Cities: Skylines

Cities: Skylines

Tree Control 1.0.1
851 条留言
BluePaintball 9 月 29 日 下午 9:10 
Got it, I will later test it and let you know, thanks, man
algernon  [作者] 9 月 29 日 上午 1:06 
@BluePaintball A lot of those are not editor-safe. Again, most mods AREN'T editor-safe.

You should NOT be using the same mods in the editor that you use for playing the game.
BluePaintball 9 月 28 日 下午 5:05 
Perhaps I enabled too many mods?

ACME
Advanced vehicle options
Big city (25 tile)
BOB
Custom effect loader
Find it!
Harmony 2.2.2-0
Hide it!
LSM
Lumina
ModTools
Move it!
Patch loader mod v2.2.0
PLay it!
Realtime
Render it!
RICO revisited 2.5.6
Skip intro
Skyve
Surface painter
visibility control
Prop control 1.0.1
unlimited money (vanilla)
unlock all (vanilla)

and Tree control
algernon  [作者] 9 月 28 日 下午 4:07 
@BluePaintball And you've made sure that ALL your mods that you're using in the asset editor are editor-safe (most mods AREN'T safe for use in the editor)?
algernon  [作者] 9 月 28 日 下午 4:06 
@Zuel You've stated that you're sure it's this mod, but what you've posted doesn't show that. Please share the FULL methodology and logs that you used to come to this conclusion.
BluePaintball 9 月 28 日 上午 10:32 
I tried, and it doesn't seem to have an effect in the asset editor
Zuel 9 月 28 日 上午 7:56 
@algernon Sorry for not sharing the complete output but reading the output I am extremely sure it's caused by Tree Control
98,547ms | Tree Control: expanded data CustomDeserialize.
98,547ms | Tree Control: found expanded tree data.
98,549ms | Tree Control: found extended data version 0.
98,549ms | Tree Control: reading expanded tree data length 1310720.
99,153ms | Starter.Awake() called.
99,406ms | Tree Control: creating tree scaling data array of size 2097152.
99,409ms | Tree Control: creating new anarchy flag data array of size 32768.
99,410ms | Tree Control: found anarchy flags.
99,410ms | Tree Control: deserializing tree anarchy data.
99,411ms | Tree Control: found scaling data.
99,412ms | Tree Control: deserializing tree scaling data.
99,461ms | Tree Control: found snapping data.
99,462ms | Tree Control: deserializing tree snapping data.
99,491ms | Simulation error: Array index is out of range.
The rest are same the output I posted previously
algernon  [作者] 9 月 28 日 上午 12:03 
@BluePaintball Have you enabled tree snapping?
BluePaintball 9 月 27 日 下午 10:47 
Btw, I found that there's no issue in-game, but doesn't work in the asset editor
BluePaintball 9 月 27 日 下午 10:37 
How do you disable trees from being forced to follow terrain? Changing height with Move it does not work; it always resets to 60. I'm having trouble trying to place trees on the roof of a building.
algernon  [作者] 9 月 27 日 下午 8:59 
@Zuel First of all, can you share your methodology and stacktraces from where you identified this mod as the issue?
Zuel 9 月 27 日 下午 6:18 
Thank you
Zuel 9 月 27 日 下午 5:23 
I literally removed all the trees in game saved 3 new saves and none of them are loading I will share you both the log file and save files

log files
https://we.tl/t-o68tMiVkZ0

save files:
https://we.tl/t-MHHUMOXfpI

Note: DakotaFalls_7 is the only save file that is loading
DataFalls_ImmediateResave file is saved immediately after loading DakotaFalls_7
The other two files are the save after I removed all the trees
Zuel 9 月 27 日 下午 4:17 
https://we.tl/t-O6tLpAvK4o

Only DakotaFalls_7 loads successfully, all 3 other saves are corrupted, I only added a few buildings and roads between the saves, I did not plant any more trees
Zuel 9 月 27 日 下午 4:13 
I can share the 2 save games if you want
Zuel 9 月 27 日 下午 3:33 
So apparently when I save a game there's a change that I can't open it again
I identified the cause of issues and it's directly related to this mod

