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

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MarkJohnson

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I have been trying to get this map to load. I can finally get it to load, but I get an empty map with a few terrain features and a bunch of cars on the road. I don't use mods, so I'm not familiar with what works with what.

Anyway, here is a list of mods I got from the output_log.txt file. But it lists all m ods ever used in your game, so can you take a look at it and let me know which ones you no longer use?

http://steamcommunity.com/sharedfiles/filedetails/?id=1095955253

I only used about 12 essential ones, as the rest seemed just cosmetic ones. I also get object not set to an instant of an object or something like that. That is normal as I have no assets except the two themes you posted.

Here's a list of mods I have loaded let me know if I missed any or any you don't use anymore:

Metro Overhaul Mod Patch 1.6.2
Metro Overhaul Mod
Transport Line Rendering Fix
Train & Train Station Converter
Network Extensions 2
CSL Show More Limits
Advanced Vehicle Options 1.7.5
More Network Stuff
81 Tiles (Fixed for C:S 1.2+)
Traffic Manager: President Edition [1.10.0]
Loading Screen Mod [Test]
Extended InfoPanel (0.8.2)
Roads United Core
Ploppable RICO
Prefab Hook
 

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Okay, I got the assets in and some of them required mods and now all is loaded fine.

http://steamcommunity.com/sharedfiles/filedetails/?id=1096752330

It is definitely an agent limit. You are maxed on both active vehicles (16k) and citizen instances (64k).

I see you have a lot of game altering mods installed. Auto-bulldoze, no abandonment. If you are having these issues, you need to fix them, not install a mod to ignore them.

I don't remember, the others offhand. But you have a lot that are stifling your city.

You may want cargo train stations in your commerce districts. I didn't notice any, so your commerce has to import them.

That's it for now. This should get you on the right track. Just disabling those mods I have vehicles down to 10k and citizen down to 32k. Population is up 375k, income is down to 80k a week. Your money is down to 9 million surplus. I also disabled the mods that manipulated cims. i.e. force uneducated workers, lifecycle rebalancer, config outside connections, realistic pop, etc.
 

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Okay, I got the assets in and some of them required mods and now all is loaded fine.

Cool. I didn't get the map to load, even with mods and assets. You seem to have put quite a bit of effort into this.

I see you have a lot of game altering mods installed. Auto-bulldoze, no abandonment. If you are having these issues, you need to fix them, not install a mod to ignore them..

While I generally agree with your statement that some of the game-changing mods have their issues which may not necessarily be visible in small cities, I wouldn't put the two mods you listed into the same category.

Auto-bulldoze is just a "quality of life" tool. It doesn't do anything you would not do by yourself. It just saves you some clicks. You will still see all the issues that lead to the abandonment, you just have to look.

The use of a mod like "No abandonment" on the other hand is basically your decision that you are not interested in a working simulation. This is for people who build cities for looks, like a re-imagining of a real city. If you go that far, you can also hide all the floating tags and simply ignore them.

The simultaneous use of mods that are supposed to make the simulation more realistic with mods that basically make you ignore the simulation is a bit at odds with each other.
 

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Cool. I didn't get the map to load, even with mods and assets. You seem to have put quite a bit of effort into this.

Yeah, I was bored, so I created the collections, and subscribed to as few as possible. at least mod wise. assets I got them all. But I think it was an asset, as there were some game altering assets in the list.

While I generally agree with your statement that some of the game-changing mods have their issues which may not necessarily be visible in small cities, I wouldn't put the two mods you listed into the same category.

I used those two as examples, as they are ones that get worse over time and you wouldn't think they'd be very bad.

As for automatic bulldozer. It is handy when you know your issue. But if you don't know your issue, it will bulldoze abandoned buildings before you can figure out what's wrong. Then buildings regrow and you have no clue it is even happening.

Compound that with no abandonment mod, and you have a recipe for disaster as you never get a notice something is wrong. Then all-of-a-sudden your city stops growing.

Once I removed just those two from the game, everything was fine except the citywide commerce abandonment from no goods to sell. Now it's just a simple matter of replacing those commerce with offices and his city will be fine. Well, for a minute. Then the other issues will catch up to him.
 

