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cityrailsaints

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Mar 19, 2020
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  • Cities: Skylines
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I have the upmost respect for the developers and appreciate the effort they put into this game. It's an excellent game. However, every time there's a new release, something always goes wrong with the game. Despite many, many reports, the game keeps crashing. Is anyone actually fixing this? Or we just pay money for a dud that doesn't work?
 
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My current city is at 400K population and the overall game is more stable and plays better than it did a year ago.

Are you using mods?
Of course I'm using mods, but there wasn't (initially) any more mods than I started with before the update, and irrespective of mods, the game shouldn't be crashing. I mean, if I have to uninstall mods every time there's an update, what's the point in having mods
 
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Only extra things I have is a user made map from paradox mods and the content DLCs. Otherwise, my game is stable and I’m not using any mods.

I think it’s crashing because you’re using mods.
 
The problem with the crash reports (that is, the bugs involving crashing games and an actual inability to play, not in-game weirdness like the 5-employee bug) is that they are the kind of bugs that affect some users with some setups, but not other users with other setup, and finding the common thread in order to identify the actual cause of the bug is a lot harder than it looks at a glance. Then you have to find a solution that doesn't cause its own issues elsewhere, implement it, and try to test it. And even with a lot of testing, you will usually find out that solving problem X for the users it affected now mean that problem Y affect a whole new group of user.

I get - very personally, I've been there - how frustrating it is when you're one of the users affected. But that doesn't mean it,s an easily solved situation.
 
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The problem with the crash reports (that is, the bugs involving crashing games and an actual inability to play, not in-game weirdness like the 5-employee bug) is that they are the kind of bugs that affect some users with some setups, but not other users with other setup, and finding the common thread in order to identify the actual cause of the bug is a lot harder than it looks at a glance. Then you have to find a solution that doesn't cause its own issues elsewhere, implement it, and try to test it. And even with a lot of testing, you will usually find out that solving problem X for the users it affected now mean that problem Y affect a whole new group of user.

I get - very personally, I've been there - how frustrating it is when you're one of the users affected. But that doesn't mean it,s an easily solved situation.
Get out of here with your sensible logic, only hivemind hate is respected around here.
 
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Of course I'm using mods, but there wasn't (initially) any more mods than I started with before the update, and irrespective of mods, the game shouldn't be crashing. I mean, if I have to uninstall mods every time there's an update, what's the point in having mods

That is the nature of mods. They become unstable when the vanilla game is updated with new code etc. The modders will need to update their mods to be compatible with the new version of the game. Lucky for us the developers only update their game once every 3-6 months so having to deal with incompatible mods is not all that often after all and waiting for modders to do their thing is not the end of the world.
 
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"Utmost"

Anyways, to answer your question, no. Mods (some more than others) will break or break the game when there's an update. The problem here specifically is that the game isn't buzzing with activity therefor the mods aren't getting updated as quickly as they used to or compared to other games. Combine that with the code in this game is so fragile that any code mods that slightly alter it can severely disrupt the game. Fragile meaning there's a ton of systems and mechanics that rely on each other.

So yes, having certain mods installed will absolutely break the game until the mod is updated. It's a catch 22 since mods are needed to smooth out the QOL and game experience. The 2 patches a year that ARE released are also introducing a lot of issues as well. It's in a very bad place.
 
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I have the upmost respect for the developers and appreciate the effort they put into this game. It's an excellent game. However, every time there's a new release, something always goes wrong with the game. Despite many, many reports, the game keeps crashing. Is anyone actually fixing this? Or we just pay money for a dud that doesn't work?
Wanna do it yourself!!
 
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The problem with the crash reports (that is, the bugs involving crashing games and an actual inability to play, not in-game weirdness like the 5-employee bug) is that they are the kind of bugs that affect some users with some setups, but not other users with other setup, and finding the common thread in order to identify the actual cause of the bug is a lot harder than it looks at a glance. Then you have to find a solution that doesn't cause its own issues elsewhere, implement it, and try to test it. And even with a lot of testing, you will usually find out that solving problem X for the users it affected now mean that problem Y affect a whole new group of user.

I get - very personally, I've been there - how frustrating it is when you're one of the users affected. But that doesn't mean it,s an easily solved situation.
Thanks!
 
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Next question. How do I determine WHICH mods are causing issues?
I'm sure Skyve has some feature for this, but my method has always been to disable all mods, then enable a few at a time until I find the problem batch. From there, I can focus on the problem batch and enable one mod at a time until I find the specific mod (or mods) causing the issue. The problem mod can be reenabled later once it's updated (or if you find some kind of manual fix).
 
Next question. How do I determine WHICH mods are causing issues?

Make a list of all your mods. Make sure all of them are disabled. Then turn on a few of the mods. Does the game work without problems? Note in your list that those mods passed the test. Next turn on a few more mods, test, note, etc etc etc until it crashes/fails and then you isolate the mod in question.

Yes, it's tedious and not quickly done but if you want it done properly then using a method of elimination is the way to go. I always do this process with every new patch.
 
Just jumping in here to say there's been 3 patches this year, so that's a patch every 2 months-ish. The game is definitely actively being worked on!
You can find more details on all the patches here.
Yes in seven months we had (1) a small hotfix in January to fix outstanding issues, (2) The Anniversary pack in March that added some parks and fixed industry/office and homeless issues that had been outstanding forever, and (3) a neuteured patch separated from a DLC that's been delayed for two years at this point that added some piers and quays and then totally broke offices again.

We're supposed to be happy with this progress when things like the asset editor are still unworkably broken with zero visible progress or updates in over a year?
 
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The problem with the crash reports (that is, the bugs involving crashing games and an actual inability to play, not in-game weirdness like the 5-employee bug) is that they are the kind of bugs that affect some users with some setups, but not other users with other setup, and finding the common thread in order to identify the actual cause of the bug is a lot harder than it looks at a glance. Then you have to find a solution that doesn't cause its own issues elsewhere, implement it, and try to test it. And even with a lot of testing, you will usually find out that solving problem X for the users it affected now mean that problem Y affect a whole new group of user.

I get - very personally, I've been there - how frustrating it is when you're one of the users affected. But that doesn't mean it,s an easily solved situation.
That's actually quite fair. I knew it was difficult for the developers, but never knew it to be THAT difficult. Fair enough!