This is the log message new save which I can't load:
Simulation error: Array index is out of range.
at (wrapper dynamic-method) TreeManager/Data.TreeManager+Data.Deserialize_Patch0 (TreeManager/Data,ColossalFramework.IO.DataSerializer) <0x005d4>
at ColossalFramework.IO.DataSerializer.Deserialize<SimulationManager/Data> (System.IO.Stream,ColossalFramework.IO.DataSerializer/Mode,ColossalFramework.IO.DataSerializer/LegacyResolverHandler) <0x00134>
at ColossalFramework.IO.DataSerializer.Deserialize<SimulationManager/Data> (System.IO.Stream,ColossalFramework.IO.DataSerializer/Mode) <0x0004b>
at LoadingManager/<LoadSimulationData>c__IteratorB.MoveNext () <0x007cc>
at AsyncTask.Execute () <0x000a8>
[Core]


Please help me identify the cause of the errors
algernon  [作者] 9 月 17 日 上午 5:10 
@PagP Okay,that's better. You've got a few mods patching networks and collisions there, which is going to cause some issues when in conjunction with the legacy tree mod data in your save. I'm assuming that you're not willing to forego those mods, so the best option will be to manually fix - use Move It's marquee selection to select all roads (and only networks), then page up/page down (or undo) to force a reapplication of hiding. Does that help?

BTW, it's best to delete trees under networks instead of just hiding them. Hidden trees still take up network and graphics processing time.
PagP 9 月 17 日 上午 12:34 
@algernon I might have changed the load settings to see if it does any different, but nothing has changed so far to no avail, and the output_log might have had the load setting be on default, which was on unchanged.

Here's an output log that has the setting on hide
https://ufile.io/9elqa473
algernon  [作者] 9 月 16 日 下午 3:30 
@PagP That log shows that you didn't have any hide-on-load option activated, which with old mod data would leave them showing.
PagP 9 月 16 日 上午 10:04 
And then replaced them both with Prop Control and Tree Control.
My workshop collection was a bit outdated as I had not played CSL in a long time, and Skyve was a pretty new thing to me that I only just discovered recently, when I already was in the middle of a new save, thus I followed it's compatibility reports and replaced depracated mods mentioned above with both Prop Control and Tree Control. I have now reverted them back to the old mods.

Heres my log file before I reverted them back:
https://ufile.io/qlya9sow
PagP 9 月 16 日 上午 10:04 
Hello, I am having an issue with replacing the mods mid-save. Trees over networks and buildings on load are still appearing, despite having the option to hide them having been turned on. Turning collision on via Network Anarchy then nudging roads via Move It does make the trees disappear again, yet the save was already a huge city and I really dont want to manually move each road just to make the trees disappear again.

