasicRoadPntMdn">
<Value>Basic Road</Value>
</Entry>
Klyte45  [作者] 2021 年 3 月 22 日 下午 3:32 
Well, check the generated replacement xml for Entries' key values that doesn't starts with an Workshop ID and have no content set in <Value> tag (as <Value /> instead of something like the step 9 & 10 image)

They possibly are missing in the savegame, but the LSM isn't able to detect them since it considers all assets that not starts with a Workshop number as like they are from a game DLC, what is false for Next2. If you find any entry like that, place a proper value like in the image then try loading the game again. In last case, you can send your replacement file xml here to I take a look. There's a button to lead you to replacement file in the mod options menu.
Mini 2021 年 3 月 22 日 下午 2:28 
I have a situation where I downloaded Network Extensions 2 for an intersection I never used. But I had the mod running for a while (my bad) and now I would like to remove it if possible. My issue is that I have no missing networks in the LSM and I used both the new "RON, the network replacer 0.3.1" and went through the small village I built manually to make sure I didn't use any NEXT2 roads. However, when I remove Next2 the samegame is broken, and if I re-subscribe it's fine again. Can I use this mod to permanently remove Next2 somehow?
Klyte45  [作者] 2021 年 3 月 19 日 下午 2:05 
@Shadertheboi Once you save the game after loading using this mod, all that networks will be replaced in savegame too. So you won't need to use this mod again to load the newly created savegame.
Shadertheboi 2021 年 3 月 19 日 上午 7:23 
Is this mod needed to be run indefinitely or only needed to run when a savegame becomes corrupted?

But thank you for your hard work in the production of this mod. I'm sure many of us city-builders will require this mod in future, some way or another!
Smokey 2021 年 3 月 17 日 下午 2:20 
I hope I'll never need to use this, but in case I do, thanks a lot for your hard work in advance.