Cities skylines ошибка array index is out of range

Description array index is out of range What is your game version? latest update What expansions do you have installed? All of the above Please explain your issue is in as much detail as possible. so i was playing this map and...
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  • #1

Description
array index is out of range

What is your game version?
latest update

What expansions do you have installed?
All of the above

Please explain your issue is in as much detail as possible.
so i was playing this map and switched map themes twice from normal to ryebluffs map theme and from ryebluffs map theme to realistic v1.5.5 temperate. after this i got the array index is out of range error. and now some roads are buggy and surface painter isn’t working properly.
Execution error: Array index is out of range.
at TerrainModify.ApplyQuad (Quad2 quad, Edges edges, Surface surface) [0x00000] in <filename unknown>:0
at TerrainModify.ApplyQuad (Vector3 a, Vector3 b, Vector3 c, Vector3 d, Edges edges, Heights heights, Surface surface) [0x00000] in <filename unknown>:0
at Building.TerrainUpdated (.BuildingInfo info, UInt16 buildingID, Vector3 position, Single angle, Int32 width, Int32 length, Single minX, Single minZ, Single maxX, Single maxZ, Boolean collapsed) [0x00000] in <filename unknown>:0
at Building.TerrainUpdated (UInt16 buildingID, Single minX, Single minZ, Single maxX, Single maxZ) [0x00000] in <filename unknown>:0
at BuildingManager.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.UpdateArea (Int32 minX, Int32 minZ, Int32 maxX, Int32 maxZ, Boolean heights, Boolean surface, Boolean zones) [0x00000] in <filename unknown>:0
at SurfacePainter.SurfaceManager+<>c.<UpdateWholeMap>b__9_0 () [0x00000] in <filename unknown>:0
at AsyncAction.Execute () [0x00000] in <filename unknown>:0 [Core]
this is what is shows now. could somebody help me please?? :)

Can you replicate the issue? If yes, please explain how you did it.

Attachments

Avanya


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  • #2

Are you using mods? And did you restart the game between loads?

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  • #3

I have the same error message in game. It occures after many hours of building city. Can’t close this message in game. Unfortunately it shows always after opening saved game. I’am using many mods, and have all dlc’s.

This is my log:
[ code ]
IndexOutOfRangeException: Array index is out of range.
at ColossalFramework.DataBinding.TooltipHelper.Replace (System.String baseTooltip, System.String[] values) [0x00000] in <filename unknown>:0
at GeneratedScrollPanel.OnTooltipHover (ColossalFramework.UI.UIComponent comp, ColossalFramework.UI.UIMouseEventParameter p) [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
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
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.UI.UIComponent.Invoke (UnityEngine.GameObject target, System.String eventName, System.Object[] args) [0x00000] in <filename unknown>:0
at ColossalFramework.UI.UIComponent.Invoke (System.String eventName, System.Object[] args) [0x00000] in <filename unknown>:0
at ColossalFramework.UI.UIComponent.OnTooltipHover (ColossalFramework.UI.UIMouseEventParameter p) [0x00000] in <filename unknown>:0
at ColossalFramework.UI.UIComponent.OnTooltipHover (ColossalFramework.UI.UIMouseEventParameter p) [0x00000] in <filename unknown>:0
at ColossalFramework.UI.UIComponent.OnTooltipHover (ColossalFramework.UI.UIMouseEventParameter p) [0x00000] in <filename unknown>:0
at ColossalFramework.UI.UIInput+MouseHandler.ProcessInput (IInputTranslator translator, Ray ray, ColossalFramework.UI.UIComponent component, Boolean retainFocusSetting) [0x00000] in <filename unknown>:0
at ColossalFramework.UI.UIInput.ProcessMouseInput () [0x00000] in <filename unknown>:0
at ColossalFramework.UI.UIInput.Update () [0x00000] in <filename unknown>:0
[ /code ]

I would be grateful fo some help.

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  • #5

… that can’t be the whole log … ?

It wasn’t whole log. Now, i’ve attached complete log file. It’s extremely long so previously decided to shorted it.

  • output_log.txt

    9,9 MB · Views: 25

Avanya


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  • #6

You have some outdated mods. There’s no point in Extended Road Upgrade, the game does all that itself.

