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Showing results for tags 'phantom'.
Found 4 results
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Hello everyone. I've been experiencing this phantom slider bug for a quite while that I don't even remember how long this bug persists. Public Safety Dept. (both fire stations and police departments) and Health & Education (only health, education is okay) is totally bugged, slider goes all the way down in time and advisors go nuts. It's the only city I have that I put more than 1.000 hours in it so nuking it is no option. I wonder if is there any way I can fix this. Also I'd like to let you people know that I've been searching this bug for days and I've been trying all sorts of stuff but no luck, hopefully yet. Note that clicking Error: No name takes me basically nowhere. Bulldozing all of these fire stations, police departments and hospitals didn't help either. I'd appreciate a lot if someone can guide me through to fix this annoying bug. Thanks in advance!
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Hello, Sorry, it's me again with another problem; now i can no longer adjust the spending for the police budget. As soon as the game is running, within the dataviews monthly spendings, in the Public Services, the cursor for police gets back systematically to 0. (Firemen budget and justice budget stay ok) I renewed all police stations, all gendarmerie stations, no result. Security in my town gets very problematic and the policemen themselves are in the streets protesting. What's happening? (if u need a picture of the problem i can make one) JF
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I need some help dealing with the phantom slider bug. After finishing an overhaul of the power buildings, I dumbly forget to kill my power buildings first. This has left me with a broken power slider, thankfully in the up direction, but super annoying nonetheless. I've run through the various fixes with no luck, and seem to have two powerplant entries that are stuck, something I feel is the likely source of the problem. After deleting every power source and pole, I'm left with 3 entries under the power utility entry in the budget. 1 is for power poles, with the other two being bulldozed power plants. I've yet to figure out a way to get rid of them, and haven't run across any information on what should be done, though I found another thread with the same issue (unresolved it seems). I'd really appreciate any help.
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Recently, the problem with phantom sliders has been mentioned in a number of posts. This problem occurs when you have lots containing sliders (typically civic lots), and you plop a lot that has the identical ID as an existing one, except that it has a different capacity or funding level. Depending on which direction things have been changed, over a period of months the sliders on all buildings of that category (for example, all education buildings) will slowly creep up or down, until they are stuck at either the maximum or at zero. Resetting the sliders helps only temporarily. This can be fatal to a city, either bankrupting it when all the sliders hit their maximum, or denying it a crucial service when all the sliders hit zero. Fortunately, and contrary to what many people believe, this problem can always be fixed. If you have plopped just a single building that triggers the phantom slider bug, the fix is simple: Simply remove that building. If you're not sure which building it is, you can try removing various buildings until the phantom slider bug goes away. Once it goes away, it doesn't come back unless you plop another conflicting building. If you want to use the settings of the new building that caused the phantom sliders, then bulldoze all occurrences of that building (new and old) in your city. Then run the game for a couple of months, verifying that the phantom slider bug is gone. At that point, you can plop either the new or old version of the building (but not both!), and the phantom slider bug will not return. For the case of a single building that's causing the phantom sliders, this fix will work even years after you plopped the building. This is the most common case. What is happening here is that the game keeps a record, updated frequently, of each type of building and what the costs and capacities of that building are. It uses the sum of the resulting cost figures to compute the total budget for the category. However, the game cannot keep track of a building type that has two different costs or capacities, so it uses only one of them. As a result, the total budget for a category is different from the actual total costs of all the buildings in that category. The game notices this, and tries to fix it by raising or lowering the funding for all the buildings in the category. But like a dog chasing its tail, this just moves the problem to another level, and the next time around, the game ends up having to make the same type of fix in the same direction. This continues until the slider reaches one end or the other of its range. Occasionally, this problem cannot be resolved by removing the offending building. The circumstances under which this happens are not completely clear, but it appears likely that this happens when two or more buildings that trigger phantom sliders are present in the same city. The game appears to calculate total costs incrementally, which makes sense from a computational point of view. However, that leaves it vulnerable to becoming completely confused if multiple buildings that cause the phantom slider are placed. In such a case, removing all the offending buildings doesn't help, as the game's basis for computing the costs of that whole category have been corrupted. Not only does removing all instances of the offending buildings not help, but removing all custom buildings of that category doesn't help. It's at this point that many people give up and nuke their city. However, this is not necessary; the city can be saved, although it requires a bit of effort. First, be sure you have the loaded. Then delete all the buildings of the affected category. For example, if your schools were showing phantom sliders, you would have to delete all schools, universities, museums, libraries, and any other building that is classified as educational. Fortunately, you can see where each one of these buildings is located in the Education Data View. Before deleting each building, use the TerrainQuery cheat to find its location. Write this down, along with the type of building you're deleting. When you've deleted all the buildings in the relevant category, the corresponding Data View will be completely empty of all green dots and circles. And your Phantom Slider problem will be gone. Why? Once you've deleted everything, the game notices that there are no buildings in this category, and therefore no capacities and no expenses. This conflicts with its internal data, but since its internal data is calculated, it merely resets it. So this reset effectively undoes the cause of the phantom sliders. You should run the game a couple of months or so to give it time to notice that the entire category of buildings is gone, but then you can start replacing your buildings. As long as all buildings you plop of the same type have the same capacities and costs, the phantom slider bug should not return. Update (9/28/21): It turns out that there are many cases where the fixes above are not sufficient to remove a Phantom Slider bug. These appear to all involve multiple buildings of the same class (such as all education buildings, for example). @CorinaMarie has written an excellent post detailing how to fix the bug in these cases. If you have a Phantom Slider bug that involves more than one building, or that does not go away easily, I recommend that you go straight to the method described in her post.
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