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JimmiG

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same issue here. I have an SSD Samsung 850 EVO. Around 20 mods and 500 assets installed. Needs ages to start a saved game or a new empty map, after new patch it needs even more time.

It's probably because of quite a few assets they are not correctly created. Output_log.txt is full of issues when loading assets. mesh out of bounds, many LOD issues, but I don't see a system. I can unsubscribe to a lot of assets but only that after unsubscribing other assets are listed with issues.
For me the whole workshop / asset stuff is a complete mess. If the assets have issues it should be denied to load them in C:SL to avoid problems. Obviously the game engine can detect issues with the assets (because the issues are listed in the output_log.txt), so when starting the game these assets with issues should be denied to load and a windows should pop up to disable or unsubscribe to these assets.

The stock Steam Workshop definitely isn't cutting it for this game. The big problem is with the growable assets, because you end up adding hundreds of them for it to make any noticeable difference in your city. Then you spot an asset with phosphorus colors, broken LOD, way too many polys, or one that simply doesn't fit in your city. Now you're left trying to find that asset in the workshop so you can unsubscribe - not an easy task when it might be called "Test" or "House 01"...

I think this game is eventually going to need its own mod manager, with better filtering/sorting capabilities and the ability to batch subscribe/unsubscribe as well as a better rating/curation system.

I used to have about 800 assets. I've disabled them using the Improved Assets Panel, but I still need to find te time to click unsubscribe 800 times in the Workshop. My loading time with 800 assets was only just over 3 minutes, but the LOD issues and other problems mentioned above became too much for me.
 

Xannepan

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I have reinstalled my game on my SSD. Startup time about 15 seconds.
Next I have only reinstalled my previous mods. Startup time still about 15 seconds.
Then I installed the assets. Startup time 3 minutes.
So I am fairly sure now the assets are the problem. Which is strange since the game comes with more assets then the few dozens I gave downloaded. CO definetly needs to optimize the way the game deals with assets.
 
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Doctor Machete

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So I am fairly sure now the assets are the problem. Which is strange since the game comes with more assets then the few dozens I gave downloaded. CO definetly needs to optimize the way the game deals with assets.
Of course. You don't need to check neither dependencies nor file integrity nor workshop link to make internal assets work, same as ingame tools.
 

chrisb75

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I seem to notice a huge difference when I went over 1000 assets. It nearly doubled my load time from 950 assets. Its not unbearable and having the varied assets is worth the wait to me.
 

Cropper

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This is a problem with assets not mods. In an interesting twist, once you actually load your game, if you ever need to reload another save, it is super duper quick. This leads me to believe that the wait time is only the FIRST time you open the game, so long as you dont exit the game.
 
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Xannepan

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Unfortunately, I have to exit the game first before I can switch between asset editor, map editor, gameplay etc. A very annoying bug, which seems related to the presence of assets or mods (but which one???)
 
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Cropper

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Unfortunately, I have to exit the game first before I can switch between asset editor, map editor, gameplay etc. A very annoying bug, which seems related to the presence of assets or mods (but which one???)

What I meant by my post was that once you have loaded your actual savegame and are playing your city, if you want to load another savegame it is super quick for me (like 5-10 seconds). The only time I have a long wait time is when I first launch Cities Skylines and click "continue game". That wait is at least 1-3 minutes (but I do have a TON of assets it has to load).

If I exit my game to the main menu, and then click "continue game", it takes 1-3 minutes to load again.

This leads me to believe that when you click "continue game", skylines is loading in all the assets into memory for the first time. As long as you never actually quit the game to the main menu, and just load games from within the game you are playing, those assets are still held in memory and it loads super quick. Once you quit to the main menu however, it seems like the assets are released from memory, causing the game to have to reload them again when you click '"conitnue game" the next time.

Thats been my observations anyway.
 

Miwi

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Unfortunately, I have to exit the game first before I can switch between asset editor, map editor, gameplay etc. A very annoying bug, which seems related to the presence of assets or mods (but which one???)