You also have 2 versions of TMPE. The original by LinuxFan is the one to use, remove the other one (you can only do this via the content manager as it’s deleted or hidden on the workshop). If you can’t find it by name, then look for this number 1546870472. Also go to the workshop folder and delete the folder with that number as a name (found here: C:Program Files (x86)Steamsteamappsworkshopcontent255710 — might be a little different depending on where your Steam is installed).

Control Building Level Up v0.4 is broken, there’s a new version on the workshop.

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  • #7

You have some outdated mods. There’s no point in Extended Road Upgrade, the game does all that itself.

You also have 2 versions of TMPE. The original by LinuxFan is the one to use, remove the other one (you can only do this via the content manager as it’s deleted or hidden on the workshop). If you can’t find it by name, then look for this number 1546870472. Also go to the workshop folder and delete the folder with that number as a name (found here: C:Program Files (x86)Steamsteamappsworkshopcontent255710 — might be a little different depending on where your Steam is installed).

Control Building Level Up v0.4 is broken, there’s a new version on the workshop.

Thank you for reply. I’ve done changes but the problem still appears. New log is attached.

  • output_log.txt

    1,7 MB · Views: 17

Avanya


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  • #8

Hmm… I see some errors with the AircraftAI and Traffic Manager, so I suggest trying to turn TMPE off and loading without and see if you still get the error.

I remember something like this from someone else. For them it turned out to be changes they had done to the flight paths over the map, but you don’t have the mod to do that. If disabling TMPE doesn’t work, then try also disabling Airport Roads and Unlimited Outside Connections. Also, is this is custom map or one that comes with the game you made your city on? Just wondering if it’s the map that has some wonky flight paths or something like that.

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  • #9

In the morning I thought that is beacuse of too large amount of vehicles or maybe one of them has problem with paths or whatever. So decided to close error message, press as fast as I can escape and spacebar to stop the game then run game and somehow open TMPE menu and clear all vehicles. The plan was good but the error mesage was faster then me ;p To my suprise after 5minutes of trying the error message disapeared suddenly and didn’t come back. Just in case I’ve deleted all vehicles… I hope the problem won’t back :p

I am using custom map: Owl’s The Golden Gate RM.

P.S.
Merry Christmas!

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  • #10

Hello!

I am having another problem with CS…. My new city freezes after loading and only dark blue color is visible with falling snow… earlier save with twice smaller city loads properly.

Please help… :c

  • output_log.txt

    896,7 KB · Views: 18

AndrewT


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  • #11

The first error comes after TreeUnimiter loads. Are all those mods up to date, that is have been updated within the last 3 months?

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  • #12

Thank you for reply.
I’ve disabled this mod but it did’t help… :/ Attached new log.

  • output_log.txt

    897,6 KB · Views: 22

AndrewT


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  • #13

Is this with the same city as before? Because disabling a mod does not remove effects it has already had on the same game file.

That log is full of errors relating to mods and assets, hard to say what is cause and effect I fear.

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  • #14

Yes, the same city… :/ ok, so I’ve lost it :/ I’d like to avoid it in the future, what should I do? Unsubscribe all mods and subscribe only trusted or check only the most important?
Assuming that missing part of building (like chimney or flowers) is not causing this problem, isn’t it?

Last edited: Jan 16, 2019

Avanya


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  • #15

The best thing you can do is keep on top of mods and never save over the same file again. If the problem is some values for a mod got messed up when they saved in the save file, then having several versions will help. You might still have this happen again, but you’ll have a bunch of older saves to go back to instead of losing the whole city. I have a number at the end of my save’s name, which goes up every time I save, like City1, City2, City3, City22 and so on. Every now and then I move a bunch of saves out of the save folder and keep them as backup somewhere else, so I just have the last 3-5 saves in there, since having a ton of savegames in there does affect performance a bit.

You can never eliminate the risk completely, even unmodded games have a save get corrupted sometimes. It happens. So the best way to go about it is save often and never save over the same file. That gives you the best chances of never losing your city completely.

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  • #16

I have the same problem with ASSET INDEX IS OUT OF RANGE. Some parts of the map become blue invisible. Also if a road is bulldozed it becomes blue invisible.
Got all DLCs.
Here’s the log files

  • AutoRepair.log

    28,6 KB · Views: 0

  • output_log.txt

    4,8 MB · Views: 0

  • TMPE.log

    28,8 KB · Views: 0

AndrewT


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  • #17

In future please make a new thread rather than re-opening an old one, thanks. The game has changed substantially in that time.

