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Miwi

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Here is a list of common errors found in output_log.txt.
No idea what impact they have on game play. Sure, I could suppose that one or another could have an impact but what type of impact, who knows. Without someone with internal knowledge of the program structure it's more or less useless to make speculations about the impact of error messages.

Mods

Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/Cities_Skylines/Cities_Data/Mono/data-000000002070B760.dll
Assembly HardMode0, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null loaded. [Mods - Internal]

Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/Cities_Skylines/Cities_Data/Mono/data-00000000208F2940.dll
Assembly AdvancedVehicleOptions, Version=1.0.5629.25264, Culture=neutral, PublicKeyToken=null loaded. [Mods - Internal]

Assembly resolution failure. No assembly named '2.5.29.16' was found. [Serialization]

Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

m_SteamUGCRequestMap error: 9
[Steam, Native - Internal]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

m_SteamUGCRequestMap error: 15
[Steam, Native - Internal]


Assets

LOD missing: 407784061.Shopping Carts_Data [Core]

Unknown prefab: palmplant01 [Serialization]

No props placed: 407779177.Government Office_Data [Core]

No base generated: 409887119.Log House_Data [Core]

Unsupported format [Importers, Native - Internal]

System.FormatException: Loading custom asset failed:['Japanese shop 2 ' [CustomAssetMetaData, 6a819d2deb7ab433aa60abb6f82ab5cd, in package ''410399351' [C:\Program Files (x86)\Steam\steamapps\workshop\content\255710\410399351\Japanese shop 2 .crp]' (4716899, 2048)]]
Invalid DDS Image: failed to load [Modding]

d3d11: failed to create staging 2D texture w=6 h=6 d3dfmt=71 [80070057]
d3d11: failed to create staging 2D texture w=3 h=3 d3dfmt=71 [80070057]

XYS size doesn't match diffuse: 417001466.Shack 4 - Fallout 3/New Vegas_Data [Core]

Unsupported type for deserialization: [SpawnPoint]

Diffuse is DXT5: 420568834.OMP_Data [Core]

Assembly resolution failure. No assembly named 'NohealforuSimulationOverhaul, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' was found. [Serialization]

Assembly resolution failure. No assembly named '1.2.840.113533.7.65.0' was found. [Serialization]

Unkown type detected. Attempting to resolve from 'NohealforuSimulationOverhaul.NohealforuCommercialBuildingAI, NohealforuSimulationOverhaul, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' to 'NohealforuSimulationOverhaul.NohealforuCommercialBuildingAI, NohealforuSimulationOverhaul, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' [Packer - Internal]

Unexpected type 'NohealforuSimulationOverhaul.NohealforuCommercialBuildingAI, NohealforuSimulationOverhaul, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' detected. No resolver handled this type. Skipping -1 bytes. [Packer - Internal]

Warning: texture atlas shader ** not found.

Unexpected type '' detected. No resolver handled this type. Skipping -1 bytes. [Packer - Internal]

Unkown type detected. Attempting to resolve from '' to '' [Packer - Internal]

Unexpected type '' detected. No resolver handled this type. Skipping -1 bytes. [Packer - Internal]

System.IO.InvalidDataException: Loading custom asset failed:['Power Relay Station' [CustomAssetMetaData, 3f8718d0bb1e142e9da729cb1397f9cb, in package ''438070008' [C:\Program Files (x86)\Steam\steamapps\workshop\content\255710\438070008\Power Relay Station.crp]' (8993965, 2048)]]
Unknown type to deserialize [Modding]

System.IO.EndOfStreamException: Loading custom asset failed:['Torre St Pere MÃ rtir' [CustomAssetMetaData, ec7feeb32b1810ec0b9941a2c46eedc6, in package ''442722094' [C:\Program Files (x86)\Steam\steamapps\workshop\content\255710\442722094\Torre St Pere MÃ rtir.crp]' (9585844, 2048)]]
Failed to read past end of stream. [Modding]

LOD has no base: 424262808.Deep Space Satellite Dish_Data [Core]

LOD vertex count high (1863 > 560): 410598427.Bell Tower of Florence_Data [Core]

Mesh.vertices is too large. A mesh may not have more than 65000 vertices.

Mesh.normals is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.

Mesh.tangents is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.

Mesh.uv is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.

Mesh.colors is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.

Failed setting triangles. Some indices are referencing out of bounds vertices. IndexCount: 158400, VertexCount: 0

There is no building that would upgrade to: 406642442.Landhandel_Data [Core]

Building cannot upgrade to next level: 416882049.Movie Theater_Data [Core]

NullReferenceException: Object reference not set to an instance of an object
at CompassMod.CompassMod_GUI.ShowImg () [0x00000] in <filename unknown>:0
at CompassMod.CompassMod_GUI.OnGUI () [0x00000] in <filename unknown>:0

Ignoring invalid matrix assinged to GUI.matrix - the matrix needs to be invertible. Did you scale by 0 on Z-axis?

Error with MAIN_CATEGORY[Default]:0: The id was not found in the localization files. [Localization - Internal]
 

Miwi

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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.

