Comments (13)
If you have the CSL mod, Can you tell if the tree limit is set to your desired limit? If it is, then its the deserialization process that's not supporting Unlimited trees: revisited.
I don't have the source code to Unlimited Trees: Revisited, so I'm not sure how to proceed debugging
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yes, the limit is set to what i desired in the option. that works just fine
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Wait, I was wrong. the trees are there. it's just.. not rendered until I build something near it.
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TreeAnarchy.zip
Please try this. I think I found the problem.
Apparently, tree snapping should not be implemented in Unlimited trees, but should be implemented with MoveIt mod. I just need to expose the possibility of saving and loading the modified Y position of the trees.
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ooh so the position is not saved.
I tried using 0.2.1 using a save made with 0.2.0 with the trees position are reseted by building things. but I think the tree position is back to 0 again.
and I after changing to 0.2.1, I tested plopping several trees in empty area, raising them with move it until it floats in the air. save the game, quit to desktop, and loading the save. after loading save, the new tree is gone (not sunk, can't select any tree with move it in the planted area)
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It seems I misunderstood the way trees are stored within the buffer by Colossal Order. After a few hours of investigating it. I found out that even if you have 1 tree on the map, it could be stored anywhere in the buffer. (Even at the end of the buffer).
So in order to accommodate this issue. We will have to walkthrough the entire buffer to store the trees, and not be selective as I was doing previously.
I fixed the issue and will be releasing a new version in a few hours.
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TreeAnarchy.zip
I just released version 0.3.0
This release should address all the problems you've been encountering. I've described in detail what the issues were in the release tag.
Thanks for your awesome input. It really helped me find the greatest problems in this mod
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uuhh.. well... updating to 0.3.0 broke the game. I got this error while loading my 0.2.1 save
Simulation error: Array index is out of range.
at PrefabCollection`1[TreeInfo].GetPrefab (UInt32 index) [0x00000] in :0
at TreeInstance.get_Info () [0x00000] in :0
at TreeManager+Data.AfterDeserialize (ColossalFramework.IO.DataSerializer s) [0x00000] in :0
at ColossalFramework.IO.DataSerializer.Deserialize[Data] (System.IO.Stream stream, Mode mode, ColossalFramework.IO.LegacyResolverHandler customResolver) [0x00000] in :0
at ColossalFramework.IO.DataSerializer.Deserialize[Data] (System.IO.Stream stream, Mode mode) [0x00000] in :0
at LoadingManager+c__IteratorB.MoveNext () [0x00000] in :0
at AsyncTask.Execute () [0x00000] in :0 [Core]
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hmmm can you try using one of your previously saved game which was saved using Unlimited Trees Revisited, and try loading the game again. Please make sure to save it to a new save.
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I suspect that it was one of the saved game that was using the previous version of this mod. If that's the case, then GetPrefab might be pointing to a wrong index.
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BTW loading 0.2.1 cannot be done, because the format has been changed to fix issues that was mentioned above. Please use a new game or a previous save by the original unlimited trees mod. I just remembered what I changed
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TreeAnarchy-0.4.1.zip
Please try this version out. It should fix a lot of issue regarding loading games from old Unlimited Tree mod. I found a couple bugs in my codes within the CIL sections.
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With 0.4.1 the trees isn't sunk like before. all trees loaded perfectly. and new floating trees are also loaded correctly and not missing. So the issue is fixed for me
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Related Issues (20)
- Lock Forestry HOT 2
- Game Stuck / Tree Rotation HOT 11
- Exception thrown on startup HOT 6
- Fire Safety infoview not showing 'watched trees' HOT 4
- Burnt trees grow back slower if Real Time mod installed? HOT 3
- Error starting Cities Skylines HOT 3
- Burning trees turn invisible HOT 1
- Tree anarchy options a bit confusing HOT 3
- Airports update loading issue
- Hello, when I use the tree line drawing tool, the game will crash, sometimes there are error reports, sometimes even too late to produce a report, can you help me see, thank you very much
- Trees are positioned at posY=0 on a new load HOT 2
- Trees reappearing on roads/etc when reloading game
- Exceptions writing to log file HOT 1
- Requiring Users of Previous Mods To Manually Replace All Trees
- Tree Snapping not climbing buildings HOT 1
- Enable/Disable tree ruining? HOT 2
- Some trees still not above terrain height
- Performance enhancement HOT 2
- Some trees are invisible but come back if building is moved HOT 6
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