Firstly please check your installed mods against this list:

docs.google.com

[Cities Skylines] Broken & Incompatible Mods — Patch 1.16.0-f3

Broken Cities Skylines | List of Broken mods These mods are all broken, dead, or not compatible with the current version of the game. Please read the ‘Issue’ column before making assumptions! If there is a replacement, it’s listed in the green row under Replacement. Links provided for quick uns…

docs.google.com


docs.google.com

Then delete any saved games you no longer need, you have a lot in there and they all consume resources.

If you still get this problem after removing or replacing any bad mods, please attach a new output log, and the affected save game file.Thanks.

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  • #18

I removed Teraform tool. More Beautification and even Network Extensions 2, then deleted my old saves but still got this problem

  • output_log.txt

    1,9 MB · Views: 0

co_avanya

co_avanya

Community Manager at Colossal Order


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  • #19

Do you also get the error if you add the launch options -noWorkshop and -disableMods to Steam, then test on a new map?

How To Set Launch Options

  • Right-click on the game title under the Library in Steam and select Properties.
  • Enter the launch options you wish to apply in the box (be sure to separate each code with a space). Should look like this:
  • Close the game’s Properties window and launch the game.
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Reactions:

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  • #20

Do you also get the error if you add the launch options -noWorkshop and -disableMods to Steam, then test on a new map?

How To Set Launch Options

  • Right-click on the game title under the Library in Steam and select Properties.
  • Enter the launch options you wish to apply in the box (be sure to separate each code with a space). Should look like this:
  • Close the game’s Properties window and launch the game.

Here’s the whole collection of mods and assets which worked perfectly without problem, but then there happened ARRAY INDEX IS OUT OF RANGE with blue roads and big holes where tiles are.

  • output_log.txt

    7,1 MB · Views: 0

  • Kingston New 87 81 tiles all 3.crp

    11,8 MB · Views: 0

Обновлено: 08.02.2023

Please explain your issue is in as much detail as possible.
so i was playing this map and switched map themes twice from normal to ryebluffs map theme and from ryebluffs map theme to realistic v1.5.5 temperate. after this i got the array index is out of range error. and now some roads are buggy and surface painter isn’t working properly.
Execution error: Array index is out of range.
at TerrainModify.ApplyQuad (Quad2 quad, Edges edges, Surface surface) [0x00000] in <filename unknown>:0
at TerrainModify.ApplyQuad (Vector3 a, Vector3 b, Vector3 c, Vector3 d, Edges edges, Heights heights, Surface surface) [0x00000] in <filename unknown>:0
at Building.TerrainUpdated (.BuildingInfo info, UInt16 buildingID, Vector3 position, Single angle, Int32 width, Int32 length, Single minX, Single minZ, Single maxX, Single maxZ, Boolean collapsed) [0x00000] in <filename unknown>:0
at Building.TerrainUpdated (UInt16 buildingID, Single minX, Single minZ, Single maxX, Single maxZ) [0x00000] in <filename unknown>:0
at BuildingManager.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.UpdateArea (Int32 minX, Int32 minZ, Int32 maxX, Int32 maxZ, Boolean heights, Boolean surface, Boolean zones) [0x00000] in <filename unknown>:0
at SurfacePainter.SurfaceManager+<>c.<UpdateWholeMap>b__9_0 () [0x00000] in <filename unknown>:0
at AsyncAction.Execute () [0x00000] in <filename unknown>:0 [Core]
this is what is shows now. could somebody help me please??

Can you replicate the issue? If yes, please explain how you did it.

Attachments

Avanya

Asset creator

Are you using mods? And did you restart the game between loads?

Anihilator_mp

Recruit

I have the same error message in game. It occures after many hours of building city. Can’t close this message in game. Unfortunately it shows always after opening saved game. I’am using many mods, and have all dlc’s.

