ENTIRE CITY runs out of imports at once...?

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nicky9499

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I'm having the insufficient imports/raw materials problem again. Posting here is a last resort so of course I have exhausted all possible causes and solutions.

1. Once had the same problem, solved by widening the edge highway connections. This doesn't work now.
2. Traffic is perfect. Average flow 74-78%, no jams. Tried despawn on/off no joy.
3. 2 railfreight depots, one rarely used god knows why, second one has a steady stream of fully loaded trains.
4. 3 highway connections, all appear to spawn normally. Widening these and even doubling up doesn't work.
5. Well below vehicle limit.
6. Removed heavy vehicle restrictions city-wide.
7. Normal RSI demand.
8. All tax rates at 9%
8. Commercial buildings complaining of no goods are still marked purple indicating they've "placed an order".
9. Buildings that receive an import successfully have the error icon disappear.
10. Outside Connection Limits (Cargo/Resident/Tourist1,2,3) all set to 9999999 on all nodes.

The weird thing this time is the whole bloody town suddenly just decides to complain about insufficient imports. It's not a lack of industry either, I have plenty, but most of it is ALSO complaining of insufficient raw materials - even my specialized industries. WTF? I've been running it nonstop for about two days now and occasionally the entire city will decide all is well and there will be not a single "insufficient this or that" complaint. A bit later the whole city will start complaining again. I'm currently using no-abandon mod to keep the city intact but this is not a permanent solution.

Anyone know what's going on?
 

Turjan

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How big is your city? You talked about the vehicle limit, but what about the overall agent limit? Sometimes, when you are close to that limit, even some fluctuation in tourist numbers is enough to prevent other agents from spawning. I guess you have disasters off, but disaster responses really take up lots of agents. I suppose you would have mentioned any mods that may influence this scenario. A city close to the limit may run out of agents during the day and recover during night.

Btw, specialized industries also import goods, like fertilizer for fields, etc., so that complaint you observe is not unusual.
 

nicky9499

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Population is a bit north of 260k as reported in the taskbar. No Disasters or Mass Transit DLC. I am using the following mods:

Profitable Tourism
Cloud and Fog Toggler
Multi Track Station Enabler
Extra Landscaping
Roads United COre
Mods Listing
Fine Road Anarchy
Fine Road Tool
Rush Hour
Metro Overhaul
Surface Painter
No Pillars
Building Search
Sharp Textures
American Roadsigns
Move It
Unlimited Trees
Loading Screen Mod
Vehicle Effects
TMPE
81 Tiles
AVO
CSL Show More Limits
Phantom Lane Remover
Precision Engineering
Network Extensions 2
Caternary Replacer
Unlock All + Wonders & Landmarks
Export Electricity
No Abandonment

In what seems to be a cascading failure or something, my public transport usage is steadily decreasing while vehicle count is steadily increasing. This is extremely frustrating and puzzling to say the least. At 250k public transport usage could hit 19k and vehicle numbers are 5-8k. It is now 9k and 13k respectively. Why? Public transport is free - always has. Tried turning "encourage biking" on and off - no difference.

Here's the output from CSL Show More Limits. The path units value is observed to hit the maximum on one occasion. What does this mean? Is my city unable to grow any further?

e7d8b1ff5767692536222b4bafb53411.png
 
Last edited:

Turjan

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Good question. I always thought this meant pedestrian and bicycle paths, but maybe it's calculated paths for vehicles and pedestrians?

The only mod I see that may produce regular overflows of these numbers is Rush Hour. I cannot really tell you anything about it, because every single time I tried it, it wreaked havoc in my economy. However, the mod is supposed to put stress on your transportation system at specific times, isn't it?
 

nicky9499

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Yes, it alters the game clock and travel habits so that commute patterns are aligned with the time of day. I will try turning it off and see what happens. Public transport is down to 7k now. Although unemployment is at 1% I'm going to guess this is a result of people just plain not going to work because upwards of 3/4 of my commercial and industry is Not Operating.
 

