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Thanks for this mod!

Does it search ALL segments or only those created with Anarchy?

I know my save file is old enough that I have edited it with "bypass validation results" checked. Would this mod catch issues created with developer mode?

I ran it and it found a segment, which I removed. Then I ran it again, and it found none:



However, when I look at the player log, I still see



I was able to combine this mod with the Player.log errors and after running it several times finally discovered a few broken nodes (with this mod). It seems like one of the Anarchy nodes was causing the Bypass nodes (recorded in the log) to be offset somehow so when called in Entity tool they would point to people and bushes rather than electricity nodes.

I think the issue is this mod only searching for changes flagged by anarchy, but thats my speculation. Thoughts?
It's looking for a specific scenario that was produced with v1.7.2 of anarchy. If you happen to have the same type of issue it will find it. That issue generally caused CTD on load without Skyve Safe Mod/ Disable burst compilation launch parameter. The mod doesn't specifically identify all electricityFlowEdge related errors included those that have entities listed in the logs. You can use scene explorer mod to look those up. I do not know why some people report those entities being something that doesn't make sense. I have an update that I haven't published for this mod that addresses one other scenario. That one also causes CTD on load without skyve safe mode/disable burst compilation launch parameter. That one is about no connected edges.
 
It's looking for a specific scenario that was produced with v1.7.2 of anarchy. If you happen to have the same type of issue it will find it. That issue generally caused CTD on load without Skyve Safe Mod/ Disable burst compilation launch parameter. The mod doesn't specifically identify all electricityFlowEdge related errors included those that have entities listed in the logs. You can use scene explorer mod to look those up. I do not know why some people report those entities being something that doesn't make sense. I have an update that I haven't published for this mod that addresses one other scenario. That one also causes CTD on load without skyve safe mode/disable burst compilation launch parameter. That one is about no connected edges.
For anyone in the future, here is how I was able to identify the issue electricityFlowEdge and then mostly solve it. First I ran this BSD mod and it found one result, which I removed. Ran again with all clear, but the player.log still showed errors. How I troubleshooted:

My save file was (is?) filling up the reports directory with ,dmp files and my player log had errors. I was not getting a CTD when I loaded my save.

However, when I loaded my save file until the city was visible, then loaded the SAME save file again without returning to the main menu, the game would use a different load process. This second load created new very specific errors related to electricityFlowEdge as well as a critical fault and the game would CTD. Importantly, the crash with truncate the player.log file exactly when the electricityFlowEdge error was reached but included additionally:

Code:
=================================================================  
Native Crash Reporting
=================================================================
Got a UNKNOWN while executing native code. This usually indicates

a fatal error in the mono runtime or one of the native libraries used by your application.
=================================================================
=================================================================  
Managed Stacktrace:


The player.log file would list node numbers, but these numbers when entered into Scene Explorer would point to non electrical items. I had about 25 and checked them all. All pointed to a building, bush, cim walking, or just random stuff.

In frustration, I disabled anarchy and used the bulldozer like a metal detector to hover over any building, road, electrical item, or anything that was yellow or red near these 25 "items". I replaced a lot of roads and just did cleanup.

After saving the city, I re-ran BSD and it found new segments.

Again, I removed the found items (by copy paste the number from the log file into the Explorer). The segments were largely NOT electrical. They were bus lanes and roads and stuff. I decided to be thorough and I deleted any road segment and replaced and rezoned anything that was disturbed.

After saving, I removed the compile flag and loaded the game normally. This time, the game did not CTD on the second save load. Progress!

Now, each number in the player.log file corresponded directly to an underground electrical wire. Many were in my large windfarm, which I'm sure was installed before Anarchy was released. So these segments were from the Bypass Validation results and not a bug from Anarchy.

Anyway, all 25 were actually electrical. This patch version has a new green circle that shows when an underground connection is proper which made fixing these errors very easy. I deleted the entire electric wire on both ends of the identified node and redrew without anarchy.

I plan to update my save file soon with these fixes, but if you want to recreate this scenario just use the nrr-rc or nrr-bug versions (fix will be nrr-rc2).


Please keep this mod alive, and yes please add any additional scenarios you can account for. I don't mind waiting for the script. As of now it's about a 10 minute load and 30 would be no problem if it means a deeper full file search.
 
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