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Having my city saves break because traffic++ decided to update is getting kind of old. I really wish we had the option of turning off auto updates.
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# ? May 29, 2015 20:02 |
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# ? May 25, 2024 03:00 |
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Poizen Jam posted:Having my city saves break because traffic++ decided to update is getting kind of old. I really wish we had the option of turning off auto updates. I don't know if this will work for Skylines, but here is what I would try. Download the latest version of traffic++ and look at the URL for the workshop. There should be a pretty long series of numbers, which is the mod id. If you copy those numbers and do a windows search for them, or find a corresponding folder ID under your appdata/roaming folder (I think) you should find the folder which traffic++ installed to. At that point you can copy the folder, unsubscribe from it in the workshop, and you should be able to move the folder back and still have the mod work in game.
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# ? May 29, 2015 20:10 |
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Or disable updates for the game itself once everything works the way you like it, as that disables mod updates as well. Yeah it's a stupid hack but it takes 10 seconds and if you keep an eye on the thread for update notes so you know whether it's worth updating it shouldn't be too much of a headache.
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# ? May 29, 2015 20:17 |
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For anyone interested, this is my issue: I was actually able to recover a city from this state before by messing around with mods, but I wouldn't be able to tell you what I did so I cannot attempt the same fix again. What I do know is I'm getting the same error as last time: code:
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# ? May 29, 2015 20:36 |
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Mods are loving weird and awful. My game has been running perfectly even with a ton of mods and assets, I downloaded a single pretty map and now I can't quit to menu, the game will crash if I try. I deleted that map, then I went nuts pruning my mods, assets, and maps, everything, and the game still won't quit to menu anymore and sometimes hangs/crashes when I quit. Mods are something special. It's rare that I play a city for more than a few days to a week tops. A mod will update/break, a patch will come out, or I'll have some horrible traffic problem or new idea I want to try out. I think for the next few months to a year it's going to be like this as modders and CO better figure their poo poo out. \/ If you're not playing with unlimited money there's basically just two tricky spots. Making sure your initial funds get you a village that can turn a profit, and then finally when you grow huge and start realizing the massive hard/impossible to fix flaws in your design. Baronjutter fucked around with this message at 21:39 on May 29, 2015 |
# ? May 29, 2015 21:23 |
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In fairness it's a little difficult to play any city for more than a few hours because it becomes fairly trivial after the first couple.
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# ? May 29, 2015 21:36 |
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I honestly have not touched the game since I 100%'d the cheevos. I hope the expansion adds some more game-y elements.
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# ? May 29, 2015 21:38 |
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I thought I was past the whole 'Losing 40 hours of invested time due to game glitches' thing when I left SimCity 4 behind. If that's still inevitable I think I'm pretty much done with this game. There's not enough there for the unmodded game to grab my attention, and with the way the workshop works it seems broken saves are inevitable.
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# ? May 29, 2015 21:41 |
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Poizen Jam posted:I thought I was past the whole 'Losing 40 hours of invested time due to game glitches' thing when I left SimCity 4 behind. If that's still inevitable I think I'm pretty much done with this game. I use three mods, one of which is the autosave one. I don't know why they haven't patched it in yet.
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# ? May 29, 2015 21:43 |
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If 3 mods is enough to keep your attention, godspeed. After coming from SimCity 4 with a multi-gig mod directory to Cities Skylines, where I had about 500 mods and assets all working together at once, going back to the unmodded experience is a non-option for me.
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# ? May 29, 2015 21:50 |
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Just assume every major update will break your save, so turn it off and only update when you're ready to start fresh.
Baronjutter fucked around with this message at 22:07 on May 29, 2015 |
# ? May 29, 2015 22:02 |
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How do you make sunken highways?
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# ? May 29, 2015 22:26 |
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Sam. posted:How do you make sunken highways? Terraform tool
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# ? May 29, 2015 22:27 |
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Also using 'fine road heights' and pressing page down 1 or 2 times. 3 makes it a tunnel, but 1 and 2 make nice impressions in the ground.
