Cannot create any more objects of this type

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JerkyJerry

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My city has 660+K population


When I tried to place more roads I get the message: Cannot create any more objects of this type


Does this mean there is a limit to the amount/length of roads we can have?

Has anyone else run into this issue?

Is it posted anywhere by CO that there is such a road limit if there is one?


I’ve PM’d Azurespector earlier this morning but I have not received a response as of yet.


I’ve tried to place every road and I get the same error message. I can however place both of the highways and on-ramp. (I can also place interchanges).


Does anyone have any information?

TY
JJ
 

Zalym

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This certainly seems to be a designed feature, for performance concerns I imagine. It is possibly a factor in the decision to make the original map consist of 9 squares (though I have no doubt you could hit the limit within those 9 squares as well). I haven't run across a dev talking about it, but plenty of players have brought it up. Please let us know if you get any sort of response about this :)

If I remember correctly there was(is?) a mod to remove the limit on trees, if there isn't one for the road limit yet I imagine there will be soon - if it is possible to mod it that is.

https://forum.paradoxplaza.com/foru...-are-there-so-many-limits-in-the-game.847796/

https://forum.paradoxplaza.com/forum/index.php?threads/please-higher-limits-for-roads.848726/page-2
 
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JerkyJerry

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Thanks for the info Zalym
 

JerkyJerry

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Well if they have not done it by now.................................
 
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JerkyJerry

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Please let us know if you get any sort of response about this :)

LOL yeah um did not happen (yet) :(
Sounds an awful lot like another company we tried to communicate with back in 2013 :rolleyes:
 
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Greygor69

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LOL yeah um did not happen (yet) :(
Sounds an awful lot like another company we tried to communicate with back in 2013 :rolleyes:

Sorry to say this but the majority of your posts recently come off as being really Snarky.

Not at all useful.

And it's not as if I don't want some answers as well.

The difference between us appears to be that I keep in front of my mind that this is a 10 man team dealing with post-launch issues from people who can't even play the game properly yet let alone reach a limit of what they can build.

How about we let them get on with that so they can clear the desks before looking at other "issues".

Once we have a fully functional vanilla base that works well with the 9 tiles maybe then we can see what can happen after that.

As to lack of communication both you and I know that it is no where near as bad as what you experienced with 2013, I think you were just going for a cheap shot which I don't think is deserved.

Maybe once this comes to fruition https://forum.paradoxplaza.com/forum/index.php?threads/april-progress-update.851539/ we may have a different point of view
 
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JerkyJerry

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I hear what you are saying Greygor69
But the running out of the ability to place roads is NOT a new issue as Zalym pointed out.
Then when CO staff come on here and say they read the posts. Then don't respond to the posts/questions well sir that smells a lot like, you know that other company that ignored their customers. Does it not?

So if I/we don't get answers to our questions, after we were told CO staff have read them we should still continue to 'walk on eggshells' and not express just a little frustration about being flat out ignored?

As for the staff only being 10 people; we the customer have to suffer for that? That is our decision?
After a million copies sold @ $X amount per copy again that is the customers fault CO haven't or refuse to hire additional staff?
So none of the "10" staffers have the time to go through the forum and answer some questions? Oh I don't know, once a week, twice a week for an hour per week? Anything at all?
Then I suppose hiring someone to read the forum, go to CO staff and ask a question, then come back to the forum and post a response is too expensive? Too much to ask?

What you call snarky is nothing more than frustration.

And yes I am a huge fan of the game after my 300+ hours of playing it (and of CO) however being ignored is not something any of us should take just because they only have 10 or 13 staff people. That is their choice, not ours. And seriously it is not due to a lack of funding now is it?

All most of us are looking for are some answers just simple answers.
They can't pull the top 10 questions of the week and answer them? Top 5?
Oh and no I don't think it is a dev issue. These type of decisions/authority has to come from the top and as far as I can tell that person is not allowing this to happen. Not the devs.

That is just one frustrated guy's opinion. And you know what they say about opinions..........they are like _ _ _ _ holes everyone has one!
 
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Greygor69

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That is just one frustrated guy's opinion. And you know what they say about opinions..........they are like _ _ _ _ holes everyone has one!

Heh, I actually used that phrase in another forum yesterday :)

My point there is frustration and there's repetition. You've made your point more than once. Just wait and see what happens now.