12 мар. 2015 в 8:50
Array index is out of range. [System.IndexOutOfRangeException]

Array index is out of range. [System.IndexOutOfRangeException]

Details:
No details
System.IndexOutOfRangeException: Array index is out of range.
at Vehicle.GetLastVehicle (UInt16 vehicleID) [0x00000] in <filename unknown>:0
at TrainAI.SimulationStep (UInt16 vehicleID, .Vehicle& data, Vector3 physicsLodRefPos) [0x00000] in <filename unknown>:0
at CargoTrainAI.SimulationStep (UInt16 vehicleID, .Vehicle& data, Vector3 physicsLodRefPos) [0x00000] in <filename unknown>:0
at VehicleManager.SimulationStepImpl (Int32 subStep) [0x00000] in <filename unknown>:0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0
at VehicleManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0
at SimulationManager.SimulationStep () [0x00000] in <filename unknown>:0
at SimulationManager.SimulationThread () [0x00000] in <filename unknown>:0

Was working fine last night. did nothing different. no mod or anything.

12 мар. 2015 в 9:21
Looks like a train has been removed from an array mid iteration, probably a missing flag.
12 мар. 2015 в 9:22

Verify the game cache.

12 мар. 2015 в 10:09
I did check the cache and the game still go mad when i load that save game. i started another city and it work fine . any way to fix my other city?
12 мар. 2015 в 10:41
Could be a corrupted save. If so, nothing you can do but delete the same and start anew.
12 мар. 2015 в 18:07
13 мар. 2015 в 3:15

Keep the save (deleting it won’t change anything). Maybe they will patch the issue and your save will be valid again.
13 мар. 2015 в 7:02
1 мар. 2016 в 13:45

I have the same problem — also when starting a new game:

Details:
No details
System.IndexOutOfRangeException: Array index is out of range.
at CSL_Traffic.CustomPathFind.CalculatePath (UInt32 unit, Boolean skipQueue, ExtendedVehicleType vehicleType) [0x00000] in <filename unknown>:0
at CSL_Traffic.CustomPathFind.CalculatePath (UInt32 unit, Boolean skipQueue) [0x00000] in <filename unknown>:0
at PathManager.CreatePath (System.UInt32& unit, ColossalFramework.Math.Randomizer& randomizer, UInt32 buildIndex, Position startPosA, Position startPosB, Position endPosA, Position endPosB, Position vehiclePosition, LaneType laneTypes, VehicleType vehicleTypes, Single maxLength, Boolean isHeavyVehicle, Boolean ignoreBlocked, Boolean stablePath, Boolean skipQueue) [0x00000] in <filename unknown>:0
at PathManager.CreatePath (System.UInt32& unit, ColossalFramework.Math.Randomizer& randomizer, UInt32 buildIndex, Position startPosA, Position startPosB, Position endPosA, Position endPosB, LaneType laneTypes, VehicleType vehicleTypes, Single maxLength) [0x00000] in <filename unknown>:0
at AircraftAI.StartPathFind (UInt16 vehicleID, .Vehicle& vehicleData, Vector3 startPos, Vector3 endPos, Boolean startBothWays, Boolean endBothWays) [0x00000] in <filename unknown>:0
at AircraftAI.StartPathFind (UInt16 vehicleID, .Vehicle& vehicleData, Vector3 startPos, Vector3 endPos) [0x00000] in <filename unknown>:0
at PassengerPlaneAI.StartPathFind (UInt16 vehicleID, .Vehicle& vehicleData) [0x00000] in <filename unknown>:0
at PassengerPlaneAI.SetTarget (UInt16 vehicleID, .Vehicle& data, UInt16 targetBuilding) [0x00000] in <filename unknown>:0
at PassengerPlaneAI.StartTransfer (UInt16 vehicleID, .Vehicle& data, TransferReason reason, TransferOffer offer) [0x00000] in <filename unknown>:0
at OutsideConnectionAI.StartConnectionTransfer (UInt16 buildingID, .Building& data, TransferReason material, TransferOffer offer, Int32 touristFactor0, Int32 touristFactor1, Int32 touristFactor2) [0x00000] in <filename unknown>:0
at OutsideConnectionAI.StartTransfer (UInt16 buildingID, .Building& data, TransferReason material, TransferOffer offer) [0x00000] in <filename unknown>:0
at TransferManager.StartTransfer (TransferReason material, TransferOffer offerOut, TransferOffer offerIn) [0x00000] in <filename unknown>:0
at TransferManager.MatchOffers (TransferReason material) [0x00000] in <filename unknown>:0
at TransferManager.SimulationStepImpl (Int32 subStep) [0x00000] in <filename unknown>:0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0
at TransferManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0
at SimulationManager.SimulationStep () [0x00000] in <filename unknown>:0
at SimulationManager.SimulationThread () [0x00000] in <filename unknown>:0

Right now I cannot play the game anymore =o(

Thanks for any help.

