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Miguel Pereira

Private
15 Badges
Oct 18, 2022
13
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  • Crusader Kings II
  • Europa Universalis IV
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Prison Architect
  • Cities: Skylines - Campus
  • Crusader Kings III
Describe your issue
PathUnits - Reached the limit even with mod (more pathunits from algernon)

What is your game version?


What expansions do you have installed?
After Dark, Natural Disasters, Mass Transit, Green Cities, Parklife, Industries, Campus, Sunset Harbor, Airports

What mods are you using?
TMPE, 81 Tiles, adaptiv networks 3.14, automatic bulldoze, extra landscaping tools, Harmony 2.0, improved public Transport 2, Fine Road Anarchy 2.0.2, prop and quay anarchy, RICO, Transfer Manager, More Pathunits from Algernon & others that adds more roads and other stuff

Please explain your issue is in as much detail as possible.
my city just reached the limit of pathunits moded ( 524K)

Can you replicate the issue? If yes, please explain how you did it.
Still disable certain mods it makes even the city worst

Attachments File(s) attached
 

Attachments

  • output_log.txt
    340 KB · Views: 0
  • QuickSave20221019224932094.crp
    47,4 MB · Views: 0
There are some game-changing mods on that list, which may affect this issue. If you create a test city using -noWorkshop and having no local mods beyond one to check path units, does the issue also happen then?

How To Set Launch Options
  • Right-click on the game title under the Library in Steam and select Properties.
  • Enter the launch options you wish to apply in the box (be sure to separate each code with a space). Should look like this:
    Code:
    -noWorkshop
  • Close the game's Properties window and launch the game.
 
Did that doesnt even load the game :s
You mean the whole game does not start? Or it starts but you cannot load that particular city?

If the former, attach here a new output log file, thanks.

If the latter, the request was to test with a new city, not an existing one.
 
Please try to recreate the issue in a new city created without mods, and if you succeed please attach that save here.
 
its that even a aswer.... so i have to spend my own time on that, to create a new city with no mods

sorry but its like to give a damm on just i said.

Like a enterprise that you are, you should have some data to compare output logs and stuff, not just make the person that are in trouble.. just spend more time useless.

when we have a problem we just dont mishift the problem for the client i guess....
 
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We have been unable to reproduce this issue in the unmodded game. This indicates that it's either caused by a mod, or it only happens in specific circumstances, which is why having players like you, who experience it, attempt to recreate it without mods is helpful. You may be building the area in a way we have not realized, which triggers the issue, and that is unfortunately not something that logs can tell us. It's completely fair if you do not want to spend more time troubleshooting this, but I'm afraid there isn't more we can do without more information on how to reproduce it.
 
its that even a aswer.... so i have to spend my own time on that, to create a new city with no mods
The problem is within the mods YOU'RE using and not the fault of the developers.

You could deactivate your mods one by one and try to reproduce the issue until it doesn't happen any more on your current save game. If you found the bugged mod, reach out to the author on the workshop. That's the proper way to handle this.
 
you requested a save game where this issue could be demonstrated. I may have one here which is attached. A save I created using the -noWorkshop command. I did install one mod locally so I could see the path units, that is WatchIt


The save has city quay installed, after I added an area of european suburbia residential I noticed the path units swinging wildly up to 99%. Replacing all city quays with the original quay the path units fall to 9% and seem to stay there. Thats what it did here anyway, maybe you will find this useful? I have all DLCs and most CCPs too which are all enabled.
 

Attachments

  • Garden City 17.crp
    9,5 MB · Views: 0
you requested a save game where this issue could be demonstrated. I may have one here which is attached. A save I created using the -noWorkshop command. I did install one mod locally so I could see the path units, that is WatchIt


The save has city quay installed, after I added an area of european suburbia residential I noticed the path units swinging wildly up to 99%. Replacing all city quays with the original quay the path units fall to 9% and seem to stay there. Thats what it did here anyway, maybe you will find this useful? I have all DLCs and most CCPs too which are all enabled.
Thank you, that's very useful indeed!