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    First (pre-)Alpha build:

    I wouldn't use this in long-term projects, though it is pretty stable and should not break savegames because it saves data in its own container

    so far it doesn't import data from NetworkSkins 1

    If you have some time for an alpha test... there are a few things I would like to know:

    • compat with 81 tiles, especially pillars outside of the 5x5 area
    • compat with parallel road tool, if you are using that
    • if you have the time, try to save and reload a few times. try second loads
    • take some nice screenshots. I would love to see some and maybe I will use them for the workshop page
    • I want to include 10-15 road colors with the mod. so if you want, post your color codes and I will select the best ones. I'm looking for a nice variety of colors, realistic tones
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    10 hours ago, boformer said:

    If you have some time for an alpha test... there are a few things I would like to know:

    • compat with 81 tiles, especially pillars outside of the 5x5 area
    • compat with parallel road tool, if you are using that
    • if you have the time, try to save and reload a few times. try second loads
    • take some nice screenshots. I would love to see some and maybe I will use them for the workshop page
    • I want to include 10-15 road colors with the mod. so if you want, post your color codes and I will select the best ones. I'm looking for a nice variety of colors, realistic tones

    Um, oh! My software tester heart starts to beat ;)

    As I got many mods installed I gonna check that out as soon as I get home! ;) 

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    I just tested it for a bit, love the new features and design! I loaded up my save with loads of mods installed, the only mod that threw an error that first time was District Service Limit (I tested the same save without NS2, no error):

    The Mod C:\Program Files (x86)\Steam\steamapps\workshop\content\255710\1181352643 [DistrictServiceLimit.dll] has caused an error [ModException]
    
    Details:
    System.ArgumentException: No target method specified for class DistrictServiceLimit.MedicalCenterAIStartTransferPatch (declaringType=MedicalCenterAI, methodName =StartTransfer, methodType=, argumentTypes=NULL)
      at Harmony.PatchProcessor.PrepareType () [0x00000] in <filename unknown>:0 
      at Harmony.PatchProcessor..ctor (Harmony.HarmonyInstance instance, System.Type type, Harmony.HarmonyMethod attributes) [0x00000] in <filename unknown>:0 
      at Harmony.HarmonyInstance.<PatchAll>b__9_0 (System.Type type) [0x00000] in <filename unknown>:0 
      at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0 
      at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0 
      at DistrictServiceLimit.CustomLoadingExtension.ActivateMod () [0x00000] in <filename unknown>:0 
      at DistrictServiceLimit.CustomLoadingExtension.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0 
      at LoadingWrapper.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0 

    I then tried the mod, the only issues I came across were the fact that upgrading roads with new settings doesn't always work: if you want to upgrade road type A you have to select road type A, adjust the NS2 settings, select road type B, then select road type A again and upgrade the existing roads. Otherwise it won't upgrade to the newest settings. The other (minor) issue is that typing in the RGB values is a bit finicky since your not allowed to leave the field empty. For example, if I want to change 69 to 125, I'd usually remove 69 and then type 125. But when removing the 69, I'd have to remove either the 6 or the 9, type 12, remove the other number and then type 5. This is maybe a bit nitpicky and the behaviour might even be intentional - just wanted to point it out ;). Another thing: on this first load, the colour changing of elevated roads didn't work.

    Saving with NS2, quitting to menu and then reopening that save didn't work - but that was probably because of my RAM running out :P

    When reopening the game it threw an error with TPB's Painter mod:

    A Mod caused an error [System.Exception]
    
    Details:
    System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: No target method specified for class Painter.CommonBuildingAIPatch (declaringType=, methodName =GetColor, methodType=, argumentTypes=NULL)
      at Harmony.PatchProcessor.PrepareType () [0x00000] in <filename unknown>:0 
      at Harmony.PatchProcessor..ctor (Harmony.HarmonyInstance instance, System.Type type, Harmony.HarmonyMethod attributes) [0x00000] in <filename unknown>:0 
      at Harmony.HarmonyInstance.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0 
      at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0 
      at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0 
      at Painter.UserMod.OnEnabled () [0x00000] in <filename unknown>:0 
      at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception

    No error on level load, but the Painter mod didn't work (icon on buildings showed up as the last used road colour, but buildings couldn't change colour). BUT: the colour changing of elevated roads did work this time! So these mods seem to be conflicting in some way, unfortunately. Pillars outside the 81 tile area did save and successfully reload :). I did encounter a significant fps drop compared to the first load though, sadly. Not sure if it's conflicting with the Painter mod or something to do with pillars, or something else.