Turjan

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Turning off Rush Hour in a developed city may make it break down. Doesn't the mod allow you to change some settings to level things out more? 260k should still be workable (I have a 400k near vanilla city that works fine). 1% unemployment seems a bit low. I usually try to satisfy residential demand completely and have commercial and industry demand positive. Try to balance industry so that you don't have any exports, as industry causes most of the paths. Maybe, replace (part of the) industry with offices, as those cause hardly any traffic. You could also switch off some services with mods, like deathcare, which will free some agents. Also, taxis have too many empty stretches criss-crossing the city, so maybe limit those, if you use them.
 
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nicky9499

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@Teldaril, I have already tried Remove All Traffic but after several hours the situation is still the same.

@Turjan, my city has no taxis for a similar reason in that they contribute to traffic while doing not a lot of transporting. Will add a bit more residential to get unemployment to 2% and fiddle with Rush Hour to reduce the peaks.
 

nicky9499

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@benzoll It has a water body but no ports have been built yet.

Here's more information on the bug/glitch. I loaded the save today and for some reasons the outside connection limits were reset so I put them back to 9999999 and imports started coming in again. After running for a bit ALL the Commercial "insufficient goods" errors disappeared. However about 75% of Industry was still reporting "insufficient raw materials".

92c1bbb90ab226ad90284578949c0ccd.jpg


Didn't last long though. Imports dropped shortly after and everyone was complaining again. I tracked the paths of dozens of trucks and one thing I noticed was all the "legit" deliveries were all to buildings that were NOT complaining. Not once did I track a vehicle doing a delivery to a complaining building. What does this mean?

20e99b69c133993eb335c8e9137089e2.jpg
 

benzoll

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Another thing similar that happened to me was with "Rush Hour". Mod broke, and broke my city of 300k cims.
The result is the same as your now: "insufficient goods" in commercial. It's logical, with RH put very very little industry (that was my case).
Simply had so little goods industry, I needed to do 5 times more quantity, and so city did not give him time to wait for her.

However, in this case, I do not remember disappearing the vehicles to import.
 
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benzoll

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@benzoll How long ago did your issue occur? I don't see anybody commenting any similar issues on the Workshop page. Did you eventually manage to fix it?
It happened in 20 or 21 December 2016.
My usual failure with "RH": "comercial buildings" do not work. Soon after, it is all the abandoned comercial.
Out mod, and I put industry a full, much, but no sufficient: comercial "no goods".
I did not get a solution, I started a new city without RH.
Here latest captures of city:
http://imgur.com/a/o0QyT

I did not do any capture of the problem. And just uploaded my savegame old just to see it again and do capture, but it fails.
 
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MarkJohnson

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nicky9499

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Okay, this is getting out of control now. First tried Rush Hour's "ghost mode", didn't seem to make any difference after half hour, then disabled the mod completely. Save game loads fine but even after clearing traffic and letting it run for 4 hours the problems seems to have gotten worse. Public transport usage is now at an all-time low (7k), there seems to be more commercial and industrial complaining than ever before. Will a dev please step in and investigate because something is wrong somewhere. There's no lack of imports but somehow my entire city is starving.

e2f0abe89aec6b3431bbbff230155d15.jpg
 

nicky9499

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Here's the savegame.

http://steamcommunity.com/sharedfiles/filedetails/?id=708649650

Important mods used are listed above, there are a number of custom RICO, landmark and public service buildings off the Workshop which shouldn't really affect the troubleshooting process much. The Sprawl and American Eclectic themes are used.

The import seems high yes, but if I try to reduce that by adding my own general industry those will start complaining of raw material shortage as well. It's quite frustrating because a city of 250K isn't uncommon at all and many I've seen have significantly larger sprawl. Even transit times within my city isn't that long. There are high-throughput routes in many directions and literally no traffic jams anywhere. Efficiency is still 70++.

On my previous city imports routinely broke 100K but this was fine as there were many points of entry (land/sea/rail) and intracity freight rail network as well. In this case I have 2 freight stations but one of them sees barely any usage.

--------------------
Seemingly unrelated but idk, someone might know something. Yesterday my metro broke (MOM). Trains were unable to spawn. The line info page would jump between 0 and 1 trains active. I tried using AVO to disable the NYC train and revert to stock but also didn't work. Ended up closing the line as it largely paralleled another R-Metro.