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POLL (CLOSED): Which multi-track TRAM STATION network layout is best?
ausa07 replied to Bad Peanut's topic in Cities: Skylines Modding - Open Discussion
Reminds me of Domain Interchange on St Kilda Rd in Melbourne https://www.google.com.au/maps/place/Melbourne+VIC/@-37.8327097,144.9718407,145m/data=!3m1!1e3!4m5!3m4!1s0x6ad646b5d2ba4df7:0x4045675218ccd90!8m2!3d-37.8136276!4d144.9630576 -
Great looking airport. I'm curious as to where you got those airport buildings from? I have vasmir22's ones but I can't tell where you got the ones that make up the A-pier, B-pier, C-pier, the Go-Terminal, and the sky bridges connecting to the go terminal. I'd love to be able to use them. Thanks!
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- city journal
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Object reference not set to an instance of an object NullReferenceException error
ausa07 replied to ausa07's topic in Cities: Skylines Technical Help Q&A
Thanks for the response boformer. I appreciate it. With regards to it being Ploppable RICO, would it have to do with the mod itself or RICO building(s) I'm subscribed to? And does it mean my savegame is corrupted or is it an issue I can ignore?- 3 Replies
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- nullreferenceexception
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Hoping someone can shed some light on the Object reference not set to an instance of an object NullReferenceException errors I keep getting when loading my savegame. Not sure if it is serious as after hitting OK to close the window(s) the game seems to run fine. I will list my system specs along with some background on how it happened below. What I want to know is the following: 1) What is causing this error? (mods? an issue with the core game itself? 2) Is this error serious, and if so, how can it be rectified? 3) If the error is not serious, can the game be played without any further issues? Can it be rectified? I've had these issues since owning the game in multiple save games and on two different computers I owned. And in all instances, it seems I can just hit OK without any issues (e.g., freezing, CTD). I know this is lengthy but I would greatly appreciate if someone knowledgeable in code could shed some light in my situation. Thanks! System Specs OS: Windows 10 Home 64-bit (10.0, Build 15063) Processor: AMD Ryzen 7 1700X Eight-Core Processor (16CPUs), ~3.4GHz Graphics: Radeon RX580 Series, 8GB (8139MB) VRAM Memory: 32GB (32768MB) DDR4 RAM DirectX Version: DirectX 12 Background information I started a new city about a month or two ago and up until now I never had any errors when loading this city's save. It all started about 2 days ago with this error: Object reference not set to an instance of an object [System.NullReferenceException] Details: No details Only one error window popped up saying this. I hit OK, and the game seemingly ran fine afterwards and the error would not return until the next time I load the savegame. The next time I loaded my savegame, the same error popped up once, I hit OK, and the game seemingly ran fine. The third time I loaded my city after first encountering the error, something strange happened. The error did not show up at all. The 4th time I loaded my savegame, the same error window popped up twice, so I hit OK both times, and the game seemingly ran fine. The fifth time I loaded my save, the same error popped up 4 times, hit OK 4 times, and the game seemingly ran fine. And now when I load the game, the same error pops up 6 times, and I can hit OK and the game seemingly runs fine. Now I've researched a bit on this error and I know it can be caused by unsubbing from assets (esp vehicles), but the thing is, I have not unsubbed from any assets since weeks before this error first occurred (and none where vehicles or buildings). Also, no mod has updated since one week before the error first occurred. I also know that Ploppable RICO can cause issues and I do use RICO but only to place RICO enabled buildings from the workshop. Funny thing is, the only thing I did to the last save before the error was enable Parking AI in TMPE then save and quit the game but it doesn't seem to be a TMPE issue. Output Logs Here are some areas from my most recent output log where the nullreferenceexception error occurs (last 2 full output logs attached): Node diffuse is DXT5: Metro Station Track Sunken [Core] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at PrefabCollection`1[PropInfo].InitializePrefabs (System.String collection, .PropInfo[] prefabs, System.String[] replaces) [0x00000] in <filename unknown>:0 at PropCollection+<InitializePrefabs>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0 at LoadingManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at PrefabCollection`1[NetInfo].InitializePrefabs (System.String collection, .NetInfo[] prefabs, System.String[] replaces) [0x00000] in <filename unknown>:0 at NetCollection+<InitializePrefabs>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0 at LoadingManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NetLaneProps must be instantiated using the ScriptableObject.CreateInstance