    Finally, opening the same save without NS2 installed (you do need a menu reload after disabling the mod) did work: no errors and fps issues were gone again.

    Thank you so much @boformer (and others?) for your work on this awesome mod, really looking forward to the final release! Might test some more if I find time, in the meantime I included a screenshot.

     

    20190415125423_1.jpg

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    Okay did some preliminary testing, I am using the 81 tiles mod but not sure what you mean, with the pillars.. The road parallel tool does not work, the road guide will show two roads but once laid only one road shows up..

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    Alright - in this continuous post I gonna post my discoveries.

    My specs:

    Windows 10 Pro (x64 ofc!) running on some SSD Raid (0) where also C:S is located on

    32GB of Ram

    (Zotac) Nvidia GTX 980 ti with 6GB dedicated RAM

     

    first off, right after startup to the main menu I got the following:

    Quote

    A Mod caused an error [System.Exception]

    Details:
    System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: No target method specified for class VanillaGarbageBinBlocker.PropManagerDataPatch (declaringType=, methodName =AfterDeserialize, methodType=, argumentTypes=NULL)
      at Harmony.PatchProcessor.PrepareType () [0x00000] in <filename unknown>:0 
      at Harmony.PatchProcessor..ctor (Harmony.HarmonyInstance instance, System.Type type, Harmony.HarmonyMethod attributes) [0x00000] in <filename unknown>:0 
      at Harmony.HarmonyInstance.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0 
      at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0 
      at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0 
      at VanillaGarbageBinBlocker.UserMod.OnEnabled () [0x00000] in <filename unknown>:0 
      at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception

    Could be, that this Error is caused by the Garbage Bin Controller by, funnily, TPB

    Another one after clicking "okay":

    Quote

    A Mod caused an error [System.Exception]

    Details:
    System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: No target method specified for class SubMeshFlags.Patch (declaringType=, methodName =UserFlagSupported, methodType=, argumentTypes=NULL)
      at Harmony.PatchProcessor.PrepareType () [0x00000] in <filename unknown>:0 
      at Harmony.PatchProcessor..ctor (Harmony.HarmonyInstance instance, System.Type type, Harmony.HarmonyMethod attributes) [0x00000] in <filename unknown>:0 
      at Harmony.HarmonyInstance.<PatchAll>b__7_0 (System.Type type) [0x00000] in <filename unknown>:0 
      at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0 
      at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0 
      at SubMeshFlags.UserMod.OnEnabled () [0x00000] in <filename unknown>:0 
      at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception

    Guess that's caused by the other one failing - well, it's sub mesh flags, also by TPB

    Anyhow I ignore those messages and try to load an existing game.

     

    Ingame another message pops up saying that "the mod Real Time cannot be activated". Probably another thing of the chain reaction.

    I'm going to unsub the error throwing mods now and restart the game

    ---------------------------------------------------------------------------------------------------------------------------

    Round 2:

    No errors at startup, gonna load the same save than before.

     

    Same error after level load, Real Time is not compatible. I cleaned the log to show those lines that belong to the harmony error:

    output_log.txt

    ---------------------------------------------------------------------------------------------------------------------------

    Otherwise it seems to run quiet well after a quick test. If some one is interested:

    R = 190

    G = 152

    B = 152

    seems to fit the bus lanes of vanilla roads quiet well :)

    hfeVWHI.jpg

     

    R = 129

    G = 155

    B = 133

    is kinda the green of the cycle and tram lanes :)

    9Y61zt2.jpg

     

    R+G+B = 50 makes some nice dark asphalt tone, like a freshly build road ;)

    7UI0x3y.jpg

    ---------------------------------------------------------------------------------------------------------------------------

    About the Parallel Road Tool Mod: The beta version does not work at all. If I select a preset there and drag a road - just that road will show up, nothing parallel to it.

    The same happens if I don't use a preset.

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    @Delta2k5 @Lee Towers Thanks for these reports! These are super helpful! Currently many mods are failing because NetworkSkins comes with a new Harmony version, which is not super stable (it's a shared library that is used to modify the game code, used by many mods).

    @ghosty20 I think in the old version of NS pillars outside of the 5x5 limits were reset on reload.

     

    Here is a new alpha build with the following changes:

    • Better compat with other mods
    • "Reset" button for color and whole network
    • Various fixes for UI

     

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    Did some testing of alpha 2, mainly focused on usability.

    Aside from the harmony issues which are already discussed, the mod seems generally solid and reliable and it's UI is very good.

