Patch 1.1 - Mods which are safe, mods which are not.

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aubergine18

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Some alternatives for broken mods:

* Zoneable Pedestrian Roads: Use Traffic++ which provides a Pedestrian Road that is very similar
* Road Protractor: Use new Precision Engineering mod that is even better

Also, now have multiple reports that Pedestrian Crossings mod is fixed. (Alternative should it break again is Traffic Manager which has inbuilt crossings functionality).
 

rkelly17

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Some alternatives for broken mods:

* Zoneable Pedestrian Roads: Use Traffic++ which provides a Pedestrian Road that is very similar
* Road Protractor: Use new Precision Engineering mod that is even better

Also, now have multiple reports that Pedestrian Crossings mod is fixed. (Alternative should it break again is Traffic Manager which has inbuilt crossings functionality).

The one nice thing about Road Protractor that I don't find in Precision Engineering (which is a great and incredibly useful mod) is that in Road Protractor the angle is always visible at the edge of the screen, whereas in Precision Engineer it can disappear so that you have to keep the junction on screen. When I'm running a long water pipe (for example) it is nice not to have to keep the previous junction on screen.
 

aubergine18

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The one nice thing about Road Protractor that I don't find in Precision Engineering (which is a great and incredibly useful mod) is that in Road Protractor the angle is always visible at the edge of the screen, whereas in Precision Engineer it can disappear so that you have to keep the junction on screen. When I'm running a long water pipe (for example) it is nice not to have to keep the previous junction on screen.

Yup, if that feature could be added to Precision Engineering it pretty much deprecates Road Protractor.
 

Vimes

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it doesn't have [aris] in the title, it's just V10Bulldoze (I added the [Aris] as it uses Skylines:Overwatch)


Thanks for that :)

Just a heads up that with Soda's knowledge there has been a hotfix for the garbage truck collection, Hearse, and also the Overwatch mod which has to be manually applied and can be downloaded from the comments page from those mods.

The fix for the hearse...

https://www.dropbox.com/s/vb1x08xhjjsia1b/EnhancedHearseAI.dll?dl=0

the garbage truck...

https://www.dropbox.com/s/m4rmnxtg2mrnvo6/EnhancedGarbageTruckAI.dll?dl=0

the Overwatch...

https://www.dropbox.com/s/friretx6bf2o06p/SkylinesOverwatch.dll?dl=0

I assume that Soda will fix the mods accordingly when he has time.
 

Eldrarak82

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81 Tiles Mod is not causing any trouble for me. No null reference exceptions due to the patch. There is a null ref exception which as been appearing randomly since the mod was released, but it's random, infrequent, and unrelated to patch 1.1.0
 

hillcf

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My first try with the new patch. I am currently running with:

[ARIS] Enhanced Garbage Truck AI - without the recent updates from Vimes
[ARIS] Enhanced Hearse AI
[ARIS] Skylines Overwatch
Auto Line Color
City Vitals Watch
Configurable Citizen Aging Speed
Dynamic Resolution
Extended Building Information Mod
Flexible Slope Limiter
FPS Display
Ground Level Camera
HideUI
Level Up Balance Mod
Precision Engineering
Randomized Building Names
Slow Trash Production
Transport Capacity
Traffic Report Tool
V10Bulldoze

Disabled Mods
Fine Road Heights

Traffic Manager - not had a need for it yet, but it should work

Failing Mods


Nohealforu's Simulation Overhaul - gives many error messages on game load, trying to access District.AddResidentialData


So far it all looks good, but I have had an occurrence of an Array index is out of range error for which the output_log reports as three errors but I cannot identify which mod is failing.