method instead of new NetLaneProps. (Filename: Line: 648) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- No base generated: 910029444.Modern Low-Rise Living #2_Data [Core] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at ToolBase.OnEnable () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) UnityEngine.GameObject:AddComponent() PloppableRICO.PloppableTool:Initialize() PloppableRICO.Loading:OnLevelLoaded(LoadMode) LoadingWrapper:OnLevelLoaded(UpdateMode) <LoadLevelComplete>c__Iterator9:MoveNext() LoadingManager:Update() (Filename: Line: -1) City Hall About to try (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) City Hall Button Destroyed ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- PopsApi: Shutdown complete (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Setting up 4 worker threads for Enlighten. Thread -> id: 282c -> priority: 1 Thread -> id: 18e4 -> priority: 1 Thread -> id: 19a0 -> priority: 1 Thread -> id: 2358 -> priority: 1 NullReferenceException: Object reference not set to an instance of an object at ToolBase.OnDisable () [0x00000] in <filename unknown>:0 (Filename: Line: -1) [Advanced Vehicle Options 1.7.5] Destroying UIMainPanel (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Simulation terminated [Core] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- REx: Vanilla Highway Menu Modifier modifications applied in 31ms (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Compatibilities got in 0ms (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at PrefabCollection`1[PropInfo].InitializePrefabs (System.String collection, .PropInfo[] prefabs, System.String[] replaces) [0x00000] in <filename unknown>:0 at PropCollection+<InitializePrefabs>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0 at LoadingManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at PrefabCollection`1[NetInfo].InitializePrefabs (System.String collection, .NetInfo[] prefabs, System.String[] replaces) [0x00000] in <filename unknown>:0 at NetCollection+<InitializePrefabs>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0 at LoadingManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Segment diffuse is DXT5: Rail1L [Core] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) output_log 1.txt output_log 2.txt
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Hundreds of Cims ditching cars around city
ausa07 replied to ausa07's topic in Cities: Skylines Technical Help Q&A
The author of the Remove Stuck Vehicles mod has added an option to remove the ditched cars automatically. While it does not fix the cause of why cars are doing this, it at least quells the issue of having cars left abandoned everywhere for the most part. Only issue I have notices thus far with using that mod is that it causes my cruise ships to spawn and disappear every one second at its port infinitely. EDIT: This seems to actually have been caused by a bug in TM:PE, which has since been fixed. I know another person using that mod reported trains waiting at stations despawn too, though I have not tested that yet. Interesting that your residents go to work though. Mine would just stay stuck at home until they died. They wouldn't walk or take mass transit. I hope CO fixes it too though I don't think they even take notice. Oh well. Also I thought I read somewhere a certain mod can cause "flying cars" to happen like in your video though I can't remember which it was.- 20 Replies
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Hundreds of Cims ditching cars around city
ausa07 replied to ausa07's topic in Cities: Skylines Technical Help Q&A
Thanks for testing, I really appreciate it. At least I know it's not just me having the problem. I've also been wondering if their car despawns after the owner dies but I haven't waited long enough to see if it does. Anyways there is hope... the author of the Remove Stuck Vehicles (Fixed for v1.3+) mod said they would look into addressing the issue Still would be better if CO themselves addressed it though. Too bad my post on the Paradox forums got no attention haha.- 20 Replies
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Custom Street Lights (and other light props)
ausa07 replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Are these streetlights available on the workshop because I really want them for my city! Also, would you consider making your Avenue Light with Flags Prop without the flags on it and also a single arm version? Cause I really love the streetlight design. EDIT: Boformer - I saw your post about you being busy and that's totally okay. I thought I'd just make a suggestion but it wasn't my intention to stress you out! I know how it feels to be really busy and overwhelmed, as I'm studying full time, have a job, and have a family to keep happy. So my apologies! Thanks for your awesome contributions. As someone who doesn't know anything about making props, I hope someone will develop the equivalent of the SC4 Light Replacement Mod (LRM) for C:S so that we can have a wide selection of streetlights to choose from to add to our roads via Network Skins (Modern Lighting Pack is a great start). It would be awesome if we would have a selection of traffic light skins to choose from too as we did in the SC4 Stoplight Replacement Mod (SRM). Maybe one day! -
