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Tried 3 different maps, first with the mod which end up flickering in the middle of the screen after between 20 and 30 minutes of playing and then tried it without this mod and that had no issues, happens with this mod every time for some weird reason.
Hmm weird ok, I’ll try looking into this. If the previous version really didn’t do that for you, you can just use v1.0.2 instead then for now. There’s no gameplay difference, I just fixed a component being added unnecessarily early.
 
Tried 3 different maps, first with the mod which end up flickering in the middle of the screen after between 20 and 30 minutes of playing and then tried it without this mod and that had no issues, happens with this mod every time for some weird reason.
I just put out a fix that changes when one of the systems I altered updates to match the base game timing. Maybe that'll fix your problem :D
 
Tried 3 different maps, first with the mod which end up flickering in the middle of the screen after between 20 and 30 minutes of playing and then tried it without this mod and that had no issues, happens with this mod every time for some weird reason.
I just put out a fix that changes when one of the systems I altered updates to match the base game timing. Maybe that'll fix your problem :D
I will try it out thank you
 
The new option enable parking minimums, what is vanilla if I have it checked or unchecked ?? The description is not very clear on that
What do you mean? It's vanilla if it's unchecked, and apartments usually have 2-3 spots and high-rise offices have 30.

can we also get an option to reset the values back to what it is by default when you first install the mod
I'll add that in the next update!
 
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I recceive the following error message when I load the game with this mod. When I disable the mod, this error is gone:

[object Object]
NullReferenceException: Object reference not set to an instance of an object
at Colossal.IO.AssetDatabase.PrefabAsset+PrefabReferenceResolver.TryResolveReference (System.String id, System.Object& value) [0x00052] in <57b5f3e4302043fda596a7ba689e15a7>:0
at Colossal.OdinSerializer.DeserializationContext.GetExternalObject (System.String id) [0x00033] in <5fbd906329d843a4a9e7066a41ace735>:0
at Colossal.OdinSerializer.AnySerializer.ReadValueWeak (Colossal.OdinSerializer.IDataReader reader) [0x006df] in <5fbd906329d843a4a9e7066a41ace735>:0
at Colossal.OdinSerializer.ReflectionFormatter`1[T].DeserializeImplementation (T& value, Colossal.OdinSerializer.IDataReader reader) [0x0013d] in <5fbd906329d843a4a9e7066a41ace735>:0
Colossal.Logging.CustomLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Colossal.OdinSerializer.CustomLogger:LogException(Exception)
Colossal.OdinSerializer.DebugContext:LogException(Exception)
Colossal.OdinSerializer.ReflectionFormatter`1:DeserializeImplementation(UIObject&, IDataReader)
Colossal.OdinSerializer.BaseFormatter`1:Deserialize(IDataReader)
Colossal.OdinSerializer.BaseFormatter`1:Colossal.OdinSerializer.IFormatter.Deserialize(IDataReader)
Colossal.OdinSerializer.ComplexTypeSerializer`1:ReadValue(IDataReader)
Colossal.OdinSerializer.ListFormatter`1:DeserializeImplementation(List`1&, IDataReader)
Colossal.OdinSerializer.BaseFormatter`1:Deserialize(IDataReader)
Colossal.OdinSerializer.BaseFormatter`1:Colossal.OdinSerializer.IFormatter.Deserialize(IDataReader)
Colossal.OdinSerializer.AnySerializer:ReadValueWeak(IDataReader)
Colossal.OdinSerializer.ReflectionFormatter`1:DeserializeImplementation(StaticObjectPrefab&, IDataReader)
Colossal.OdinSerializer.BaseFormatter`1:Deserialize(IDataReader)
Colossal.OdinSerializer.BaseFormatter`1:Colossal.OdinSerializer.IFormatter.Deserialize(IDataReader)
Colossal.OdinSerializer.AnySerializer:ReadValueWeak(IDataReader)
Colossal.OdinSerializer.SerializationUtility:DeserializeValueWeak(IDataReader)
Colossal.OdinSerializer.SerializationUtility:DeserializeValueWeak(Stream, DataFormat, DeserializationContext)
Colossal.IO.AssetDatabase.PrefabAsset:Load()
Game.SceneFlow.GameManager:LoadPrefabs()
Game.SceneFlow.<Initialize>d__60: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()
Hm that’s a weird one. Are you on the latest version and your settings values aren’t all set to 0?

I have the latest version and no settings are not set at '0' but FYI today it seems it's working; has not thrown any erros uptill now..
 
For some reason this mod isnt allowing people to move into my new city. People that are slated to move in just loop in and out of the map. Removed the mod and spawns work again.
I think what’s happening is that they’re trying to move in by car but once they reach the destination, they realize that their target parking is now unavailable, and no other viable parking are available either. So then they decide to go back out of city limits and instead use taxi or public transport to move back in. If you use the Cim Route Highlighter mod, you’ll see that their route goes out the city and back in using a different mode of transport. Let me know if this is not the case tho!

I have the latest version and no settings are not set at '0' but FYI today it seems it's working; has not thrown any erros uptill now..
Perfect! I did a series of bug fixing updates after launch, so I think those fixed it for you.
 
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I really like the idea of this mod, especially the parking minimums. Unfortunately this mod seems to break custom parking lots and roadside parking, causing vehicles to reroute multiple times per second and glitch out because their spot was taken. This happends even when all options exept parking minimums in the mod settings are disabled. Does anyone else have this problem?
 
I really like the idea of this mod, especially the parking minimums. Unfortunately this mod seems to break custom parking lots and roadside parking, causing vehicles to reroute multiple times per second and glitch out because their spot was taken. This happends even when all options exept parking minimums in the mod settings are disabled. Does anyone else have this problem?
I haven’t tested with custom parking, but that would be very weird if it’s happening, the modded behaviors are literally bypassed if the systems are disabled. If anyone else also experience this tho I would also be very interested.
 
I really like the idea of this mod, especially the parking minimums. Unfortunately this mod seems to break custom parking lots and roadside parking, causing vehicles to reroute multiple times per second and glitch out because their spot was taken. This happends even when all options exept parking minimums in the mod settings are disabled. Does anyone else have this problem?
To anyone who experienced this issue, I've just put out a fix for it, so please update to the latest version! I think this will be the last of bugs remaining in this mod as of now. :D