13 янв. 2017 в 23:36

I have the same problem — also when starting a new game:

Details:
No details
System.IndexOutOfRangeException: Array index is out of range.
at CSL_Traffic.CustomPathFind.CalculatePath (UInt32 unit, Boolean skipQueue, ExtendedVehicleType vehicleType) [0x00000] in <filename unknown>:0
at CSL_Traffic.CustomPathFind.CalculatePath (UInt32 unit, Boolean skipQueue) [0x00000] in <filename unknown>:0
at PathManager.CreatePath (System.UInt32& unit, ColossalFramework.Math.Randomizer& randomizer, UInt32 buildIndex, Position startPosA, Position startPosB, Position endPosA, Position endPosB, Position vehiclePosition, LaneType laneTypes, VehicleType vehicleTypes, Single maxLength, Boolean isHeavyVehicle, Boolean ignoreBlocked, Boolean stablePath, Boolean skipQueue) [0x00000] in <filename unknown>:0
at PathManager.CreatePath (System.UInt32& unit, ColossalFramework.Math.Randomizer& randomizer, UInt32 buildIndex, Position startPosA, Position startPosB, Position endPosA, Position endPosB, LaneType laneTypes, VehicleType vehicleTypes, Single maxLength) [0x00000] in <filename unknown>:0
at AircraftAI.StartPathFind (UInt16 vehicleID, .Vehicle& vehicleData, Vector3 startPos, Vector3 endPos, Boolean startBothWays, Boolean endBothWays) [0x00000] in <filename unknown>:0
at AircraftAI.StartPathFind (UInt16 vehicleID, .Vehicle& vehicleData, Vector3 startPos, Vector3 endPos) [0x00000] in <filename unknown>:0
at PassengerPlaneAI.StartPathFind (UInt16 vehicleID, .Vehicle& vehicleData) [0x00000] in <filename unknown>:0
at PassengerPlaneAI.SetTarget (UInt16 vehicleID, .Vehicle& data, UInt16 targetBuilding) [0x00000] in <filename unknown>:0
at PassengerPlaneAI.StartTransfer (UInt16 vehicleID, .Vehicle& data, TransferReason reason, TransferOffer offer) [0x00000] in <filename unknown>:0
at OutsideConnectionAI.StartConnectionTransfer (UInt16 buildingID, .Building& data, TransferReason material, TransferOffer offer, Int32 touristFactor0, Int32 touristFactor1, Int32 touristFactor2) [0x00000] in <filename unknown>:0
at OutsideConnectionAI.StartTransfer (UInt16 buildingID, .Building& data, TransferReason material, TransferOffer offer) [0x00000] in <filename unknown>:0
at TransferManager.StartTransfer (TransferReason material, TransferOffer offerOut, TransferOffer offerIn) [0x00000] in <filename unknown>:0
at TransferManager.MatchOffers (TransferReason material) [0x00000] in <filename unknown>:0
at TransferManager.SimulationStepImpl (Int32 subStep) [0x00000] in <filename unknown>:0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0
at TransferManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0
at SimulationManager.SimulationStep () [0x00000] in <filename unknown>:0
at SimulationManager.SimulationThread () [0x00000] in <filename unknown>:0

Right now I cannot play the game anymore =o(

Thanks for any help.

How in the ♥♥♥♥ are you getting that much information? When I get the window all I get is

Array index is out of range. [System.IndexOutOfRangeException]

I got that from clicking copy. How did you get so much info and HOW DO I KNOW which mod to DELETE. This is only happening now that I got Snowfall. I GOT IT TONIGHT and now its suddenly happening. PLEASE HELP!

