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Cities can not be loaded. Please Help!
knighthawk75 replied to mckerbal's topic in Cities: Skylines Technical Help Q&A
Do you have FaceIT installed? (if so try uninstalling it - not just turning it off) https://forum.paradoxplaza.com/forum/index.php?threads/game-crash-getthreadcontext-failed.988177/page-2- 2 Replies
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I Hate Natural Disasters
knighthawk75 replied to Matthias King's topic in Cities: Skylines Modding - Open Discussion
Matthias, If you mean the ones that just flip the Building Manager m_firesDisabled bit to true, yeah it's not going to stop disaster invoked fires, but it *should still stop* normal random fires. From what I saw they changed the system such that all fires from what I can tell are now a 'disasters' the only question is if the fire is actually tied to a 'real disaster', or not (ie normal fire). I found this out while making the Tree Fire control mod (you can find it in the workshop), though that is very specific to just tree fires\spreading and doesn't touch buildings. BTW for what it's worth I have ND and flipping m_firesDisabled seems to still work fine so long as you don't manually start structure fires (via disasters tools and have random disasters turned off) from what I've noticed anyway - it's possible it's happened and I've missed it though. The code in CommonBuildingAI HandleFires was rewritten between 1.4 and 1.6 but the check for the above mentioned flag is still there, so it shouldn't be a issue for you, but I suppose there are other places rewritten or new that might be missing the check. PS - Not entirely related but fyi radio masts placed outside a road area once catching fire in 1.6.2, can't actually be put out, either the fire choppers don't know how, or the mast ai doesn't register themselves such that they'll be acted on. I imagine that will be fixed in the next update though. re:Terraform flooding and CollapseIfFlooded, this is something I think might be hard to solve, they can add a check if ND is owned (like they do for some things but don't for that), but in cases where those that do own ND that don't want that behavior I'm not sure the best way to address it since I don't think the water can be tied to a specific disaster, maybe just an options toggle peeps can turn on during major terraforming activities. -
Error Message: "Too long of an array!" When Trying to Save
knighthawk75 replied to Pyeroc's topic in Cities: Skylines Technical Help Q&A
@Pyeroc If this is still an issue for you (specifically - "Too long array"), well I happen to tracked this down for someone else to Rush Hour event data growing too large (the reason for that remains unknown and unexpected), it could in theory effect other mods too though if they are saving lots of custom data. Basically a mod goes to saves data to the customizable data store dictionary.... that call does not have a size check on the array, so say they save say 20mb byte array in there thinking the limit is probably a 32bit int or uint. No problem they think, however the when the Simulation Manager itself eventually goes to serialize that dictionary using a call to the DataSerialzer.WriteByteArray function there is a size check that limits the size to 16,711,680 bytes (24bit uint minus some overhead), if the data is larger than that it will throw " "Too long array!" and the save will effectively fail (even though process may or may not continue on). If this is your case and since i see from your log you have UT installed, you can see which mod is trying to save data that is too large, if you turn on dev level logging, load the map, then when the error happens during save goto your UT options screen and press the 'list all data to log' button, will log the keyname the mod used to save the data and the size, for all entries. Then it should be easy to see which mod was trying to save too much data (because while the save fails the data is still there after it fails). More here (user that had problem): http://steamcommunity.com/workshop/filedetails/discussion/455403039/483366528899543320/#c152391995413003276 He reported it here (possible work around is use 'clear event data' option in Rush Hour?): http://steamcommunity.com/workshop/filedetails/discussion/605590542/152392786913145899/ -
How many mods & assets do you use?
knighthawk75 replied to GC_Vos's topic in Cities: Skylines General Discussion
On average ~50-75 mods installed, unless testing though probably only a dozen or so are ever turned on for use on any map I'm really playing. Assets... about 50-60; 25-35 of them legit growables\trees\etc and 25 of them jacked up copies stats wise of original or a workshop equivalent services buildings or special mod related buildings; probably about ~50 enabled on average map.- 20 Replies
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Deeper zones? Well, why not?