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As for automatic bulldozer. It is handy when you know your issue. But if you don't know your issue, it will bulldoze abandoned buildings before you can figure out what's wrong. Then buildings regrow and you have no clue it is even happening.
That really is a non-issue. You will always see the buildings advertise what's wrong with them long before they abandon. You have to be very inattentive to miss any problems. Case in point: this thread. We are talking about an issue that is clearly visible, despite this mod being used.
Compound that with no abandonment mod, and you have a recipe for disaster as you never get a notice something is wrong. Then all-of-a-sudden your city stops growing.
As I said, I agree with this one. Sweeping issues under the carpet is the reason why this mod exists. Or for plopping cities that are not supposed to function anyway.

Just think about it for a minute. The "no abandonment" mod makes "automatic bulldoze" more or less reduced to kicking in when buildings burn down. And buildings burining down is even harder to miss.
Now it's just a simple matter of replacing those commerce with offices and his city will be fine.
A tried and true strategy.
 
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MarkJohnson

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My point is the two mods have the exact same effect. They should both show the issues before they prevent abandonment. The problem usually occurs while building in a larger city. It is easy to see in a smaller city, but a larger city you can be two or more tiles away before you notice it. Which I think was his case. He added the 81-tile mod and build to the far West edge of the map, while his Eastern and middle section went abandoned and was out of his sight range.

So his sudden abandonment wasn't true. He was obviously having abandonment issues all along and used a mod to cover it up instead of dealing with it. It was just a minor issue at the time, but when he introduced the mods it became an issue when he expanded to the the West.
 

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My point is the two mods have the exact same effect. They should both show the issues before they prevent abandonment.
How can you even say such a thing. Auto-Bulldozer doesn't prevent abandonment. It just shortens the time an abandoned building stays around. It doesn't shorten the time the issues are displayed.
 
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Autobulldoze destroys the building immediately as soon as it goes abandoned and starts rebuilding again. That is no different than just having it marked as not abandoned. Either way it either way it looks like there is no issue.

Maybe you should explain why you think it is more different? I've never used the no abandonment mod. But I used to use autobulldoze.
 

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I'm not sure what else to tell you at this point. With Auto-Bulldozer, buildings abandon normally. The game behaves exactly the same way as in the vanilla state, where you go and bulldoze those buildings by hand (you do that because abandoned buildings decrease land value and cause abandonment due to their existence). Whether you notice the problem icons and fix the actual issue lying behind the abandonment is, with or without this mod, a matter of you paying attention.

"No abandonment" abolishes a the abandonment mechanic completely. You don't care about dysfunctional buildings. They will just stay around.
 

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I'm not sure what else to tell you at this point. With Auto-Bulldozer, buildings abandon normally. The game behaves exactly the same way as in the vanilla state, where you go and bulldoze those buildings by hand (you do that because abandoned buildings decrease land value and cause abandonment due to their existence). Whether you notice the problem icons and fix the actual issue lying behind the abandonment is, with or without this mod, a matter of you paying attention.

The land value is really a very, very minor issue. It will just level down the building the same way as it levels up.

Abandoned buildings lying around do not cause other buildings to go abandoned.

Abandoned buildings will reoccupy when you resolve your issue. If you autobulldoze them, then you can't see your issues as the abandonment is gone and off the map. You need to leave them there to clearly see where your issues lie.

Also, the no abandonment mod still has abandoned buildings. It just marks it as build a normal building asset instead of an abandoned building asset. The buildings are still not functioning as they have no goods to sell.

"No abandonment" abolishes a the abandonment mechanic completely. You don't care about dysfunctional buildings. They will just stay around.

But autobulldoze accomplished the same thing. It hides the abandonment by bulldozing the buildings immediately. As I already said, you need to leave the abandoned buildings on the map to clearly see where your issue or issues lie.
 

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Well, your statement about abandoned buildings not causing abandonment is wrong. You can often see buildings that stand next to abandoned buildings display the "low land value" icon and, as a consequence, abandon themselves. Abandoned buildings are bad for the neighborhood. Even the CS wiki states: "To keep land value in check, demolish abandoned and burned down buildings." That's the wiki recommendation. Followed by "A mod is available to automatically bulldoze such buildings." (Edit: Someone should replace the link with one to the current version of the mod.)

I have already addressed all the rest. The two mods don't do the same things (that's not even a matter of opinion), and I have explained why multiple times by now. There's no need to keep this merry-go-round running.

I understand that you want to have more time to see the abandonment reasons displayed, which with Auto-Bulldozer only happens for several minutes. That's a legitimate reason. You don't need to invent other reasons for this to be acceptable.
 