Unfortunately I'm forced to exit the game to switch between map editor, gameplay etc. :( From gameplay I never can go back to main menu because I get the "cities.exe has stopped working..." error when I click in gameplay back to main menu. It crashes then to desktop, probably bacuse of an asset but no idea which one.
When I am in map editor I can't leave the editor, no matter what I click, I have to use ALT+F4. But I am not the only one who has this bug. What is the culprit here I don't know.
 
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joewagner501

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I found it to be the assets that had a large file size. Some of them are 20MB or more and when you add 20 of them to your assets, thats a lot of data the game has to load and check. I scrubbed my assets and removed any over 10MB in size. My load time dropped a lot.
 

Brazilian Joe

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There may be room for improvement in the disk-to-ram area, where other assets can be loaded while one is still being checked; threading the asset checking to that each CPU can check one instead of checking one at a time; and finally optimizing the checking logic, if there is any room for improvement there.
 

Ne0Que

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I have this problem too. And I want to know what I can do about these errors: (i just grabbed a bunch of them from the debug output.. but there are litteraly 2000 lines of output there...)

Code:
Non platform assembly: data-000000000E0FA4D0 (this message is harmless)
Fallback handler could not load library D:/Program Files (x86)/Steam/steamapps/common/Cities_Skylines/Cities_Data/Mono/data-000000000E0FA4D0.dll
Assembly SkylinesBulldoze, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null loaded.  [Mods - Internal]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

Loading D:\Program Files (x86)\Steam\steamapps\workshop\content\255710\405810376\MaxArea.dll  [Mods - Internal]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

Non platform assembly: data-000000000AA3D0A0 (this message is harmless)
Fallback handler could not load library D:/Program Files (x86)/Steam/steamapps/common/Cities_Skylines/Cities_Data/Mono/data-000000000AA3D0A0.dll
Assembly MaxArea2, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null loaded.  [Mods - Internal]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

Loading D:\Program Files (x86)\Steam\steamapps\workshop\content\255710\410842044\PersistentResourceView.dll  [Mods - Internal]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

Non platform assembly: data-000000000E1068F0 (this message is harmless)
Fallback handler could not load library D:/Program Files (x86)/Steam/steamapps/common/Cities_Skylines/Cities_Data/Mono/data-000000000E1068F0.dll
Assembly PersistentResourceView, Version=1.0.5575.38057, Culture=neutral, PublicKeyToken=null loaded.  [Mods - Internal]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

Loading D:\Program Files (x86)\Steam\steamapps\workshop\content\255710\445589127\PrecisionEngineering.dll  [Mods - Internal]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

Non platform assembly: data-000000000E108500 (this message is harmless)
Fallback handler could not load library D:/Program Files (x86)/Steam/steamapps/common/Cities_Skylines/Cities_Data/Mono/data-000000000E108500.dll
Assembly PrecisionEngineering, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null loaded.  [Mods - Internal]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

I think THIS is the problem. This takes time.. writing shit to a file
 

Miwi

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Don't ask me how many times I have already asked for an explanation of the errors in the output_log.txt. What is severe, what can be used to identify faulty assets etc etc...
Why the game itself doesn't make use of this file to identify faulty assets or mods and then simply deny to load them into the game....

Obviously this file is a company secret. No answer until today.
 

Hyronymus

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Don't ask me how many times I have already asked for an explanation of the errors in the output_log.txt. What is severe, what can be used to identify faulty assets etc etc...
Why the game itself doesn't make use of this file to identify faulty assets or mods and then simply deny to load them into the game....

Obviously this file is a company secret. No answer until today.
How many times were it? Do they stack with your general negative approach of everything that happens on earth? Surely it can be more intuitive but sofar I haven't come across any game that yields easy to read error logs.
 
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Miwi

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great... we just found somebody who can explain all error messages in the output_log.txt, what assets are faulty, what assets and mods should be avoid to load, what impact on the game play have the specific error messages.
Thanks in advance, I am already waiting for the list.
 

Hyronymus

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great... we just found somebody who can explain all error messages in the output_log.txt, what assets are faulty, what assets and mods should be avoid to load, what impact on the game play have the specific error messages.
Thanks in advance, I am already waiting for the list.
No problem: all the error messages you see are caused by a conflict in the game's internals, either caused by bad code in the game or by mods/assets. Then read again and please quote where I wrote that I will offer any sort of decoded list of errors.
 
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