The mods that I replaced before were the following:
- Prop and Tree Anarchy
- Tree Snapping
- Unlimited Trees
- Random Tree Rotation
fioxsurngminecraft 9 月 2 日 下午 12:33 
Hello, I downloaded the tree control mod and the move it mod, but I can't find it ig, how does it work please?
fioxsurngminecraft 9 月 1 日 上午 9:13 
Hello, I downloaded the mod, but I can't find it ig, how does it work please?
algernon  [作者] 8 月 25 日 下午 9:35 
@westnik That's the game's inbuilt 'change trees on roads' tool being "helpful". The BOB mod has an option to disable that behavior.
westnik 8 月 25 日 下午 1:24 
I’m trying to troubleshoot an issue — for some reason, I can’t place individual trees on roads. If I use the line tool it works fine, but when I try to place a single tree I keep getting the message “cannot upgrade to this type”, as if I were trying to upgrade the road instead of placing a tree. I haven’t seen anyone else mention this problem, and it feels like Tree Anarchy is permanently switched off. Has anyone experienced something similar?
algernon  [作者] 8 月 18 日 上午 12:56 
@CreatorOfWorlds Done, as best I can within the strict limitations of what I can do with the description.
CreatorOfWorlds 8 月 17 日 下午 8:58 
Thank you for the info.
Could it perhaps be mentioned in the mod text above that it needs a restart of the game to take effect
algernon  [作者] 8 月 17 日 下午 4:49 
@CreatorOfWorlds No, you shouldn't need to do anything other than restarting the game once you've set the new limit.
CreatorOfWorlds 8 月 17 日 上午 1:49 
I have moved the tree limit slider to a higher limit. But the limit in game doesnt seem to change.
Do i need to do something besides moving the slider to raise the limit?
I dont have any of the other mods listed as incompatible.
rubikmaster0609 8 月 10 日 上午 6:46 
I used "skyve" to check them and now is fixed. (Wrong spelling)
rubikmaster0609 8 月 10 日 上午 6:42 
@algernon I found the problem. It's caused by conflicts of other mods. Maybe problems of versions or compatibility. I used skype to check them and now is fixed. Thank you so much.:steamthumbsup:
algernon  [作者] 8 月 10 日 上午 4:59 
@rubikmaster0609 Check the mod's options panel to ensure that it's not set to keep trees at terrain height.
rubikmaster0609 8 月 9 日 下午 9:50 
I cannot raise up trees freely with "move it" and tree control (but only follow terrain). How can I set it rightly?
algernon  [作者] 7 月 25 日 下午 11:00 
@happysmash27 Check out the mod's options panel - there are options there on hiding/removing trees under networks on load.
happysmash27 7 月 25 日 下午 10:57 
Trees keep appearing in the middle of my networks upon loading. How can I set these particular trees (but not others) to not be anarchy-enabled?
ommahead 7 月 24 日 上午 6:31 
that's it, thanks!
algernon  [作者] 7 月 18 日 上午 6:21 
@ommahead That's the game's road tree replacement tool getting in the way. It can be disabled with the BOB mod.
ommahead 7 月 18 日 上午 1:13 
Isn't it possible to place trees on roads? It always says "cannot upgrade to this type". However placing props is no problem.
algernon  [作者] 7 月 17 日 下午 3:57 
@Ileen D. Sun Try Line Tool
Ileen D. Sun 7 月 17 日 下午 2:06 
I subscribed to this mod but I was searching a mod to create lines of trees...any suggestion?
Dregn Ryder 7 月 9 日 上午 6:00 
What the...!?! Has that just been there for the past six years of me playing, and I've just never realized it?

That fixed it in the new game.
Testing in my saved game... and... YUP! Fixed!

I feel like a complete N00B! It's funny how someone can overlook something so simple. Well, not so much 'FUNNY' funny, but maybe 43% funny... [SIGHS]

Thanks for helping me through this unnecessary drama! I must've accidentally unclicked that stupid button about 5 weeks back, and never realized it...
algernon  [作者] 7 月 9 日 上午 4:35 
@Dregn Ryder Have you tried toggling the 'collision' setting in Network Anarchy? The 'spiky' button, fourth from the left on the bottom row.
Dregn Ryder 7 月 9 日 上午 4:17 
YUP! New game, only those 4 mods, and there we have it! Network Anarchy seems to be interfering!

- Turning anarchy on or off does not help. The trees continue to protrude through.
- There are no in-game settings to modify for NA that I see.

To my memory, I've use NA for a long time. Does another mod on that list (or perhaps your) provide the same anarchy abilities as NA?
algernon  [作者] 7 月 8 日 下午 3:33 
@Dregn Ryder Okay, so it does appear to be a mod issue - what happens if you keep that testing combo (this mod, Harmony, Loading Screen Mod Revisited) and add Network Anarchy?
Dregn Ryder 7 月 8 日 下午 2:46 
Just tested that combo of mods only, and it works as intended.

To answer your earlier question: I have the following ANARCHY-types mods installed:
Prop Control
Node Controller
Network Anarchy
Network Multitool
Game Anarchy

And I have these two related to trees:
Forest Brush Revisited
Extra Landscaping Tools
algernon  [作者] 7 月 7 日 下午 4:26 
@Dregn Ryder Got that one, thanks - there's nothing sticking out there.

Does it happen if you start a new test city with ONLY this mod, Harmony, and Loading Screen Mod Revisited active?
Dregn Ryder 7 月 6 日 下午 4:19 
I'll check them again tomorrow, but I've changed no other settings. I'll check the log as well and make it public.
algernon  [作者] 7 月 6 日 下午 4:17 
@Dregn Ryder Nobody else is having that issue, no, and I've just re-checked and confirmed that things are working fine for me.

I can't access that log file - is it set to public sharing?

Whether an asset is vanilla or custom won't make any difference. What about other mods with Anarchy and/or overlap settings for buildings or networks? Have you checked your settings for those?