Realistic Parking Mod
This mod aims to make the parking behavior more realistic and improve traffic efficiency.Please leave your feedback and questions here or on Discord!
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Hm that's weird, I'm not getting that. What other mods do you have installed that's not in the screenshot of the mod page?Keep getting this error when I unpause the game after enabling this MOD. I have no idea what any of this means so any help would be appreciated.
[object Object]
NullReferenceException: Object reference not set to an instance of an object
at Unity.Entities.EntityCommandBufferData.AddEntityComponentTypeWithoutValueCommand (Unity.Entities.EntityCommandBufferChain* chain, System.Int32 sortKey, Unity.Entities.ECBCommand op, Unity.Entities.Entity e, Unity.Entities.ComponentType t) [0x00011] in <ddcd3907f2354f4dba7399da4b0a5375>:0
at Unity.Entities.EntityCommandBuffer+ParallelWriter.AddComponent[T] (System.Int32 sortKey, Unity.Entities.Entity e) [0x00016] in <ddcd3907f2354f4dba7399da4b0a5375>:0
at RealisticParking.UpdateParkingDemandJob.Execute (Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) [0x00104] in E:\CS2 Modding\RealisticParking\RealisticParking\Systems\ParkingDemandSystem.cs:66
at RealisticParking.UpdateParkingDemandJob.Unity.Entities.IJobChunk.Execute (Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) [0x00000] in <2026e983a47e4b87aee2bb32acb1ecc3>:0
at Unity.Entities.JobChunkExtensions+JobChunkProducer`1[T].ExecuteInternal (Unity.Entities.JobChunkExtensions+JobChunkWrapper`1[T]& jobWrapper, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x000b5] in <ddcd3907f2354f4dba7399da4b0a5375>:0
at Unity.Entities.JobChunkExtensions+JobChunkProducer`1[T].Execute (Unity.Entities.JobChunkExtensions+JobChunkWrapper`1[T]& jobWrapper, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <ddcd3907f2354f4dba7399da4b0a5375>:0
at (wrapper delegate-invoke) Unity.Entities.JobChunkExtensions+JobChunkProducer`1+ExecuteJobFunction[RealisticParking.UpdateParkingDemandJob].invoke_void_JobChunkExtensions/JobChunkWrapper`1<T>&_intptr_intptr_JobRanges&_int(Unity.Entities.JobChunkExtensions/JobChunkWrapper`1<RealisticParking.UpdateParkingDemandJob>&,intptr,intptr,Unity.Jobs.LowLevel.Unsafe.JobRanges&,int)
Colossal.Logging.CustomLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
Road Builder, Find it, Zoning Toolkit, Realistic Building Occupancy, Anarchy, Better Bulldozer, Line Tool, Traffic, Extra Networks and Areas, Bye Bye Homeless, Extended Tooltip, 529 Tiles, Extra Detailing Tools, I18n Everywhere, Tree Controller, Extra Lib, School Capacity Balancer, Show Text Trends, Traffic Lights Enhancement, Extra Landscaping Tools, Toggle Overlays, Extended Road Upgrades, Asset Icon Library, Unified Icon Library.Hm that's weird, I'm not getting that. What other mods do you have installed that's not in the screenshot of the mod page?
Okay thank you I just made a playset with those and I got the same error! I'll check to see what mod is causing it.Road Builder, Find it, Zoning Toolkit, Realistic Building Occupancy, Anarchy, Better Bulldozer, Line Tool, Traffic, Extra Networks and Areas, Bye Bye Homeless, Extended Tooltip, 529 Tiles, Extra Detailing Tools, I18n Everywhere, Tree Controller, Extra Lib, School Capacity Balancer, Show Text Trends, Traffic Lights Enhancement, Extra Landscaping Tools, Toggle Overlays, Extended Road Upgrades, Asset Icon Library, Unified Icon Library.
I can resume my game and play normally if I don't have the boxes checked in this MOD, but once I click the boxes the errors start popping up.
Thank you! I hope you can sort this out because I love the idea of what your MOD will do. Traffic from parking has been such an annoyance for me since this game was released. Especially when building out a new area of the map.Okay thank you I just made a playset with those and I got the same error! I'll check to see what mod is causing it.
I just found the issue! Turns out it was from my code (haha) and it was because a dependency wasn't registered that another mod was doing for me when I was testing myself.Thank you! I hope you can sort this out because I love the idea of what your MOD will do. Traffic from parking has been such an annoyance for me since this game was released. Especially when building out a new area of the map.
Okay, I'll see what I can do with the actual count when I have the time. It would have to be done on the UI side and I haven't touched any of that yet so no promises!Looks like a very interesting mod, will try it out. I do hope you will update it as you say to show the actual count. Will this also work on custom parking garage assets ?
I'm looking at the code right now, and maybe? Would you want it to be a global setting or something else?Is there anyway to add something to the mod where you can change all the prices of the parking to a set price? I feel that's a painstaking task doing with setting all the the prices to each parking lot.