Sitting in the back of the car asking "Are we there yet?" gets old really quickly for everyone.
 
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JerkyJerry

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Heh, I actually used that phrase in another forum yesterday :)

My point there is frustration and there's repetition. You've made your point more than once. Just wait and see what happens now.

Sitting in the back of the car asking "Are we there yet?" gets old really quickly for everyone.

Duly noted
Your advice will not be ignored
TY
JJ
 

caracol

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Well, I think this is the most frustrating and infuriating thing I've run into so far. I'm loving the game and played more than 200h but the vanilla limits, specially the "cannot create any more objects of this type" are the biggest weakness of CSL. But still, I never had more fun building a city and I think CO deserves our respect and patience.
And I really hope they will allow us or at least modders to modify the limits according to our computing power. Let's be honest: 9 tiles are easily filled but I think it will be hard to hit the limits unless you really try to or use too much plops (like concrete fillers or beach deco). But the not officially supported 25 tiles are a nice challenge and city building playground that most of us are having fun with and running into these limits. Of course it's frustrating but also understandable. Every game needs its limits. Question is: how far can we push them? Are they maxed out? I guess and hope not.
I hope we get some answers soon or some mod appears out of the blue and rises the limits. I know that there will always have to be a limit, I just really wish we could rise the current ones.
 
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Sn3ipen

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Oh god. If they do this i will fry my PC. Please make this happen!
 

Azurespecter

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I'd like to point out a few things to help out with forum communication in the future =) All for improvement, not to make anyone feel bad.

1) Our community team and CO both really enjoy responding and communicating with our customers. We like answering questions, and being as helpful as we can. However, we are not at the beck and call of individuals, regardless of what your question or suggestion is. Nobody is being ignored intentionally, but just because you call out our names doesn't mean we are able to come have personal dialogue with you. It's a simple matter of time and prioritization. I hope you can understand that.

2) If you haven't been answered by us, it's probably because (a) someone has already answered your question, you just didn't listen to them, or (b) the answer has already been given, you just didn't like it

3) By being kind and respectful, you are more likely to receive responses from our team. Spamming us is not an effective way to get attention. Don't cross the line over into spam.

All three of these points apply to this thread, and all of the others you have posted lately. We genuinely want to help, but by following these three points we can have much better communication in the future. Thanks for understanding!
 
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nakata

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I just ran into a limit as well.
It is still possible to place roads but no more services like parcs, hospitals etc..

My city is 350K with 25 tiles.
The limits will probably never be an issue with 9 tiles but with 25 it definitly is.

To bad that I will not be able to finish my first city that I spend 100 hours on.

Guess I will make a fresh restart and hope the limits can be raised in the future.
 
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KnightHawkTFC

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"The limits will probably never be an issue with 9 tiles but with 25 it definitly is."
---
Actually while I personally have not hit them in 9 tiles I have read and seen screenshots of people who have, granted I agree that the existing limits in most cases are harder to hit in 9 tiles, that is "in-game", in the map editor most of these limits are halved so you can actually hit them a bit easier if your a design from the start type player.

"To bad that I will not be able to finish my first city that I spend 100 hours on."
---

As I posted above you can finish you're beloved city if you really want to try upping the limits. It's not that complicated, and worth the 20min investment, particularly if you've slaved dozens or more hours already on your city.
 
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Doctor Machete

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A little basic how-to if you really really must have higher limits:

https://forum.paradoxplaza.com/foru...-limits-for-roads.848726/page-2#post-19205404
Thanks for your help, very useful to unlock the roads limit. No problem for now with the roads and some mods activated but I tried with the building limit setting MAX_BUILDING_COUNT to 64.000 (and later to 60.000) and doesn't works in this case.

At first it seemed to, because in the beginning I was getting the cannot create setting message with around 32.000 buildings (but still more buildings would rise by zoning) and after patching that value (and Checklimits) the message didn't show any more. I could drop more service buildings and by zoning, but when total buildings came up to exactly 32.767 no more buildings can be created above that number, nor service buildings nor by RCI zoning. No error and I get charged by the cost of the building each time I try but no new building.

It's like modifying MAX_BUILDING_COUNT removed a soft limit but there's another cap or another check I'm not able to see.

I tried changing some other 32768 values seemly related to building methods in the BuildingManager with no success. I get an error (Object reference not set to an instance of an object when loading the map) or simply does nothing.