    I wish there was a way to more easily upgrade roads to roads of the same type. The use case here is that I have an existing road network, and I want to apply customisations to it. The game won't let me upgrade those roads to roads of the same type. Is there a way to bypass that prevention? If so, I could just select upgrade tool and splat down customised segments over existing segments of the same type which would save loads of time. (Currently I have to first upgrade to another type, then upgrade to my desired customised type).

    I noticed some strange stuff in the street lights options, like this:

    5cb5d07c3417a_signlights.jpg.a57ce30f1c2cff8a7445c5c704648b7a.jpg

    I believe those signs are these highway sign assets - not sure why they are appearing in the list of street lights.

    There was also this thing:

    5cb5d10627c3d_wtflight.jpg.42b27e63319a74b3588079efdf33b47d.jpg

    I have absolutely no idea what it is or where it comes from. You can see the "light" it creates in the top right of the image above. It's only visible at certain zoom levels / distance from camera.

    There were also some 'node covers' (shown top of list in image above) which I believe are from these workshop assets.

    Pillars UI was marred by two issues:

    5cb5d4fba28b7_pillarthumbs.jpg.1fced00f4f571d680ea49545234cf049.jpg

    First, loads of them have blank thumbnails - I assume this is asset creator fault, however it's unlikely those assets will ever get updated by the creators.

    Second, the workshop id is appearing in the list, causing the end of the asset name to get truncated. I didn't try resizing the list panel, but even if it is resizeable making it bigger would just take up too much screen space.

    The squares (drag handle) at top of toolbar seem warped. I have QHD monitor with 1080Ti GPU, but my game seems limited to 1080p screen resolution no matter what settings I've tried, maybe that is causing it?

    Suggestions:

    • Bypass "cannot upgrade to same type" restriction so I can quickly+easily apply changes to existing roads
    • Tooltip on list items; show workshop id and name of the asset/mod that contains the item in tooltip
    • Right-click on stars to 'pin to bottom' = I can move cruft to bottom of list
    • Mod option to "hide items pinned to bottom" = now I can completely hide unwanted stuff too :)
    • Auto thumbnail generation for items that don't provide their own thumbnail (like Find It does)

      Edited by aubergine18  

    fixed typo
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    @aubergine18 Thanks for your feedback!

    We are planning to customize the upgrade tool so pure skin upgrades will be possible.

    About the street lights... there is no reliable way to filter street lights from other stuff (currently it includes all props which have a light and have a "Road" item class). I guess I could add a blacklist, so thanks for listing these assets! I like the idea to "pin" stuff to the bottom to hide it.

    We will look into the pillar name issue. I'm not sure how many assets don't come with a thumbnail. is every custom network pillar affected? hmmm...

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    Very nice! There are my suggestions:

    a) Maybe I didn't look well enough, but an option to modify both trees at once would be nice. There could be a checkbox or something like that.

    b) What did always irk me about the old version was the missing option to add some kind of offset to the distance so the trees and poles don't overlap and the spacing is regular. Screenshot Maybe there even doesn't have to be an option, but the offset could be computed automatically?

    c) (somehow related to previous one) I think that most of the people don't set different distances of trees and lampposts on the same road, so there could be a single slider to change all the distances at once.

    d) I don't know how much difficult it is, but maybe an option to have lampposts on both sides of the street even on the small roads?

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    13 minutes ago, boformer said:

    We will look into the pillar name issue. I'm not sure how many assets don't come with a thumbnail. is every custom network pillar affected? hmmm...

    No, about 33% of pillars had thumbnails, so it definitely picks up the thumbnail if it's there in the asset. But I have a bunch of pillar and road assets which seem not to have thumbs for their pillars.

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    I didn't get time to test color values, but some ideas for the planned palette:

    Could possibly be depicted as grid of colors, eg. main colors on top row, then row for duller shade, then some concrete/tarmac colors?

    20161022154151581.jpg.2921f856cfd4693b560eac2d6eee223b.jpg - bright colors

    20161022154151581.jpg.2921f856cfd4693b560eac2d6eee223b.jpg - pale colors

    20161022154151581.jpg.2921f856cfd4693b560eac2d6eee223b.jpg - concrete / chippings

    20161022154151581.jpg.2921f856cfd4693b560eac2d6eee223b.jpg - tarmac shades

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    Not sure which exact mod does it, but pressing Ctrl+A (which enables anarchy) lets me upgrade networks to the same network already.


    Why does one drive on a parkway and park on a driveway?

    Why is delivery by boat called a cargo and one by land called a shipment?