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# ? May 29, 2015 22:37 |
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OwlFancier posted:In fairness it's a little difficult to play any city for more than a few hours because it becomes fairly trivial after the first couple. If you're playing for a mechanical goal-oriented challenge, maybe, although I'd argue it's actually pretty piss-easy from the very beginning. On the other hand, if you just want to build a big, cool-looking city in a sandbox, you can keep at it for quite a while. And traffic continues to be a factor all along - really the only part of the game that's ever notably difficult. Honestly, I would be disappointed in Skylines if I only wanted a hardcore citybuilder with a lot of complex systems (instead of one complex system - traffic). It's not that, at least not yet. It is a rad model city kit, though, which is enough to keep me entertained for now. The devs have made vague but fairly strong noises about adding more mechanical depth to the non-traffic parts of the game in upcoming expansions. Presumably it will evolve into a more full-fledged game with time. Poizen Jam posted:I thought I was past the whole 'Losing 40 hours of invested time due to game glitches' thing when I left SimCity 4 behind. If that's still inevitable I think I'm pretty much done with this game. I don't think you'll ever escape the technical failure goblins as long as you're playing games with tons of mods. Mods by nature will never get the kind of polish, compatibility work, and thorough testing that a core game does. (And honestly there are plenty of games in the world that are technical messes without mods.) That being said, I haven't had any fatal problems with Skylines yet myself, and it seems like there's reason to expect more reliability and stability out of the core game and major mods in the future. For one thing, CO has stated they plan to do more to support modders around game updates, e.g. by giving them early access to new builds so they can update and test before patches are released. Hopefully that will help. Supraluminal fucked around with this message at 00:05 on May 30, 2015 |
# ? May 29, 2015 23:59 |
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Paradadox has been a good publisher on that front for a long time now and CO seem like they care as well. I've got good hopes.
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# ? May 30, 2015 00:07 |
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How do you control building levels for Skylines? Is there an external tool you need to use?
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# ? May 30, 2015 00:36 |
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Can't in vanilla (except the Highrise Ban policy which disables the highest level for all zoning types). There is a mod for that though
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# ? May 30, 2015 00:49 |
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I know it's nothing to write home about buy boy do farming areas look better (and have far more reasonable traffic) when you sprawl them out and make fake fields with rows of trees and dirt roads.
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# ? May 30, 2015 00:52 |
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Domattee posted:Can't in vanilla (except the Highrise Ban policy which disables the highest level for all zoning types). There is a mod for that though I meant in the asset editor. Most of the old European type low residential assets from the workshop only come in at level 1, so I'm modifying them by adding bells and whistles for levels 1-5 to make it possible to have entirely European, ye olde timye cities. turn off the TV fucked around with this message at 01:34 on May 30, 2015 |
# ? May 30, 2015 00:53 |
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Supraluminal posted:If you're playing for a mechanical goal-oriented challenge, maybe, although I'd argue it's actually pretty piss-easy from the very beginning. On the other hand, if you just want to build a big, cool-looking city in a sandbox, you can keep at it for quite a while. And traffic continues to be a factor all along - really the only part of the game that's ever notably difficult. I find even traffic becomes simply a matter of building more of a repeating system to manage it.
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# ? May 30, 2015 01:11 |
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OwlFancier posted:I find even traffic becomes simply a matter of building more of a repeating system to manage it.
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# ? May 30, 2015 01:22 |
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zedprime posted:The lasting appeal is varying attempts at imitating life because if you don't value your soul and look too far into the traffic abyss with utilitarian intent, you find out you can get away with very depressing 2 lane road grids connected to highways at certain distances. Yeah, you can do stuff to manage traffic in a pretty mechanistic way, but that's up to you. Depending on the map you choose, the style of city you design, how painstakingly you plan things out in advance, and how you handle eminent domain/redevelopment, you can keep things interesting as you grow.
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# ? May 30, 2015 03:24 |
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I hate spending more time trying to make the game work with a lot of mods instead of playing the game, so I just use as few as possible. I want to get the developer's patches too.
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# ? May 30, 2015 03:47 |
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Is the mod/workshop pages of the content manager just broken for anyone else? They never populate with anything which means I can't turn things on/off. edit: Note I went and disabled on the steam workshop the mods that changed those screens around already.