Please explain your issue is in as much detail as possible.
so i was playing this map and switched map themes twice from normal to ryebluffs map theme and from ryebluffs map theme to realistic v1.5.5 temperate. after this i got the array index is out of range error. and now some roads are buggy and surface painter isn’t working properly.
Execution error: Array index is out of range.
at TerrainModify.ApplyQuad (Quad2 quad, Edges edges, Surface surface) [0x00000] in <filename unknown>:0
at TerrainModify.ApplyQuad (Vector3 a, Vector3 b, Vector3 c, Vector3 d, Edges edges, Heights heights, Surface surface) [0x00000] in <filename unknown>:0
at Building.TerrainUpdated (.BuildingInfo info, UInt16 buildingID, Vector3 position, Single angle, Int32 width, Int32 length, Single minX, Single minZ, Single maxX, Single maxZ, Boolean collapsed) [0x00000] in <filename unknown>:0
at Building.TerrainUpdated (UInt16 buildingID, Single minX, Single minZ, Single maxX, Single maxZ) [0x00000] in <filename unknown>:0
at BuildingManager.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.UpdateArea (Int32 minX, Int32 minZ, Int32 maxX, Int32 maxZ, Boolean heights, Boolean surface, Boolean zones) [0x00000] in <filename unknown>:0
at SurfacePainter.SurfaceManager+<>c.<UpdateWholeMap>b__9_0 () [0x00000] in <filename unknown>:0
at AsyncAction.Execute () [0x00000] in <filename unknown>:0 [Core]
this is what is shows now. could somebody help me please??

Can you replicate the issue? If yes, please explain how you did it.

Sergio Funtast

Sergio Funtast

Мод не стоит RandomTree поворот в общем рандомный. У меня от него такие проблемы были, в итоге не использую

Геннадий Борисов

Геннадий Борисов ответил Sergio

Дмитрий Морев

Sergio, тоже на него грешил. Random tree rotation. Все вроде работало. Отключил мод, проблема не ушла.

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Hi guys,

I get the following error message in-game:

[System.IndexOutOfRangeException] Details: No details

If I click «ok» it just re-opens. I checked the error log «output_log.txt» and the last entry mentions the following:

Simulation error: Array index is out of range. at PassengerTrainAI.SimulationStep (UInt16 vehicleID, .Vehicle& vehicleData, .Frame& frameData, UInt16 leaderID, .Vehicle& leaderData, Int32 lodPhysics) [0x00000] in <filename unknown>:0 at VehicleAI.SimulationStep (UInt16 vehicleID, .Vehicle& vehicleData, UInt16 leaderID, .Vehicle& leaderData, Int32 lodPhysics) [0x00000] in <filename unknown>:0 at TrafficManager.Custom.AI.CustomTrainAI.CustomSimulationStep (UInt16 vehicleId, .Vehicle& vehicleData, Vector3 physicsLodRefPos) [0x00000] in <filename unknown>:0 at VehicleManager.SimulationStepImpl (Int32 subStep) [0x00000] in <filename unknown>:0 at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0 at VehicleManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0 at SimulationManager.SimulationStep () [0x00000] in <filename unknown>:0 at SimulationManager.SimulationThread () [0x00000] in <filename unknown>:0 [Core]

Is this error caused by a mod? It appears that there is something wrong with passenger trains («PassengerTrainAI.SimulationStep») ?

Maybe someone has an idea?

Cheers

Disbaling PassengerAI in MOM Options led to the same error after few minutes, but this time they were perpetual