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    2 hours ago, Dexter said:

    Not sure which exact mod does it, but pressing Ctrl+A (which enables anarchy) lets me upgrade networks to the same network already.

    That'll be Fine Road Anarchy mod. I'll give it a try.

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    Short message about the newest alpha: No bugs found yet. The incompatibility with Real Time seems to be gone :)

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    Okay, found something if you try to change the pillars of the MOM-tracks:

    image.png.c7878fb2db863f0cc6e5e94e86dea87c.png

    Also parallel road tools (beta) still refuses to work ;) (same behavior as in Alpha 1) 

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    Ewww that looks nasty! Thanks for the report! I wonder why the drag handle looks so bad in your screenshots.

    Just a warning: Don't switch from trees panel directly to pillars panel. It probably crashes the game in alpha 2.

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    New Alpha is out:

    • Lock for trees: Change all trees at once
    • Blacklist feature: Right click the favourite button to hide items
    • Added more colour swatches, made them slightly bigger
    • Fixed crashes when going from Trees panel to Pillars panel

    Unbenannt.PNG.b7615c597a3f168c9b8eb01fd003579c.PNG

    unknown.png

    unknown.png

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    3 hours ago, boformer said:

    Ewww that looks nasty! Thanks for the report! I wonder why the drag handle looks so bad in your screenshots.

    Just a warning: Don't switch from trees panel directly to pillars panel. It probably crashes the game in alpha 2.

    The drag handle itself is good - it's just some odd direction I dragged through ;) it's just the pillar panel that's completely off.

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    Regarding the drag handle, it's probably due to weird scaling that C:SL uses. I have a QHD monitor but C:SL always limits to 1080p then that gets scaled up to the size of the monitor. No idea how to get the game to actually run at the right resolution of my rig. :(

    The lock feature is a bit weird - I don't get what a lock has to do with changing all trees at once?

    Is there a way to define custom swatches?

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    3 hours ago, aubergine18 said:

    Is there a way to define custom swatches?

    As soon as you place down a road, the colour is added to the swatches.

    3 hours ago, aubergine18 said:

    The lock feature is a bit weird - I don't get what a lock has to do with changing all trees at once?

    It just means that you change trees on left and right side with a single click.

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    8 hours ago, boformer said:

    It just means that you change trees on left and right side with a single click.

    As an end-user, that isn't intuitive.

    Maybe something similar to this would clarify - when the lines are broken, customisations affect one side or the other, but if line is joined both sides are updated...?

    noun_link_2286140.png.89f3d78c8b5316d245fc5bc2b39eaf51.png

    8 hours ago, boformer said:

    As soon as you place down a road, the colour is added to the swatches.

    So when I'm experimenting with colors it's going to overwrite the swatches?

    IMO it would be better to have some fixed pre-defined swatches (for common road colors as described in previous comments), and some custom swatches, with the ability for me to manually add and update those swatches somehow.

    I'll do some more testing later today, if time permits, and see if I can clarify my thoughts.

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    Just installed the alpha 3 and got this error..

    The Mod C:\Users\Name\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods\NetworkSkins2 [0Harmony.dll, NetworkSkins.dll] has caused an error [ModException]

    Details:
    System.Exception: Unknown type: NetworkSkins.Persistence.ActiveSelectionData+Data, NetworkSkins, Version=1.0.7045.15345, Culture=neutral, PublicKeyToken=null
      at ColossalFramework.IO.DataSerializer.ReadSharedType (ColossalFramework.IO.LegacyResolverHandler customResolver) [0x00000] in <filename unknown>:0
      at ColossalFramework.IO.DataSerializer.ReadObject[Data] (ColossalFramework.IO.LegacyResolverHandler customResolver) [0x00000] in <filename unknown>:0
      at ColossalFramework.IO.DataSerializer.Deserialize[Data] (System.IO.Stream stream, Mode mode, ColossalFramework.IO.LegacyResolverHandler customResolver) [0x00000] in <filename unknown>:0
      at ColossalFramework.IO.DataSerializer.Deserialize[Data] (System.IO.Stream stream, Mode mode) [0x00000] in <filename unknown>:0
      at NetworkSkins.Persistence.ActiveSelectionData.OnLoadData () [0x00000] in <filename unknown>:0
      at SerializableDataWrapper.OnLoadData () [0x00000] in <filename unknown>:0

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    2 hours ago, ghosty20 said:

    Just installed the alpha 3 and got this error..

    Thanks for the report. Is the savegame more or less vanilla? If yes, can you send it? I would like to try this myself...