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# ? May 30, 2015 04:06 |
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Shanakin posted:Is the mod/workshop pages of the content manager just broken for anyone else? They never populate with anything which means I can't turn things on/off. Just a hunch, but try setting your configurations to default or wiping your config files (should be in Users/AppData/Local/Colossal Order/...). Also you might as well check behind the Workshop and make sure the mod was actually removed in its entirety, and try local file verification if that doesn't stick. Kraven Moorhed fucked around with this message at 04:47 on May 30, 2015 |
# ? May 30, 2015 04:44 |
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Poizen Jam posted:Having my city saves break because traffic++ decided to update is getting kind of old. I really wish we had the option of turning off auto updates. Didn't they add a switch for that in the latest update? Let's see... Yeah, --noWorkshop will disable steam workshop. Also you can either have super impressive mods that change a shitton of things or you can have a stable game. It's just the nature of programming. The more power you give people to add functionality to your software the more power you give people to remove functionality from your software. Kyte fucked around with this message at 06:26 on May 30, 2015 |
# ? May 30, 2015 06:23 |
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My little euro town continues, love this river valley map. Still got a lot of space to fill!
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# ? May 30, 2015 06:47 |
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Kyte posted:Didn't they add a switch for that in the latest update? That's all well and good but unfortunately some mods cannot be removed without breaking a save game
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# ? May 30, 2015 07:09 |
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Wow, people weren't kidding when they said that the asset editor is absolutely loving poo poo. The only way to change a building's level is to change its template. The only way to change its template is to import the building as a specific file type again, which means that if you don't have that handy you need to rip the building using a separate set of tools and retexture it. I also can't figure out how to update my map. I have the option to update the version I subscribed to, but I can't overwrite that version of the map because it's from the workshop, and can't save over it in the map editor, naturally.
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# ? May 30, 2015 07:13 |
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Fish Fry Andy posted:Wow, people weren't kidding when they said that the asset editor is absolutely loving poo poo. The only way to change a building's level is to change its template. The only way to change its template is to import the building as a specific file type again, which means that if you don't have that handy you need to rip the building using a separate set of tools and retexture it. To update your map you need a local and the self subscribed version. You basically perform a switcheroo when you update by clicking on the preview picture during submission. You will see a folder in the preview image folder marked 'content' and the crp file in there you swap out with your locally updated one. It's a mess of an implementation, but you can do it. What they need to do is attach the local and the subscribed versions with an ID number so your local copy can update the workshop version. Prison architect does this. It works great.
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# ? May 30, 2015 07:36 |
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Fishbus posted:To update your map you need a local and the self subscribed version. You basically perform a switcheroo when you update by clicking on the preview picture during submission. Wow, that's not really the process described on the wiki. Thanks, though, now all I have to figure out is why updating the map wipes your description whenever you update it. That seems like a very, very strange decision.
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# ? May 30, 2015 07:49 |
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When you update it lets you change the title and description and fills both those fields with the map file's name. Delete the name from the description field (leave it blank) and it won't overwrite what you wrote before. How do you pull models out of the game? I want to mirror some of the european corner buildings.
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# ? May 30, 2015 08:18 |
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Fish Fry Andy posted:Wow, that's not really the process described on the wiki. Thanks, though, now all I have to figure out is why updating the map wipes your description whenever you update it. That seems like a very, very strange decision. Leaving a text box empty will stop it from overriding that description. These are the things I've learned. Things that I shouldn't have had to learn.
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# ? May 30, 2015 08:19 |
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My river passing by the city decided to increase its capacity and flooded half of my city. Any mod that allow the creation of walls to contain the water? fake edit: typo RattiRatto fucked around with this message at 10:46 on May 30, 2015 |
# ? May 30, 2015 09:37 |
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I finally finished half of it! http://steamcommunity.com/sharedfiles/filedetails/?id=451564523
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# ? May 30, 2015 09:48 |
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RattiRatto posted:My river decided passing by the city decided to increase its capacity and flooded half of my city. Any mod that allow the creation of walls to contain the water? Nope, best option is to line the river with water pumps. Or pray to the correct god.
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# ? May 30, 2015 09:48 |
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Fishbus posted:Nope, best option is to line the river with water pumps. Drawing roads along the bank can build up enough to give some flood defense.
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# ? May 30, 2015 14:20 |
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I fixed my save game once more- and again I'm unsure of what *specific* mod caused my game to break, but I know it was an asset rather than a mod, and I know it wasn't a vehicle asset. I resubscribed to an old collection of mine I made last time this issue happened. So be forewarned, the removal of certain assets, not just mods, can break your save games. If I figure out which one I'll let you all know.
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# ? May 30, 2015 17:17 |
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# ? May 25, 2024 03:00 |
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Poizen Jam posted:That's all well and good but unfortunately some mods cannot be removed without breaking a save game I'd assume disabling Steam Workshop would disable autoupdates. Disabling mods is done with the --disableMods switch, anyways.
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# ? May 30, 2015 19:35 |