That is good and no don't make changes to the garages themselfs that way you keep it compatible with custom assetsOkay, I'll see what I can do with the actual count when I have the time. It would have to be done on the UI side and I haven't touched any of that yet so no promises!
I haven't tested, but the demand and reroute system should work for custom garages as long as they are using the vanilla system. This mod doesn't affect garage capacities for standalone garages at this moment though, would you want that as a future functionality?
There were two bugs I had to fix after release, please make sure you’re in the latest version. Also, please make sure all of your settings values are within the provided ranges in the sliders, it could be a divide by 0 error.When I click the "Enable Parking Induced Demand" my game automatically goes into pause mode (space bar). The only way to get the game going again is to untick the "Enable Parking Induced Demand"
Yes, I tested with those mods installed and it worked just fine!Is this mod compatible with 'No Vehicle Despawn' and 'Traffic Simulation Adjuster'? I would love to use your mod, but because of the 'closeness' between the mods and the code they may be operating in, I wanted to make sure it won't cause any issues.
Hm that’s a weird one. Are you on the latest version and your settings values aren’t all set to 0?I recceive the following error message when I load the game with this mod. When I disable the mod, this error is gone:
[object Object]
NullReferenceException: Object reference not set to an instance of an object
at Colossal.IO.AssetDatabase.PrefabAsset+PrefabReferenceResolver.TryResolveReference (System.String id, System.Object& value) [0x00052] in <57b5f3e4302043fda596a7ba689e15a7>:0
at Colossal.OdinSerializer.DeserializationContext.GetExternalObject (System.String id) [0x00033] in <5fbd906329d843a4a9e7066a41ace735>:0
at Colossal.OdinSerializer.AnySerializer.ReadValueWeak (Colossal.OdinSerializer.IDataReader reader) [0x006df] in <5fbd906329d843a4a9e7066a41ace735>:0
at Colossal.OdinSerializer.ReflectionFormatter`1[T].DeserializeImplementation (T& value, Colossal.OdinSerializer.IDataReader reader) [0x0013d] in <5fbd906329d843a4a9e7066a41ace735>:0
Colossal.Logging.CustomLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Colossal.OdinSerializer.CustomLogger:LogException(Exception)
Colossal.OdinSerializer.DebugContext:LogException(Exception)
Colossal.OdinSerializer.ReflectionFormatter`1eserializeImplementation(UIObject&, IDataReader)
Colossal.OdinSerializer.BaseFormatter`1eserialize(IDataReader)
Colossal.OdinSerializer.BaseFormatter`1:Colossal.OdinSerializer.IFormatter.Deserialize(IDataReader)
Colossal.OdinSerializer.ComplexTypeSerializer`1:ReadValue(IDataReader)
Colossal.OdinSerializer.ListFormatter`1eserializeImplementation(List`1&, IDataReader)
Colossal.OdinSerializer.BaseFormatter`1eserialize(IDataReader)
Colossal.OdinSerializer.BaseFormatter`1:Colossal.OdinSerializer.IFormatter.Deserialize(IDataReader)
Colossal.OdinSerializer.AnySerializer:ReadValueWeak(IDataReader)
Colossal.OdinSerializer.ReflectionFormatter`1eserializeImplementation(StaticObjectPrefab&, IDataReader)
Colossal.OdinSerializer.BaseFormatter`1eserialize(IDataReader)
Colossal.OdinSerializer.BaseFormatter`1:Colossal.OdinSerializer.IFormatter.Deserialize(IDataReader)
Colossal.OdinSerializer.AnySerializer:ReadValueWeak(IDataReader)
Colossal.OdinSerializer.SerializationUtilityeserializeValueWeak(IDataReader)
Colossal.OdinSerializer.SerializationUtilityeserializeValueWeak(Stream, DataFormat, DeserializationContext)
Colossal.IO.AssetDatabase.PrefabAsset:Load()
Game.SceneFlow.GameManager:LoadPrefabs()
Game.SceneFlow.<Initialize>d__60:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.<>c:<.cctor>b__7_0(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
That's so weird, I only changed one line of code that shouldn't affect anything. This mod also doesn't touch anything graphically. Was this a consistent issue or just happened once before you removed the mod?no idea what happened but since your last update after like 20 minutes of playing the center of the screen starts flickering like crazy and there is no stopping it, removing this mod fixes it, this was no issue before the last update you did so no idea what is going on
Tried 3 different maps, first with the mod which end up flickering in the middle of the screen after between 20 and 30 minutes of playing and then tried it without this mod and that had no issues, happens with this mod every time for some weird reason.That's so weird, I only changed one line of code that shouldn't affect anything. This mod also doesn't touch anything graphically. Was this a consistent issue or just happened once before you removed the mod?
Update: I played for a bit and I wasn't able to replicate this. If you or any others have any more details please lmk![]()