    I think you can ignore the error for now, it just means that the last settings you selected in the panel cannot be loaded from the savegame for some reason.

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    On pretty much every road, there's usually a gap in the street lights when junctions are added and for roads that have solid median over the junction (eg. the recently released UK Roads Revived Motorway pack) I have to go searching for the light in Find It in order to be able to plop down the missing lights over the junction. Would it be possible to have something in NS2 that allows me to grab the light from the selected road so I can plop it down? Or somehow enter name of the light (and category, etc) in to Find It so I don't have to manually type in search term?

    Also, I've experimented more with the color swatches and would definitely prefer it if adding to the palette was manual. I currently have an entire palette of dark swatches. It would be great if the initial swatches were pre-defined (eg. bus road red, bike lane green, few asphalt/concrete colors) and there was some way I could override those swatches with own colors (eg. click the large preview swatch showing current color to "copy" it, then click a smaller swatch to "paste" the color on to that swatch). It would also be nice to toggle the color chooser; once I've got my swatches set up I could hide the color chooser so only the swatches are displayed.

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    21 hours ago, boformer said:

    Thanks for the report. Is the savegame more or less vanilla? If yes, can you send it? I would like to try this myself...

    I think you can ignore the error for now, it just means that the last settings you selected in the panel cannot be loaded from the savegame for some reason.

    Ahh k, will have another try of alpha 3 as unfortunately my game is heavily modded.. :(

    Ok I started a new game and there was no issue, so must of been something to do with going from alpha 2 to alpha 3..

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    Found some other issue on the newest alpha:

    If you select a street with trees in the median the following happens if you are trying to change those trees:

    image.png.2c28718ed945b0fd47817e24b79a1e28.png

    If you select a street with trees on both sides before everything is working as expected - you then can view the tree list ;)

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    I won't get time to test these with NS2 any time soon, but here's a list of super-weird roads I've been compiling as part of a release-test process for the TM:PE mod. I suspect many of these roads will confuse NS2, for example there are some with mixed tree assets, others with 3+ tree-medians, etc.

    https://github.com/krzychu124/Cities-Skylines-Traffic-Manager-President-Edition/wiki/Roads-to-Test

    If anyone knows of other weird roads, please let me know and I'll add to the list. Hopefully it will be a useful resource for any mods that do stuff with road networks. I plan to make a list of tracked networks too so let me know about those as well :)

    EDIT: For the lights and trees features of NS2, I think you're going to need to change tabs to lane numbers, rather than just left/right. And, ideally, while hovering a tab, highlight the lanes it refers to on the map - similar to how T++ used to do it:

    lane-highlight.jpg.7d31610dd8ad96749794ed89d8787c0b.jpg

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    Noticed this error in the log:

    System.TypeInitializationException: An exception was thrown by the type initializer for Mono.CSharp.CSharpCodeCompiler ---> System.IO.FileNotFoundException: Windows mono path not found: C:\Program Files (x86)\Steam\steamapps\mono\mono\mini\mono.exe
      at Mono.CSharp.CSharpCodeCompiler..cctor () [0x00000] in <filename unknown>:0 
      --- End of inner exception stack trace ---
      at Microsoft.CSharp.CSharpCodeProvider.CreateCompiler () [0x00000] in <filename unknown>:0 
      at System.Xml.Serialization.XmlSerializer.GenerateSerializers (System.Xml.Serialization.GenerationBatch batch, System.CodeDom.Compiler.CompilerParameters cp) [0x00000] in <filename unknown>:0 
      at System.Xml.Serialization.XmlSerializer.RunSerializerGeneration (System.Object obj) [0x00000] in <filename unknown>:0 
    Assembly 'NetworkSkins.UI.UINetworkSkinsPanel ' resolved to ''  [Serialization]

    Mod still functional despite the error as far as I can tell.

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    @aubergine18 First of all that log message is from NetworkSkins 1, not 2.

    Also, CSharpCodeCompiler error messages are generally harmless and can be found in many logs. It's very likely an issue with the game itself that tries to compile mods on the fly.

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    9 minutes ago, boformer said:

    @aubergine18 First of all that log message is from NetworkSkins 1, not 2.

    Also, CSharpCodeCompiler error messages are generally harmless and can be found in many logs. It's very likely an issue with the game itself that tries to compile mods on the fly.

    @boformer I don't have NS1 subscribed, only NS2 (in local folder).

    You can see full list of mods I have (and also full log file) in this issue ticket I just created in Real Time repo: https://github.com/dymanoid/RealTime/issues/208

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