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License: MIT License
Extended Managers Library - A library to remove/replace some of the hard limitations of Cities Skylines
License: MIT License
From Steam: I'd unsubed incompatible mods, then subscribed the three beta mods:
(I'd previously used the non-beta versions of all 3; I unsubbed the non-beta versions before subbing beta versions).
Then launched the game (Play button on Launcher -> Main menu) and went in to Content Manager > Mods to enable mods in this order:
The error thrown is:
NullReferenceException: Object reference not set to an instance of an object
at EManagersLib.Patches.EDefaultToolPatch+<RenderOverlayTranspiler>d__3.MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[HarmonyLib.CodeInstruction].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[HarmonyLib.CodeInstruction]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToList[CodeInstruction] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at HarmonyLib.CodeTranspiler.GetResult (System.Reflection.Emit.ILGenerator generator, System.Reflection.MethodBase method) [0x00000] in <filename unknown>:0
at HarmonyLib.MethodBodyReader.FinalizeILCodes (HarmonyLib.Emitter emitter, System.Collections.Generic.List`1 transpilers, System.Collections.Generic.List`1 endLabels, System.Boolean& hasReturnCode) [0x00000] in <filename unknown>:0
at HarmonyLib.MethodCopier.Finalize (HarmonyLib.Emitter emitter, System.Collections.Generic.List`1 endLabels, System.Boolean& hasReturnCode) [0x00000] in <filename unknown>:0
at HarmonyLib.MethodPatcher.CreateReplacement (System.Collections.Generic.Dictionary`2& finalInstructions) [0x00000] in <filename unknown>:0
at HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) [0x00000] in <filename unknown>:0
at HarmonyLib.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at HarmonyLib.Harmony.Patch (System.Reflection.MethodBase original, HarmonyLib.HarmonyMethod prefix, HarmonyLib.HarmonyMethod postfix, HarmonyLib.HarmonyMethod transpiler, HarmonyLib.HarmonyMethod finalizer) [0x00000] in <filename unknown>:0
- at EManagersLib.Patches.EDefaultToolPatch.Enable (HarmonyLib.Harmony harmony) [0x00000] in <filename unknown>:0
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.set_isEnabled (Boolean value) [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
ColossalFramework.Plugins.PluginInfo:set_isEnabled(Boolean)
EntryData:SetActive(Boolean)
PackageEntry:OnCheckedChanged(UIComponent, Boolean)
ColossalFramework.UI.UICheckBox:OnCheckChanged()
ColossalFramework.UI.UICheckBox:set_isChecked(Boolean)
ColossalFramework.UI.UICheckBox:OnClick(UIMouseEventParameter)
ColossalFramework.UI.UIComponent:OnClick(UIMouseEventParameter)
ColossalFramework.UI.MouseHandler:ProcessInput(IInputTranslator, Ray, UIComponent, Boolean)
ColossalFramework.UI.UIInput:ProcessMouseInput()
ColossalFramework.UI.UIInput:FpsBoosterUpdate()
BehaviourUpdater.UiInputUpdater:UpdateInput()
BehaviourUpdater.Updater:Update()
I'm not sure if this is relevant to your planned 81 Tiles
rewrite/implementation, but assuming you also plan to handle outside connections as part of that, which would make a lot of sense, here's some notable issues that exist with current implementations...
Problems can occur when outside connection is not a highway, and it breaks completely if the outside connection is 2-way traffic (even on 2-way highways).
More info: CitiesSkylinesMods/TMPE#960
It's out of scope for TMPE but would definitely be in-scope for any mod handling outside connections.
User has to disable zoning on the segment used for outside connection; most users aren't aware of that, and it requires separate mod to do it.
Any Road Outside Connection
mod fixes that by adding the flag to all roads IIRC.
Vanilla tracks will automatically switch to station track at outside connection - but workshop tracks don't do that (not all workshop tracks have associated station track). Would be nice if:
Both for road and train, it's weird seeing cims at outside connection, especially as they seem to have collision mask enabled (that might have changed since I last checked) - can't they be put in CitizenUnit
and then just transfer the CUs to car/train once it's spawned? That way there's not a pile of spawned citizens lurking at the edge of map. Might also remove need for intercity buses spawning on virtual lane (also: code for intercity buses could be applied to trains/cars at the outside connections?)
It's very easy to break the aircraft AI resulting in no more aircraft spawning. It's possible that CO will fix that as part of upcoming Airports DLC?