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Well, your statement about abandoned buildings not causing abandonment is wrong. You can often see buildings that stand next to abandoned buildings display the "low land value" icon and, as a consequence, abandon themselves.

No, abandoned building do not cause abandonment. You will find no such mechanic in the game. It does not exist. This game is way over simplified and most issues are caused from overthinking the issue to be something it is simply not.

When you get the low land value icon, which is rare unless you get massive abandonment (but then you have problems unrelated to low land value), the building rebuilds itself immediately.

With mass-abandonment, you'll have zero demand and the buildings won't rebuild.

Abandoned buildings are bad for the neighborhood. Even the CS wiki states: "To keep land value in check, demolish abandoned and burned down buildings." That's the wiki recommendation. Followed by "A mod is available to automatically bulldoze such buildings." (Edit: Someone should replace the link with one to the current version of the mod.)

I already said abandoned buildings are bad, I said they have an extremely low effect. If you have huge problems with buildings staying abandoning from low land values, you have other issues. You issue is not low land value. And take any advice with a grain of salt. and any advice that involves recommending using a mod to fix a problem then I'd be looking elsewhere for advice.

This game does not need mods for anything other than cosmetics. If you fix your problems with mods, your city will fail sooner or later.

I have already addressed all the rest. The two mods don't do the same things (that's not even a matter of opinion), and I have explained why multiple times by now. There's no need to keep this merry-go-round running.

Again, I never said they were remotely the same. I say they have the same effect of your city. They cover up issues so your city gets worse instead of better. I mean look at the OPs screenies. Does that look normal. If he had neither mod you could clearly see the issue better and more localized and not spread city wide.

By those either of those two mods, it hides problems. I do not see why you can't this this issue.

I understand that you want to have more time to see the abandonment reasons displayed, which with Auto-Bulldozer only happens for several minutes. That's a legitimate reason. You don't need to invent other reasons for this to be acceptable.

Autobulldoze will bulldozed abandoned buildings immediately. This doesn't take several minutes.

But I don't know what other reasons you are talking about. The only reason that's been stated is autobulldoze hides abandonment issues. If you commerce that has not enough goods to sell notifications and it is autobulldozed as soon as its abandoned, then instantly rebuilt, then you don't notice it, and you just think deliveries are a little slow and it it finally made it and it didn't fail. when it actually failed and you do indeed have an issue with your city, and it will keep compounding itself as you continuous ignore it as you don't see it anymore. Until finally you have city wide failures of not enough goods to sell like the OP has.
 

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I messed up one of my posts and it didn't get saved.

Here is a list of mods I have enabled. The rest are not enabled, but still subscribed to. Subscribe to both collections to make sure it loads as I think one of the assets will block the city from loading.

Metro Overhaul Patch 1.6.2
Network Extensions 2
Less Steam
Train Converter
One-Way Train Tracks
Transport Line Rendering Fix
Traffic Manager: President Edition (1.10.0)
81 Tiles (Fixed for C:S 1.2+)
Network Skins
CSL Show More Limits
More Network Stuff
Advanced Vehicle Options 1.7.5
Loading Screen Mod [Test]
Fine Road Anarchy 1.3.1
Extended Info Panel (0.8.2)
Ploppable RICO
Tram Station Track
Roads United Core
Remove Need for Pipes
Remove Need for Power Lines
No Water Check
Prefab Hook
Extra Train Station Tracks
No Pillars
Transparency LOD Fix + Cloud Asset Enabler
Loading Screen Mod

A couple that may need enabling for better city flow.

Multi-Track Station Enabler 1.2.0
More Train Tracks - [PRE-APLHA]

Let me know if you're successful.

EDIT:
Forgot to post that Bumpa's Hotel has too many lods, so the LOD fixer doesn't seem to work, or needs special configurations to work. It loads fine with the too many lods error.
 

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I uploaded a screen shot of mass-abandonment from his city after letting it run for several years. Had a deathwave from not enough death care coverage,

http://steamcommunity.com/sharedfiles/filedetails/?id=1100817723

As you can see there are no low-land value icons anywhere. You would think there would be many all over the place from such abandonment. But it just isn't strong enough unless maybe it is a building that barely made it to the next level.