Hundreds of Cims ditching cars around city
ausa07 replied to ausa07's topic in Cities: Skylines Technical Help Q&A
https://www.dropbox.com/sh/icrpwn7gbqd19cy/AADD9MOd_vzh-HRg8XpmofjVa?dl=0 File 1: "TEST CITY before.crp" is the test city with infrastructure and zones laid out but before simulation was allowed to run (population 0). File 2: "TEST CITY after.crp" is the test city after the simulation was run (population exists, ditched cars already a problem) Look specifically near the university, which is the easiest place to spot the problem (I pointed the area out with an arrow made out of trees lol). You can click on a lot of the parked cars there and they will say the person is at home (because they teleported back home without their cars). If you click around eventually you might get a Cim who is in their car at the university and is "Confused". If you wait a few seconds, it will change from "Confused" to "At home". The problem isn't limited to universities, however. It happens pretty much anywhere a car can be parked where a Cim goes to visit, work, or study. It also isn't limited to cities that have everything separated by highways or cities that lack transit either. It happens in any city with any layout I make. As long as there are Cims that drive and park, it will happen.- 20 Replies
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Hundreds of Cims ditching cars around city
ausa07 replied to ausa07's topic in Cities: Skylines Technical Help Q&A
When I was laying out those steps and saying it would take forever to test it was because I suspected a mod or asset was the culprit. Turns out it didn't long for me to figure out that it wasn't a mod or asset because one of the first things I did was test the game with absolutely no mods or assets enabled and the issue persisted (I even unsubscribed and used the noworkshop launch command). So I'm confident this is a game simulation issue at the fault of CO. It's harder to spot the issue in larger cities if you don't know to look for it but basically around commercial, industrial, parks, and schools (esp. universities) that are not near residential zones are the best place to start. That's why if someone makes a test city with the same layout I did (shown above) it should be easy to tell if they are having the issue. I'm going to report it to Paradox/CO in their bugs & technical issue forums now since I doubt any of them will see it here. I also hope the wider attention to this issue will have someone confirm this bug and/or pose a solution (if any).- 20 Replies
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Hundreds of Cims ditching cars around city
ausa07 replied to ausa07's topic in Cities: Skylines Technical Help Q&A
Yep I can confirm that after the patch this is still happening. I started a new test city to make sure. It would be helpful if someone could confirm that this is not just happening to me though. I'm thinking of taking this issue to the Paradox forums.- 20 Replies
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Hundreds of Cims ditching cars around city
ausa07 replied to ausa07's topic in Cities: Skylines Technical Help Q&A
That's part of my frustration. If other people are indeed experiencing this issue, it would largely go undetected because ditched cars mix invisibly with other parked cars. I only noticed it because I was curious as to why so many cars were piling up around my university. It wasn't until I started clicking on the congregation of cars to open up the information box that I saw the seriousness of the problem. I wish more people knew about this problem. I am trying to plead with the author of this mod (Remove Stuck Vehicles Updated for Snowfall) to fix the issue but he is telling me that the people are confused, not the cars. To me, that makes no sense because the people are driving the car--it's not like they are separate entities. That mod should remove the car before the cim teleports out of the car so that this issue is squashed... Alas it's frustrating there is no mod or official patch to fix this annoying issue. I can't play this game anymore knowing that every Cim has a relatively high chance of becoming confused, ditching their car, and then being stuck at home and not going to work or other places for the rest of their lives. Theoretically, if you run the simulation long enough (esp. if you have slow citizen ageing), less and less people will be driving anywhere possibly resulting in workplaces complaining of no workers, and in general, a less vibrant city.- 20 Replies
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Hundreds of Cims ditching cars around city
ausa07 replied to ausa07's topic in Cities: Skylines Technical Help Q&A
