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What I noticed in testing is the new vanilla tool doesn’t show routes that use more than one transportation method. For example if you click on a parking lot it shows cars coming to park, but does not show where the drivers will walk to after parking.
Oooh, interesting. I don't think this is specifically because it's more than one transportation method. Rather, vanilla behavior does not show an incoming cim's future outgoing path if you select an intermediary location on their path, whereas your mod does. I think if you select the final destination building, the apartment in your screenshot, vanilla will show both the driving to the parking lot and the walking to the apartment, but since you selected the parking lot, vanilla only shows up to the parking lot, I guess until the cim starts walking to the apartment. Definitely helpful to keep your mod around for that, unless they update that, though I do wonder if your mod can integrate into the vanilla tools? (I have it disabled at the moment because of the version mismatch, though it's probably fine)
 
This mod still won't download. Skyve will try to download it and give an error message saying that it failed. Is there any word on when this will be fixed, or what another way is to get it to work properly?
 
This mod still won't download. Skyve will try to download it and give an error message saying that it failed. Is there any word on when this will be fixed, or what another way is to get it to work properly?
I’m not sure what’s wrong. It won’t even let me publish updates to it, it gives an error. You should still be able to download it from the in-game mod browser, but mods with this error also have an error in skyve (this isn’t the only mod this is happening to).
 
I found that clicking on a specific building (a train station) would trigger the following error:

[Error : Unity Log] [SceneFlow] [CRITICAL] System update error during Rendering->HighlightRoutesSystem: System.NullReferenceException: Object reference not set to an instance of an object
at Unity.Entities.EntityComponentStore.Exists (Unity.Entities.Entity entity) [0x00007] in <56fb3e45f1bf4afcb7a333c1fffaae1f>:0
at Unity.Entities.EntityComponentStore.HasComponent (Unity.Entities.Entity entity, Unity.Entities.ComponentType type) [0x00000] in <56fb3e45f1bf4afcb7a333c1fffaae1f>:0
at Unity.Entities.EntityDataAccess.HasComponent (Unity.Entities.Entity entity, Unity.Entities.ComponentType type) [0x00006] in <56fb3e45f1bf4afcb7a333c1fffaae1f>:0
at Unity.Entities.EntityManager.HasComponent[T] (Unity.Entities.Entity entity) [0x0000c] in <56fb3e45f1bf4afcb7a333c1fffaae1f>:0
at EmploymentTracker.HighlightRoutesSystem.getEntityRouteType (Unity.Entities.Entity e) [0x00000] in C:\Users\Matt\source\repos\CitiesSkylines2\EmploymentTracker\src\systems\routes\HighlightRoutesSystem.cs:603
at EmploymentTracker.HighlightRoutesSystem.populateRouteEntities () [0x001db] in C:\Users\Matt\source\repos\CitiesSkylines2\EmploymentTracker\src\systems\routes\HighlightRoutesSystem.cs:422
at EmploymentTracker.HighlightRoutesSystem.OnUpdate () [0x001a8] in C:\Users\Matt\source\repos\CitiesSkylines2\EmploymentTracker\src\systems\routes\HighlightRoutesSystem.cs:197
at Unity.Entities.SystemBase.Update () [0x0004e] in <56fb3e45f1bf4afcb7a333c1fffaae1f>:0
at Game.UpdateSystem.Update (Game.SystemUpdatePhase phase) [0x0004e] in <407a0a0b0b484732bd578acd1adf3d7c>:0
 
Can you check calculation for "cims passing through station" for ground-level subway stations?

I use this stat to evaluate if the station is correctly connected and utilized, but the green roof overground stations always show "0".
 
Can you check calculation for "cims passing through station" for ground-level subway stations?

I use this stat to evaluate if the station is correctly connected and utilized, but the green roof overground stations always show "0".
I'll take a look -- i've never actually used a ground-level station, only underground; did you notice such an issue with other stations?
 
I'll take a look -- i've never actually used a ground-level station, only underground; did you notice such an issue with other stations?
Seems like the "small" version of the Train station also has issues. The medium works, but feels a little low. I am using All Aboard, and have not tested to see if it improves without it.


Screenshot 2025-02-13 141054.png

Screenshot 2025-02-13 141710.png


Screenshot 2025-02-13 140743.png
 
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I'll take a look -- i've never actually used a ground-level station, only underground; did you notice such an issue with other stations?
Looks like the "small" bus station also has issues with the count (110 passengers waiting). The individual bus shelters and metal signs seem to work as expected.

Screenshot 2025-02-22 175501.png


I would expect for all stations the "passing through" value to be at least TOTAL WAITING + TOTAL IN EACH MOST RECENT VEHICLE LEFT (+ TOTAL EN ROUTE).
 
Looks like the "small" bus station also has issues with the count (110 passengers waiting). The individual bus shelters and metal signs seem to work as expected.

View attachment 1257752

I would expect for all stations the "passing through" value to be at least TOTAL WAITING + TOTAL IN EACH MOST RECENT VEHICLE LEFT (+ TOTAL EN ROUTE).
I am unable to publish updates to this mod due to an unknown error with the mod upload SDK. I will move the cim count function to its own mod dedicated to that feature; I will post here again when it is published.
 
It would be a great addition if there would be an option to select 2 or multiple road segments which leads to the mod only showing trips that go through Segment 1 and Segment 2. If at all possible