That reminds me, when that map loads, you'll need more power, water, sewage; well, just about every service needs increased. lol
 

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With mass-abandonment, you'll have zero demand and the buildings won't rebuild.
That's a given. That's how part of your demand formula works. By just bulldozing a larger area, you also kill demand, as the game also compares zoned area to needed area.

As to land value effects, the vanilla way to abolish those mechanics is putting down the Eden Project. Also, tsunamis kill lots of buildings via the land value effect.
This game does not need mods for anything other than cosmetics. If you fix your problems with mods, your city will fail sooner or later.
The game certainly doesn't need mods. I have been playing for years, and you know yourself that I can run a successful and large vanilla city at the former building limit without game-changing mods. However, many game changing mods won't "make your city fail". For many, it's even the opposite.

For example, if you use a mod to remove the need for pipes, you city won't fail if you don't lay down pipes. It will only "fail" when you remove the mod (then you immediately have to pause the city and lay down pipes in that case; the mod doesn't change the need for water source and drainage buildings, so those should be there already). This mod changes the check for a single flag by setting the building check whether it's in the area of a pipe to "Yes". There is some advantage for you that you don't have to pay for pipes, but that's a minor change to game mechanics. Everything else works normally. This is in principle similar to vanilla "mods" that abolish some gameplay mechanics, like the in-game monuments, which (in effect) remove the checks for education, healthcare, land value etc.

A slightly larger change would be a mod that removes the need for the whole deathcare mechanics (that one simply "deletes" the deceased and will free some agent space; but you still need deathcare buildings to fulfill service demands by residential and industry). You would probably say here that you won't notice when people die, but the issue of polluted drinking water is something of a beginner's error that usually doesn't happen to long-time players. You still see the "sick" icons for noise issues.

Of course, there are some mods that really endanger your city and are somewhat prone to bugs, mostly those dealing with demand and population mechanics. If those fail, your city is pretty much toast.

Another category are those mods that are for "city painters" who don't care whether a building actually functions. The players that use these usually want to reproduce some existing city or make one according to how they want it to look. The "No abandonment" mod is for these cases. Using that mod and then asking for the city to function normally is a bit beside the point of the mod.
I mean look at the OPs screenies. Does that look normal. If he had neither mod you could clearly see the issue better and more localized and not spread city wide.
Don't forget that this is the result of the "No abandonment" mod. The result you would see with only "Auto-Bulldozer" enabled would look different. If you really don't pay attention to the icons that show what's wrong in your city, the next thing you will see is lots of "not enough workers" icons in a mature city. Of course, that won't happen with "no abandonment", because then "Auto-Bulldozer" will only demolish burned down buildings, nothing else.
By those either of those two mods, it hides problems. I do not see why you can't this this issue.
The simple thing is that I have used "Auto-Bulldozer" for years now, and I have absolutely no problem seeing the issues why buildings abandon.
Autobulldoze will bulldozed abandoned buildings immediately. This doesn't take several minutes.
That's actually not what I said. Those buildings that ultimately abandon will display the issues they have for minutes before they abandon. Every displayed issue will lead to abandonment if it isn't fixed or goes away by itself. And for the "abandoned" icon itself, it usually shows up for a moment before a building gets bulldozed. If you really have widespread problems, you will see those icons blink up all the time.

In a big city, vanilla reasons for "not enough goods" or "not enough raw materials" displays can be due to events like "Match Day" or disaster evacuations, which bind lots of agents out of your 16k pool. This is the reason why I asked the OP regarding "Rush Hour", which also has additional events that bind lots of agents.
The only reason that's been stated is autobulldoze hides abandonment issues.
In my experience, that's not an actual problem. We will have to agree to disagree on this point.
 

MarkJohnson

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That's a given. That's how part of your demand formula works. By just bulldozing a larger area, you also kill demand, as the game also compares zoned area to needed area.

The demand shouldn't change if you bulldoze an abandoned building or not. Abandoned buildings still place demand. I do notice the economy takes a dump if you bulldoze buildings though. It seems to still make money when abandoned. I think they do this to keep the game from crashing. Probably why they didn't put it in the game originally. Another good reason to not use autobulldoze. no abandoned would be preferable in this scenario

As to land value effects, the vanilla way to abolish those mechanics is putting down the Eden Project. Also, tsunamis kill lots of buildings via the land value effect.

I forgot, I did have the Eden Project enabled. I'll post the save before the monuments were added for stability.

However, many game changing mods won't "make your city fail". For many, it's even the opposite.