Also this error appeared
Simulation error: Array index is out of range.
at PassengerTrainAI.SimulationStep (UInt16 vehicleID, .Vehicle& vehicleData, .Frame& frameData, UInt16 leaderID, .Vehicle& leaderData, Int32 lodPhysics) [0x00000] in :0
at VehicleAI.SimulationStep (UInt16 vehicleID, .Vehicle& vehicleData, UInt16 leaderID, .Vehicle& leaderData, Int32 lodPhysics) [0x00000] in :0
at TrafficManager.Custom.AI.CustomTrainAI.CustomSimulationStep (UInt16 vehicleId, .Vehicle& vehicleData, Vector3 physicsLodRefPos) [0x00000] in :0
at VehicleManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at VehicleManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Simulation error: Array index is out of range.
at PassengerTrainAI.StartPathFind (UInt16 vehicleID, .Vehicle& vehicleData) [0x00000] in :0
at PassengerTrainAI.SetTarget (UInt16 vehicleID, .Vehicle& data, UInt16 targetBuilding) [0x00000] in :0
at DepotAI.ProduceGoods (UInt16 buildingID, .Building& buildingData, .Frame& frameData, Int32 productionRate, Int32 finalProductionRate, .BehaviourData& behaviour, Int32 aliveWorkerCount, Int32 totalWorkerCount, Int32 workPlaceCount, Int32 aliveVisitorCount, Int32 totalVisitorCount, Int32 visitPlaceCount) [0x00000] in :0
at TransportStationAI.ProduceGoods (UInt16 buildingID, .Building& buildingData, .Frame& frameData, Int32 productionRate, Int32 finalProductionRate, .BehaviourData& behaviour, Int32 aliveWorkerCount, Int32 totalWorkerCount, Int32 workPlaceCount, Int32 aliveVisitorCount, Int32 totalVisitorCount, Int32 visitPlaceCount) [0x00000] in :0
at PlayerBuildingAI.SimulationStepActive (UInt16 buildingID, .Building& buildingData, .Frame& frameData) [0x00000] in :0
at CommonBuildingAI.SimulationStep (UInt16 buildingID, .Building& buildingData, .Frame& frameData) [0x00000] in :0
at PlayerBuildingAI.SimulationStep (UInt16 buildingID, .Building& buildingData, .Frame& frameData) [0x00000] in :0
at DepotAI.SimulationStep (UInt16 buildingID, .Building& buildingData, .Frame& frameData) [0x00000] in :0
at TransportStationAI.SimulationStep (UInt16 buildingID, .Building& buildingData, .Frame& frameData) [0x00000] in :0
at BuildingAI.SimulationStep (UInt16 buildingID, .Building& data) [0x00000] in :0
at TrafficManager.Custom.AI.CustomCommonBuildingAI.CustomSimulationStep (UInt16 buildingID, .Building& data) [0x00000] in :0
at BuildingManager.SimulationStepImpl (Int32 subStep) [0x00000] in :0
at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in :0
at BuildingManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in :0
at SimulationManager.SimulationStep () [0x00000] in :0
at SimulationManager.SimulationThread () [0x00000] in :0 [Core]

Just got hit by a system.indexoutofrangeexception which I’ve never seen before.
The message box kept popping back up instantly on close (loop?), forcing me to force crash the game (couldn’t even get to the esc menu).

This happened about 5 minutes into my first snow map game, while building basic 2-lane + NExt alley roads on a slight slope.
I have too many mods/assets installed to list really, but nothing’s been updated since I last played without issue — except a LUT I don’t use and this fire station (which wasnt plopped).
Thinking it could be something that’s incompatible with snow maps, but really just trying my luck here to see if anyone recognizes this error…

Edit: Autosaved game loaded right back up without errors, but nothing would grow on the roads I were placing when I got the error (just vanilla 2-lanes).
Worked fine after rebuilding them, so I guess it’s no big deal!

Output log:
 

Simulation error: Array index is out of range.
  at BuildingAI.CalculateUnspawnPosition (UInt16 buildingID, .Building& data, ColossalFramework.Math.Randomizer& randomizer, .CitizenInfo info, UInt16 ignoreInstance, UnityEngine.Vector3& position, UnityEngine.Vector3& target, UnityEngine.Vector2& direction, .Flags& specialFlags) [0x00000] in <filename unknown>:0
  at HumanAI.GetBuildingTargetPosition (UInt16 instanceID, .CitizenInstance& citizenData, Single minSqrDistance) [0x00000] in <filename unknown>:0
  at HumanAI.SimulationStep (UInt16 instanceID, .CitizenInstance& citizenData, .Frame& frameData, Boolean lodPhysics) [0x00000] in <filename unknown>:0
  at ResidentAI.SimulationStep (UInt16 instanceID, .CitizenInstance& citizenData, .Frame& frameData, Boolean lodPhysics) [0x00000] in <filename unknown>:0
  at CitizenAI.SimulationStep (UInt16 instanceID, .CitizenInstance& data, Vector3 physicsLodRefPos) [0x00000] in <filename unknown>:0
  at HumanAI.SimulationStep (UInt16 instanceID, .CitizenInstance& data, Vector3 physicsLodRefPos) [0x00000] in <filename unknown>:0
  at CitizenManager.SimulationStepImpl (Int32 subStep) [0x00000] in <filename unknown>:0
  at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0
  at CitizenManager.ISimulationManager.SimulationStep (Int32 subStep) [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/UnityEngineDebugBindings.gen.cpp Line: 65)