Not outside connection related, but it would be nice to have networks (and, optionally, terrain) render a bit better on non-purchased tiles similar to Common Ground mod? Most of the tiles I purchased (before discovering that mod) in 81 Tiles were to make my outside routes render better. If roads/tracks just rendered properly in first place, I wouldn't need to purchase as many tiles.
I'm creating this issue as a tracking for the Citizens limit increase, as described here.
I hope the plans for implementing it didn't go anywhere, as I think it will greatly benefit the game, even outside RealTime mod. Huge cities with low population limit are just not enjoyable as much!
I don't know why this would be the case, but this seems to break manual junction control. Makes the traffic light and stop sign buttons do nothing when hovered or clicked on. Tested different mod loadouts for like an hour and I'm pretty confident this is the one doing it.
So, I've recently been getting gargantuan ghost cims whenever I'm in "white map" view (info views, underground bulldozer, etc...)
They move around slowly and occasionally disappear. Also, if I move camera around or zoom out too much they sometimes disappear from view (returning camera to prior position makes them appear again).
As far as I can tell there is one per Underground Elevator building (I have 2 such buildings in that town currently). I've been using that workshop asset since it was released and never had gargantuan ghost cims before.
I've only ever seen this happen since using Tree / Prop Anarchy and EManagers... Is it possible that some of your changes to info views could be causing interdimensional mutant cims?
I didnt dig into the code
Basiclly you are having regular uses and you save is trashed
imulation error: Object reference not set to an instance of an object
at TreeAnarchy.TAManager.EnsureCapacity (TreeManager) <0x0001e>
at (wrapper dynamic-method) TreeManager/Data.TreeManager+Data.Deserialize_Patch0 (TreeManager/Data,ColossalFramework.IO.DataSerializer) <0x0009a>
at ColossalFramework.IO.DataSerializer.Deserialize<SimulationManager/Data> (System.IO.Stream,ColossalFramework.IO.DataSerializer/Mode,ColossalFramework.IO.DataSerializer/LegacyResolverHandler) <0x00134>
at ColossalFramework.IO.DataSerializer.Deserialize<SimulationManager/Data> (System.IO.Stream,ColossalFramework.IO.DataSerializer/Mode) <0x0004b>
at LoadingManager/c__IteratorB.MoveNext () <0x007c7>
at AsyncTask.Execute () <0x000a8>
Zerobin: https://bit.ly/3P4aPPl
Hello, is this mod definitely dead or is someone still working on it?
In terms of road and junction restrictions?
Expected behavior
The save loads normally
Actual behavior
The game is stuck loading at 100% (tested for 45 minutes)
Steps to reproduce
System spec
RAM: 16 GB
Pagefile: min 2500MB, max 48000MB
(I am not familiar with how EML does prop rendering so I can be totally wrong on this. I am just reading some code on Github and guessing)
In the original game code, other mods can use a simple harmony prefix to set active=false for PropInstance.RenderInstance(), and functionally disable the illumination map texture for a specific PropInfo. My vehicle prop conversion mods use this approach to bypass the loading time issue in Elektrix' original mod. I am wondering if there is a way to do this with EML. This will probably also be useful in the future when you implement the "vehicle prop conversion on the fly" feature into Prop Anarchy
Lines 542 to 555 in b3d8891
Original game code:
if (!active && !info.m_alwaysActive)
{
objectIndex.z = 0f;
}
else if (info.m_illuminationOffRange.x < 1000f || info.m_illuminationBlinkType != 0)
{
LightSystem lightSystem = Singleton<RenderManager>.instance.lightSystem;
Randomizer randomizer = new Randomizer(id.Index);
num = info.m_illuminationOffRange.x + (float)randomizer.Int32(100000u) * 1E-05f * (info.m_illuminationOffRange.y - info.m_illuminationOffRange.x);
objectIndex.z = MathUtils.SmoothStep(num + 0.01f, num - 0.01f, lightSystem.DayLightIntensity);
if (info.m_illuminationBlinkType != 0)
{
Vector4 blinkVector = LightEffect.GetBlinkVector(info.m_illuminationBlinkType);
float num2 = num * 3.71f + Singleton<SimulationManager>.instance.m_simulationTimer / blinkVector.w;
num2 = (num2 - Mathf.Floor(num2)) * blinkVector.w;
float num3 = MathUtils.SmoothStep(blinkVector.x, blinkVector.y, num2);
float num4 = MathUtils.SmoothStep(blinkVector.w, blinkVector.z, num2);
objectIndex.z *= 1f - num3 * num4;
}
}
else
{
objectIndex.z = 1f;
}
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