Simulation error: Array index is out of range.
at TerrainModify.ApplyQuad (Vector2 a, Vector2 b, Vector2 c, Vector2 d, Zone zone, Boolean occupied, Single angle, Vector2 pos, Vector2 xDir, Vector2 zDir, Int32 xs, Int32 xe, Int32 zs, Int32 ze) [0x00000] in <filename unknown>:0
at ZoneBlock.ZonesUpdated (UInt16 blockID, Single minX, Single minZ, Single maxX, Single maxZ) [0x00000] in <filename unknown>:0
at ZoneManager.TerrainUpdated (.TerrainArea heightArea, .TerrainArea surfaceArea, .TerrainArea zoneArea) [0x00000] in <filename unknown>:0
at TerrainManager.Managers_TerrainUpdated (.TerrainArea heightArea, .TerrainArea surfaceArea, .TerrainArea zoneArea) [0x00000] in <filename unknown>:0
at TerrainModify.UpdateAreaImplementation () [0x00000] in <filename unknown>:0
at TerrainModify.EndUpdateArea () [0x00000] in <filename unknown>:0
at SimulationManager.SimulationStep () [0x00000] in <filename unknown>:0
at SimulationManager.SimulationThread () [0x00000] in <filename unknown>:0 [Core]

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)
IndexOutOfRangeException: Array index is out of range.
at TerrainModify.UpdateAreaImplementation () [0x00000] in <filename unknown>:0
at TerrainModify.UpdateArea (Int32 minX, Int32 minZ, Int32 maxX, Int32 maxZ, Boolean heights, Boolean surface, Boolean zones) [0x00000] in <filename unknown>:0
at TerrainModify.UpdateArea (Single minX, Single minZ, Single maxX, Single maxZ, Boolean heights, Boolean surface, Boolean zones) [0x00000] in <filename unknown>:0
at Building.UpdateBuilding (UInt16 buildingID) [0x00000] in <filename unknown>:0
at BuildingManager.ReleaseBuildingImplementation (UInt16 building, .Building& data) [0x00000] in <filename unknown>:0
at BuildingManager.ReleaseBuilding (UInt16 building) [0x00000] in <filename unknown>:0
at V10Bulldoze.V10BulldozeThreader.OnUpdate (Single realTimeDelta, Single simulationTimeDelta) [0x00000] in <filename unknown>:0
at ThreadingWrapper.OnUpdate (Single realTimeDelta, Single simulationTimeDelta) [0x00000] in <filename unknown>:0
at SimulationManager.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)
running

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)
IndexOutOfRangeException: Array index is out of range.
at TerrainModify.UpdateAreaImplementation () [0x00000] in <filename unknown>:0
at TerrainModify.UpdateArea (Int32 minX, Int32 minZ, Int32 maxX, Int32 maxZ, Boolean heights, Boolean surface, Boolean zones) [0x00000] in <filename unknown>:0
at TerrainModify.UpdateArea (Single minX, Single minZ, Single maxX, Single maxZ, Boolean heights, Boolean surface, Boolean zones) [0x00000] in <filename unknown>:0
at Building.UpdateBuilding (UInt16 buildingID) [0x00000] in <filename unknown>:0
at BuildingManager.ReleaseBuildingImplementation (UInt16 building, .Building& data) [0x00000] in <filename unknown>:0
at BuildingManager.ReleaseBuilding (UInt16 building) [0x00000] in <filename unknown>:0
at V10Bulldoze.V10BulldozeThreader.OnUpdate (Single realTimeDelta, Single simulationTimeDelta) [0x00000] in <filename unknown>:0
at ThreadingWrapper.OnUpdate (Single realTimeDelta, Single simulationTimeDelta) [0x00000] in <filename unknown>:0
at SimulationManager.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)
 

aubergine18

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V10Bulldoze looks like the culprit for the bottom two errors, although I've been using that mod and not had any errors. I'll let the author know.

As for the first array error, not sure what's causing that one. Disable V10Bulldoze for now and let us know how you get on.

Can someone add V10Bulldoze to the list of "sort of working" mods?
 

aubergine18

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"[ARIS] Enhanced Hearse AI" - and - "[ARIS] Enhanced Garbage Truck AI" --- both a little buggy when used on Europe biome maps. Seem fine on all other map types, but Euro biome seems to work different with districts. Suggest disable the mods if using Europe biome.