UPDATE: I've gone through and disabled (I didn't unsubscribe) each mod I had one by one (starting with suspect ones like 81 tiles, TMPE, rush hour, NExt, etc.) and started a new test city on a vanilla map every time I disabled a mod. I did this until I had no mods left. Every single time this issue persisted. I even disabled all mods AND assets, verified integrity of local files, uninstalled and reinstalled and yet the issue still persisted. I also did this on both my Mac and Windows OS too. I still need to test and see if completely unsubscribing from mods and assets instead of merely disabling them in content manager fixes the problem but at this point it seems to most likely be an issue with the Cities Skylines game engine, which is a real shame. I'd really appreciate it if someone could replicate this issue so that I know it's not just a problem with my individual game!! I've attached a diagram of the test city I created to test the issue. No mods or assets were used besides unlimited money and all milestones unlocked. Do not create any public transport to force driving. Residential, commercial, and industrial zones were segregated by substantial distance and only connected by freeways to make it impossible for a Cim to walk to each zone (car must be used). Residential was also segregated by substantial distance from the university and only connected by freeways to make it impossible for a Cim to walk to the university or back to their house (car must be used). The car ditching problem is particularly noticeable/exaggerated around universities, therefore that is the best area to look out for the problem. Any Cim at any location can become confused and teleport out of their car though, never to return to their car again and forever be confused at home as there is no way they can walk to their destination as their destination is too far away and requires a car to get there. Again, I'd really appreciate it if someone could take the time to replicate this issue. If someone can replicate the issue in the vanilla game, then I'd say this bug is due to bad programming by CO and therefore they need to address it.- 20 Replies
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Network Extensions Project
ausa07 replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
Totally ok with it being on the backburner. All good things take time! Just glad to hear it is being considered for the future I think my biggest wish for this mod besides tram roads would be seamless turning lane pockets for intersections. I can only dream of the day that will happen I would think asymmetrical roads and compatibility with both LHD & RHD would have to be sorted before that could even become a reality. Anyways I know you all have lots on your plate so take your time with development of this mod (quality over quantity). I'm excited to see what you all have in store! Everything looks really good so far.- 813 Replies
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Hundreds of Cims ditching cars around city
ausa07 replied to ausa07's topic in Cities: Skylines Technical Help Q&A
Yes very tricky indeed and I agree, I think most people wouldn't notice this issue hence no one really bringing it up. Currently I had to delete all my city saves and the map they were based on because somehow my map file became corrupted. I haven't gotten around to starting a new city yet but I when I do I will use it as an opportunity to start fresh and see if I can replicate the problem and pin it down to a mod (if it is even a mod that is causing it). Thanks for the suggestion! I have tried that before (mainly out of frustration haha) but as you said it doesn't solve the underlying problem. Hopefully I can figure out what is causing it.- 20 Replies
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Network Extensions Project
ausa07 replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
I personally was hoping that NExt would implement tram roads as part of their mod considering the lack of tram roads that Snowfall offers (being from Melbourne I can say I love my trams!). I love this mod for all the variety of roads it provides (because CO didn't give us many road options in the vanilla game) but I just so desperately wish I could put tram tracks on most of them. On that note, I wish CO implemented the tram track overlay feature CIM2 offered so I wouldn't have to rely on modders to get more tram options... I understand the rationale that not everyone has Snowfall, however, I'm hoping the mod developer later down the road will either add it as an option that one could toggle based on if they have the DLC or as a separate mod that adds it to the NExt roads. To be honest I don't even own Snowfall right now because I am so disappointed with it (for many reasons) and don't feel it's worth the cost they are charging for it. I only would buy it for trams and to support CO/Paradox (though I feel torn to support CO/Paradox with all these half baked DLCs) . That being said, the only way I would let myself buy this DLC is if some modder (preferably the NExt team) expanded the tram road options in the game (or if the DLC significantly drops in price). Otherwise, this DLC is a no-go for me and I'll have to live without trams Lastly, I have to ask since I know nothing about code... Is it even possible for a modder to implement functioning tram roads as a mod? Despite my woes I'd like to thank the NExt team for all their hard work on this wonderful mod- 813 Replies
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- network extensions
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