This is true. I was mainly speaking for AI altering mods. But a lot of other mods can mask issues or make issues seem minor. Autobulldoze falls under this category.

For example, if you use a mod to remove the need for pipes

I said mods that fix issues. This doesn't fix a problem. This eliminates a chore! lol

a mod that removes the need for the whole deathcare mechanics ( but you still need deathcare buildings).

You actually wouldn't need death care in this scenario either, as other services will pick up the bonuses needed for other buildings.

Don't forget that this is the result of the "No abandonment" mod. The result you would see with only "Auto-Bulldozer" enabled would look different. If you really don't pay attention to the icons that show what's wrong in your city, the next thing you will see is lots of "not enough workers" icons in a mature city. Of course, that won't happen with "no abandonment", because then "Auto-Bulldozer" will only demolish burned down buildings, nothing else.

Yes, the notices are less the issue as they are always up. The issue is that you aren't focused on the whole city 100%. You are out on tile 79 or 80 and zoomed in constructing. Then you zoom out after an hour or so and see you city starting to have issues. (Usually from your new area putting demands on other areas and throwing things out of balance). With autobulldoze it will demolish the abandonment and you will see you have issues, but they will seem minor and you may ignore it as you are building a new area and know it will get out of balance even more, so you keep ignoring it. Then all-of-a-sudden your new section won't grow and demand has dropped to zero.

If autobulldoze or no abandonment were disabled, then you'd clearly see a few abandoned the first time you check and may ignore it. But the second and third time you checked, you'd clearly see major issues forming.

I mean, autobulldoze and no abandonment aren't the end of the world, but they do hide issues when you aren't paying 100% to your city 100% of the time, which is 100% all of the time! I'm just saying you'll have less headaches without autobulldoze or no abandonment.

The simple thing is that I have used "Auto-Bulldozer" for years now, and I have absolutely no problem seeing the issues why buildings abandon.

seeing issues is not the issue. See above.

I used autobulldozer at first and when mass-death first became an issue. It was very handy, bit it didn't fix my problem. After figuring it was traffic, I fixed roads and all was good for a minute, then it came back. Then I figured it was bunched up death care. I spread it out and still got it even though I had x2 death care coverage. I couldn't seem to find the issue until I disabled autobulldoze and seen where the majority of death was occurring. I then noticed it was just in certain areas and just had to add a few extra crematoriums in those areas and all was fine.

If I would have left auto bulldoze enabled I would have had a harder time figuring it out. On top of that, everyone was saying I'm nuts and I didn't need 4x the coverage and it wasn't the solution and I had problems else where. Then finally everyone seen that it was the solution after exhausting all other options.

Ironically you never quoted my experience and how it was/wasn't an issue?

MarkJohnson said:
But I don't know what other reasons you are talking about. The only reason that's been stated is autobulldoze hides abandonment issues. If you commerce that has not enough goods to sell notifications and it is autobulldozed as soon as its abandoned, then instantly rebuilt, then you don't notice it, and you just think deliveries are a little slow and it it finally made it and it didn't fail. when it actually failed and you do indeed have an issue with your city, and it will keep compounding itself as you continuous ignore it as you don't see it anymore. Until finally you have city wide failures of not enough goods to sell like the OP has.

So you never ran into this issue or similar issue ever with this mod?

That's actually not what I said. Those buildings that ultimately abandon will display the issues they have for minutes before they abandon. Every displayed issue will lead to abandonment if it isn't fixed or goes away by itself. And for the "abandoned" icon itself, it usually shows up for a moment before a building gets bulldozed. If you really have widespread problems, you will see those icons blink up all the time.

I understand that you want to have more time to see the abandonment reasons displayed, which with Auto-Bulldozer only happens for several minutes. That's a legitimate reason. You don't need to invent other reasons for this to be acceptable.

In my experience, that's not an actual problem. We will have to agree to disagree on this point.

No it's not a major problem I agree. But it is an issue that you benefit from mid to late game without the mod(s).

It's rare I need to see why abandonment happens. I just need to see the amount of abandonment that is taking place to gauge the severity of the underlying issues. If only a few are abandoned, then I ignore it as a growth glitch that will even itself out when things mature. If it an abnormal amount then I'll look to see if I can balance it out manually. If it's very large then I'll assume it is an agent limit and see what got so out of balance that it broke my city. I can usually fix it in short order if caught early. But if it is masked with mods, then it can take significantly longer.
If you have been using it so long that you recognize what it's behavior means, then by all means keep using it. But that doesn't mean it won't cause any issues whatsoever. Especially others who are new to using it.