knighthawk75 replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Really nice work and contribution, really jump starts anyone who wants to tinker in this area. -
Total Overhaul Mod Thoughts
knighthawk75 replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Some very good ideas presented here. I'll just note two that stood out that I'd not be that fond of. The first is "It will be impossible to create cities with only high-wealth citizens or only high-density buildings " - why? Making that very challenging is one thing, making it impossible by design though seems like taking away what might be someone's desire \ ultimate challenge, it certainly was mine with many but not all SC4 cities. The second is I think someone mentioned more or less to require a city have industry, that's a mistake in my opinion, plenty of players want to build cities that have little to no industry, as many exist around the world. Not sure I follow the stable\instable state thing entirely. Also a random comment that plays into commerce and light\non-polluting industry of sorts - warehouses. This game needs distribution\cargo warehouses option so that goods can be further pushed out even closer to commerce areas. I also second the comments about the C in RCI needing to be tweaked to the lower side. It's quite an ambitious project to undertake and one that might be better delayed till updates slow in pace, last thing you want is the ground underneath you changing mid development, then again I'm a bit of pessimist so maybe just ignore that. It's too bad we don't have a sort of road map from CO that at least hints what's next on their agenda, or any visibility into their own 'wish list' as it would help know what areas might be changing or getting additions in the future. /2cents -
Here is the random tree rotation mod!
knighthawk75 replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Any idea how\why you suspect that is? Doesn't make any sense to me give what UT mod does and doesn't do (it doesn't create trees that don't exist in the save, it also doesn't save trees that don't exist, and the detoured treemanager function don't do things the original doesn't - with the exception of higher caps on the while's and for's ), but I'm open to listening\investigating if either of you have a lead. namspopof - If you want to publish or upload the save file somewhere (along with which of those mods the save file actually requires to load properly), I'm happy to take a look and see if I can repo this or where the problem may be). BTW that log suggests there were no errors on map load, at least with extracting and setting up the trees. Your using setting x5 is that correct?- 21 Replies
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Tutorial - How to invoke private methods without reflection
knighthawk75 replied to BloodyPenguin's topic in Cities: Skylines Modding - Open Discussion
Bloody clever! Thanks for sharing this with the community.- 7 Replies
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Simtropolis Q&A about Cities: Skylines with Paradox Interactive
knighthawk75 replied to Dirktator's topic in Cities: Skylines General Discussion
Is gone in the 1.0.3 patch, it's now gray'ish and less jaring- 91 Replies
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2c on that topica: The patch notes for pre-release 1.0.3 include a line item about adding a local call to steam to see if the player owns the game. I'm guess it was originally true one just need steam to grab the game or for updates, now you'll probably need to fire up steam once every 180 days (i forget exactly what the off-line grace period is) to update the auth.... or maybe it is just something in there for these press copies not to leak too bad prior to release, idk, I'd suspect more the first though.
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For those who watched Let's Plays - What did you think?
knighthawk75 replied to Azurespecter's topic in Cities: Skylines General Discussion
What did I think, hmm. Well let me sum it up this way, I boycotted sc2013, after a couple hours of watching people play earlier in the week I pre-ordered the deluxe edition along with throwing 200$ at an updated video card (my current one would meet min ...but screw it, it served as the final push, it was time anyway) so the game made quite the impression. I expect some problems here and there but it looks like quite the solid base upon which to build. -
Synekism - A New City Simulation Game
knighthawk75 replied to Synekism's topic in City-Building Games
Keep on trucking foward Yelmond. -
Thanks for the map editor tutorials... helpful start for myself as a new player to this game.
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Right now: live stream with developers of Cities in Motion 2 introducing the game
knighthawk75 replied to rawls's topic in City-Building Games
Was an informative cast covering the basics of the game. Thanks for posting about it. -
Wow I hadn't even heard that, another epic fail for this launch.
