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As soon as it was updated, it got removed from my game - its in my playset and even after multiple restarts it wont show up, anyone got any ideas?

same thing for me
It was doing something similar to me, refusing to add to my playlist and reverting automatically to previous verison. I just closed skyve and steam. launched steam and then skyve and it sorted itself out and updated correctly on launch.
 
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Since i installed update, game shoe me this error,

[ERROR] Collection was modified; enumeration operation may not execute.

InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.Collections.Generic.HashSet`1+Enumerator[T].MoveNext () [0x00013] in <c03468d2fee641abba39a2eec40e96b6>:0
at Colossal.IO.AssetDatabase.AssetDatabase+<GetAssets>d__89`1[T].MoveNext () [0x00137] in <83ab2467216c4a94834dc2201631b170>:0
at Colossal.IO.AssetDatabase.AssetDatabase.<SaveSettings>b__92_0 () [0x000d9] in <83ab2467216c4a94834dc2201631b170>:0
at Colossal.IO.AssetDatabase.AssetDatabase.<SaveSettings>b__92_0 () [0x001a5] in <83ab2467216c4a94834dc2201631b170>:0
at Colossal.TaskManager+TaskQueue.RunNextTask (System.String name) [0x000b5] in <0563fbdd09a94ad8a503082b1bc79703>:0
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:Error(Exception)
Colossal.<RunNextTask>d__11: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.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task:FinishStageTwo()
System.Threading.Tasks.Task:Finish(Boolean)
System.Threading.Tasks.Task:TrySetException(Object)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetException(Exception)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetException(Exception)
Colossal.IO.AssetDatabase.<<SaveSettings>b__92_0>d: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.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
System.Runtime.CompilerServices.AsyncValueTaskMethodBuilder:SetResult()
Colossal.IO.AssetDatabase.Internal.<DisposeAsync>d__5: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()
 
Since i installed update, game shoe me this error,

Might not be from Find It mod (I'm not getting that error and have the mod installed). If you use Skyve, launch Skyve and on the right side of the dashboard it will tell you if you have any corrupted config files - deleting those could solve the error (I think corruption occurs if the game crashes while saving or something, and then it just sort of stays broken until you delete the corrupt config files).
 
My game show me this error :
Object reference not set to an instance of an object

NullReferenceException: Object reference not set to an instance of an object
at Colossal.Logging.UnityLogger.Internal_WriteStream (UnityEngine.Object context, Colossal.Logging.Level level, System.String format, System.Exception exception, System.IO.TextWriter stdStream) [0x0001e] in <deb8569fd9ea41f59f02d04c69584d28>:0
at Colossal.Logging.CustomLogHandler.PostProcessFormat (UnityEngine.LogType logType, Colossal.Logging.Level level, UnityEngine.Object context, System.String format, Colossal.Logging.ILog log, System.Exception exception) [0x000d3] in <deb8569fd9ea41f59f02d04c69584d28>:0
at Colossal.Logging.CustomLogHandler.LogFormat (UnityEngine.LogType logType, UnityEngine.Object context, System.String format, System.Object[] args) [0x0005e] in <deb8569fd9ea41f59f02d04c69584d28>:0
Colossal.Logging.CustomLogHandler:LogException(Exception, Object)
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:Debug(Object)
FindIt.Systems.PrefabIndexingSystem:RunIndex(Boolean) (at E:programmingFindIt-CSIIFindItSystemsPrefabIndexingSystem.cs:192)
FindIt.Systems.PrefabIndexingSystem:OnGameLoadingComplete(Purpose, GameMode) (at E:programmingFindIt-CSIIFindItSystemsPrefabIndexingSystem.cs:107)
Game.GameSystemBase:GameLoadingComplete(Purpose, GameMode)
Game.SceneFlow.<Load>d__94: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.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Game.SceneFlow.<Execute>d__0: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.Runtime.CompilerServices.YieldAwaiter:RunAction(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
 
Since the update, here is what Skyve says about this essential mod:

This mod is affected by a bug from game's Ressource Handler, which is prone to cause crashes.
To prevent calling resources too frequentley, enable 'Disable Asset Icons' from the mod option.

I tried, and still crashing....
 
I have 2 suggestions for this great mod.

1) Make it an option to search building by hight (e.g.: I want to see all building ranging from 5m to 20m tall). This addition would be such a game changer i think.

2) Make it possible to hide lvl 1 and 3, not 2 and 4. That way we get the best version of the asset.
 
Is there some hidden way to "lock" the random asset selection so that each time I plop an asset, it picks another random asset from my filtered list? If not, this would be a great feature to allow plopping down nice looking neighborhoods quickly. I'm pretty sure Find It in CS1 could do this.
 
Feature request: I would like to have another filter option. Parking. I want to be able to find all buildings that offer parking spots. Example:
2x2 Low-Density Residential buildings do offer parking somewhere in/on the asset but not always! There are some versions that do not offer any parking at all, and I would like an option to filter those out with Find It.

Thanks for your consideration and you're doing a fantastic job with this mod so far. :)
Have a good day.
 
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I don't know how, but for some reason this mod breaks my UI since the last update... Is there some conflicts with any other mods? Since I see a lot of people still playing with this mod