I've made a list of BuildingManager methods containing 32768 values. Is worth to test each one of them to see if it works or the limit is unavoidable?.
 
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KnightHawkTFC

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"It's like modifying MAX_BUILDING_COUNT removed a soft limit but there's another cap or another check I'm not able to see."
--
See below for the more researched list for getting zone\buildings to work, your right removing the limits is one thing, getting the new ones to build\function right is another matter and there are check all over the place, I had only removed half a dozen to but far more are needed. See post below
 
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KnightHawkTFC

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Ok so forgot to mention some area's for the zones and buildings and that may be why you don't get an error but it basically mostly ignores your changes cause there are a dozen other for loops that bailout after 32k, sorry I forgot these other tweaks I made some I made, some I just now realized I had not made originally though just didn't notice errors as was really focused on the road problem.

For Zoneable blocks:

Inside ZoneManger: (besides that mentioned in my post)
Awake() I show that as changed in my copy as well as changing the m_zoneGrid to the same (don't really know if that later one is needed but that's what I have).
CheckSpace() (bool version)
ReleaseBlockImplementation()
TerrainUpdated()
UpdateBlocks()

Now there are other ones I found that likely all need it too after looking more.
Inside ZoneTool: there are checks for the 32k limit in the following
CalculateFillBuffer()
ApplyFlll()
ApplyZoning()
ApplyBrush()

Inside ZoneBlock:
SimulationStep() has a check for 32k
CalculateBlock2() has a check for 32k

Inside BuildingTool:
SimulationStep() has a check for 32k

Inside Building:
CheckZoning() has a check for 32k
---



For Building limits you additionally want. (most of these I had not previously done so while nothing was exploding in my face behind the scenes things weren't really working on buildings with id's past 32k)

BuildingManager:
Awake()
ReleaseImplementation()
EndRenderingImpl()
PlayAudioImpl()
CalculateServiceProximity()
SampleSmoothHeight()
AddToGrid2()
RemoveFromGrid()
RemoveFromGrid2()
OverlapQuad()
GetWalkingBuilding()
FindBuilding()
RayCast()
TerrainUpdated()
AfterTerrainUpdated()
ZonesUpdated()
CalculateGroupData()
PopulateGroupData()
UpdateData()


ZoneBlock:
CalculateBlock3()
IsGoodPlace()

PoliceCarAI:
TryCollectCrime()

PrivateBuildingAI:
CheckNearbyBuildingZones()

CommonBuildingAI:
HandleFireSpread()

PassengerCarAI:
FindParkingSpaceBuilding()

GarbageTruckUI:
TryCollectGarbage()

NotificationManager:
AddWaveEvent()

NetSegment:
FindOwnerBuilding()

NetNode:
FindOwnerBuilding()

MessageManager:
GetRandomResidentID() (3 places)
GetRandomCitizenID(district) (3 places)
GetRandomCitizenID(notification.problem) (3 places)

Electricity Manager:
UpdateGrid()

Coverage Manager:
UpdateCoverage() 3 places (apparently I wasn't getting fire\service coverage on buildings > then 32k before)

WildLifeAI:
IsFreePosition


After looking more there are some more road related as well, in fact I'm now pretty surprised I've not run into errors yet, anyway I'll post a more complete list in the original thread tomorrow, it's late here and I've been starting at this too long.. Plus I'd actually like to play test of the more recent additions to the list.
 
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I'm gonna try later, but as I remember when I edited yesterday some of the methods of that list (very similar to mine for BuildingManager) I was getting an error. For example Awake (in BuildingManager) led to error when set to 64.000 or 60.000 when loading the save (any save, even with very low buildings/roads), so if I'm not wrong, if you patch some of the right values but not all of them not only will not work but also you can get gamebreaking errors.

Also in the list I made for BuildingManager a couple more methods with 32768 values (seemly) related to building limit, not sure if must be changed too:
- IgnoreOverlap
- UpdateFlags
 

MarkJohnson

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Feb 19, 2015
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Sorry to revive an old thread, but has there baan any progress? I just ran into this error while plopping a sewage treatment plant. It turns out it affects all of the plopables. I know I don't have the 32k limit, but maybe it counts with the zonable buildings?

Anyway, I'd be interested of any news
-=Mark=-