I just prefer vanilla in that way I know exactly how things work and not worry if maybe a mod is hindering something. It's nice to have the workshop for beautification and abilities to build outside the 9-tiles that is the base game. I just don't find these two mods useful 24/7. and autobulldoze is handy when you need it so you can clear out ruble or abandonment when needed. but never 24/7 usage. I see zero positive usage for no abandonment whatsoever.
 

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The demand shouldn't change if you bulldoze an abandoned building or not. Abandoned buildings still place demand.
What I meant is that the demand calculation formula, at least the one for the display, takes the ratio of zoned land to built-up land into account. Even if you bulldoze a lot of perfectly working growables, and you would expect the demand to rise, the opposite happens: it tanks to zero. Of course this will be corrected sometime later, and then you will get very high demand, but the initial reaction is kind of funny.
I forgot, I did have the Eden Project enabled. I'll post the save before the monuments were added for stability.
I usually don't use the monuments, as I don't like to have the city all at max level. I think I put some into one of my uploaded cities (I think the tourism bug one) in order to "fix" some issues that came from the removal of custom assets for the upload, or better, paint over them.
I said mods that fix issues. This doesn't fix a problem. This eliminates a chore! lol
You know, Auto-Bulldoze is exactly in that category for me ;).
You actually wouldn't need death care in this scenario either, as other services will pick up the bonuses needed for other buildings.
True. I don't like to spam superfluous bus stops though.
Ironically you never quoted my experience and how it was/wasn't an issue?
So you never ran into this issue or similar issue ever with this mod?
No, never. As you said, if you have real issues and not just temporary ones, the issue will get displayed clearly, first by the original buildings, and in case you missed that, by the regrown buildings. I'm fine with that.
It's rare I need to see why abandonment happens. I just need to see the amount of abandonment that is taking place to gauge the severity of the underlying issues. If only a few are abandoned, then I ignore it as a growth glitch that will even itself out when things mature. If it an abnormal amount then I'll look to see if I can balance it out manually. If it's very large then I'll assume it is an agent limit and see what got so out of balance that it broke my city. I can usually fix it in short order if caught early. But if it is masked with mods, then it can take significantly longer.
If you have been using it so long that you recognize what it's behavior means, then by all means keep using it. But that doesn't mean it won't cause any issues whatsoever. Especially others who are new to using it.
Well, I guess a completely new player who gets his first abandonment issue ever and tries to "fix" it with Auto-Bulldozer, sure. I just want to avoid carpal tunnel syndrome ;).
I just prefer vanilla in that way I know exactly how things work and not worry if maybe a mod is hindering something. It's nice to have the workshop for beautification and abilities to build outside the 9-tiles that is the base game. I just don't find these two mods useful 24/7. and autobulldoze is handy when you need it so you can clear out ruble or abandonment when needed. but never 24/7 usage. I see zero positive usage for no abandonment whatsoever.
Sure, and all of that is fine, too. As I said, "No abandonment" is for players who want to plop down the city of their dreams and don't care about the simulation one bit. That's not my playstyle, and obviously it isn't yours or the OP's, either, but I'm sure there's enough people who use the game like this.
 

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Hi Mark and Turjan. Sorry for not having checked in recently as I have been overseas. Will go through the entirety of the latest posts shortly. Once again I am surprised and immensely grateful the amount of effort you guys are putting in to help me. How do I create a collection of all mods+assets used so that you guys can rule out any errors due to missing stuff? I have Mods Listing which is particularly switching between cities, is there a way to export the listing for a particular savegame?
 

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I'm not sure whether most of that conversation between Mark and me was particularly helpful for your specific case ;). Sorry for that. Mark managed to load your city (I didn't), so he's the one to ask at the moment.

I took the asset list from the Loading Screen Mod. I didn't subscribe to the missing props, but that usually doesn't matter. Some of those aren't on the workshop anymore anyway. You could copy the complete list of your mods from the UI of the Mods Listing mod. I'm surprised Mark says you don't have enough power, water, sewage, etc., although there is no missing asset listed.

I wasn't completely sure whether I was missing some DLC though (Radio Station or something). I only have the large expansions.