Still waiting for the easy-to-read explanations from your side.
Btw, why do you ask how many times were it ? I always recommend in such cases: first think and then write.
For that I wrote "Don't ask me how many times I have already asked for an explanation of error logfile messages..." - only for you, that means I don't know it.

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. .

Wow... either internal errors or external (mod(asset) errors. It would never have occurred to me. You must be a master piece of software developer. But pls spare me next time with your useless comments.
 

Hyronymus

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But pls spare me next time with your useless comments.
Agreed under the condition that you spare me with yours.

On a serious note, please have a look in your folder
D:/Program Files (x86)/Steam/steamapps/common/Cities_Skylines/Cities_Data/Mono/ and see if you find any of the DLL's you quoted from the error log. Yesterday I noticed that someone else had an error message related to a non-existent DLL in the Mono directory. As I don't believe the game produces temporary DLL's when active it could be that the cleanup procedure is poor which causes it to look for old things.
 

Miwi

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In the Mono directory there is only one dll - mono.dll ;)
But after a few more game launches again I had a look in the output_log.txt - this time I found again similar named dll's but not the same ones. So I would say they look indeed as temporarily created dll's.
 

Hyronymus

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I just did a check in that directory during an active game session and.. empty except for mono.dll. Then again, I don't have error messages either. Do "random DLL's" actually appear in your mono directory during an active game session?
 

Gordon Dry

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It's not only mods.
It's also assets.

When you launch the game exe then all assets and mods and save games and what ever are tumbled through.

So the more assets, the longer until you see the main menu.

Then, when loading a save game or starting a game - again ...

All assets are tumbled through.

So why double?

When they're already tumbled through completely than they COULD be already loaded and just be accessible.

This is called RAM.
 

Miwi

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The main menu isn't the problem, it loads relatively fast, needs maybe about 10 sec to load. I have about 1200 workshop assets. The slow loading saved games are the problem. And here I think the more assets the longer it takes to load.

And no, I couldn't see any temporary dll's in the mono directory, but in every output_log.txt I find them.
 
Last edited:

hellodave

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I wonder how difficult it would be for CO to implement some kind of lazy loading of assets.
So on loading a save game assets in use on that map would load, but any not used would only load the thumbnail.
Then when you select an asset previously unused on your map, it could load at that point.
If you want to have loads of assets AND use them all on one map then this isn't going to help,
but if you only use a few per map but still want to subscribe to many it could help.

I very much like the idea of the game checking assets and flagging any that have issues,
maybe a mod could be created to do that?
 

hellodave

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Ah yes, good point, not that useful then, I've been holding off subscribing to many assets because of these issues, I am hoping, at some point in the future, to be able to load up entire growable sets to replace the stock ones.
 

joewagner501

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I have a bad habit of adding a few every week. Checked this past weekend because my load times were getting long enough for a coffee break. Discovered I had almost 1,000 assets. Removed them all (which took a long time) and my load times are lightning fast again. I just need to contain my excitement when I see a new "pretty" asset that would really look good in my cities.

I agree with the idea of having the game flag assets with issues then give us the choice to unsubscribe. I think that would help load times a lot because the game wouldn't be logging error messages left and right.
 

Hyronymus

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I agree with the idea of having the game flag assets with issues then give us the choice to unsubscribe. I think that would help load times a lot because the game wouldn't be logging error messages left and right.
If CO comes up with a fashionable way to achieve this they truly are of a colossal order. In the mean time I think everyone should be wary of "once released - never updated" workshop items. And sine Steam comes with an update tracker perhaps adding a filter for updated content would suffice.
 

TotalyMoo

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If CO comes up with a fashionable way to achieve this they truly are of a colossal order. In the mean time I think everyone should be wary of "once released - never updated" workshop items. And sine Steam comes with an update tracker perhaps adding a filter for updated content would suffice.

Honestly, the best case scenario would be that modders/workshop creators had to manually flag their assets as compatible. So when we release a new patch we could also trigger a "compatibility test" that forces everyone with something on the workshop to go in and check so everything is working and then flag it as "up to date with latest version".

Then if things continue working and the creator doesn't re-flag the asset it could a) be flagged by a user and approved by a mod or b) users have the choice to load non-updated assets.
 

TotalyMoo

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Is that really something you look out for though? In my opinion it is up to the modders to maintain their stuff.

Of course it's up to the modders to maintain their content, but we're not enemies and should work together to our best ability.

It would make everyone's life a lot easier if we could patch/update the game without having to worry about the complete overload our support department gets because mods are broken and people see it as our fault. Also if users didn't have to worry about manually going through their mod lists to see if they are updated and could just check a "only run verified mods" option.

But hey, we're talking about a potential dream scenario here. The reality is that we'll need to find more manual ways to work with this - something we're trying to do right now :)
 
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TotalyMoo

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the manual way would be to clarify what kind of errors in the output_log.txt are severe and could cause issues with the game ;-)

We're looking into this and what can be done to clarify error messages.