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using UnityEngine; using System.Collections; using UnityEngine.UI; // Используем библиотеку UnityEngine.UI для управления интерфейсом (Текст, изображения и т.д).   public class GameScript2 : MonoBehaviour {       public Text timeText; // Текст для отображения времени.     public Text quastion; // Текст для отображения вопросов.     public Text[] otv; //Массив | Текст для отображения вариантов ответов.     public Text[] Stats; //Массив | Текст для отображения статистики при ответе.     public Text[] debugText; //Массив | Текст для отображения дебага.     public Button[] btnns; //Массив | Кнопки ответов.     public Sprite trueAnswer; //Спрайт при правильном ответе.     public Sprite truestat;     public Sprite falsestat;     public Sprite falseAnswer; //Спрайт при неправильном ответе.     public Sprite clickedotv; // //Спрайт при нажатии на кнопку.     public Image fadeImage;     //Картинка для затухания при загрузке.     public Image[] btnnsImages; //Массив | Тут хранятся картинки кнопок.     public Animator statsAnimation; // Анимация при появлении статистики.     public GameObject pausePanel; // Панель паузы.     public Image StatPanel;     public int wQ = 1; // Число с нумерацией вопроса.     private int clickedAnswer = -1; // Число (Можно так сказать индекс) нажатого варианта ответа.     private int trueint = -1; // Число с правильным ответом.     private int debugTggl = 0; // Число с настройкой (Включен ли дебаг [1 - да, 0 - нет]).     private int timeEq = 10; // Число отсчёта времени.     private float fadeTime = 4.5f; // Скорость перехода при загрузке.     private float timeF = 0; // Значение для расчёта времени.     private bool lose = false; // Если ответ неверный, то равно true.     private bool goFadeIn = false; // Надо ли делать переход при загрузке.     private bool goFadeOut = false; // Надо ли делать переход (из черноты) при загруженом уровне.     private bool dontlikeit = false; // Игра не понравилась? # ТАГДА УХАДИ     private bool ended = false; // Закончена ли игра полностью?     private bool pauseActive = false; // Если включена пауза, то равно true.     private bool isLoaded = false; // Если уровень загружен, то равно true.     private bool trueA = false; // Равно true если ответ верный.     private bool falseA = false; // Равно true если ответ неверный.     void Awake() // Данная функция вызывается до инициализации всех остальных скриптов. Обычно используется для установки определенных параметров и инициализации переменных.     {         fadeImage.enabled = true; // Включить чёрный фон для перехода.         goFadeOut = true; //Делаем переход (из черноты) при загруженом уровне.           if (PlayerPrefs.HasKey("M") && PlayerPrefs.HasKey("wQ")) // Если в сохранённых данных есть эти значения то:         {             wQ = PlayerPrefs.GetInt("wQ"); // Взять переменную из сохранений.         }         else // Если данных нет, то:         {             PlayerPrefs.SetInt("wQ", 1); // Сохранить переменную.             PlayerPrefs.SetInt("M", 0); // Сохранить переменную.         }         debugTggl = PlayerPrefs.GetInt("DebugMode"); // Взять переменную (включен ли дебаг мод) из сохранений.         PlayerPrefs.Save(); // Сохранить изменения в сохранениях :)     }     void Update() // Данная функция вызывается каждый раз перед отображением очередного кадра. Самая используемая для расчетов игровых параметров.     {                         if (Input.GetKeyDown(KeyCode.Escape)) // Если нажата кнопка (Escape), либо кнопка назад на телефоне, то:         {             if (pauseActive == false) // Если пауза не активна, то:             {                 pausePanel.SetActive(true); // Включить панель паузы.                 pauseActive = true; // Если включена пауза, то равно true.             }             else // Если пауза активна, то:             {                 pausePanel.SetActive(false); // Выключить панель паузы.                 pauseActive = false; //Если выключена пауза, то равно false.             }         }         if (debugTggl == 1)// Если значение debugTggl равно 1, то:         {             debugText[0].enabled = true; // Включить текст дебага.             debugText[0].text = "Дебаг мод: Число с нумерацией вопроса = " + wQ.ToString(); // Присвоить текст.             debugText[1].enabled = true; // Включить текст дебага.             debugText[1].text = "Кликнутый ответ = " + clickedAnswer.ToString(); // Присвоить текст.             debugText[2].enabled = true; // Включить текст дебага.             debugText[2].text = "Правильный ответ = " + trueint.ToString(); // Присвоить текст.         }           timeText.text = timeEq.ToString(); // Присвоить тексту число переведённое в строку.         timeF += Time.deltaTime; // Складываем значение для расчёта времени.         if (timeF >= 1.2) // Если значение больше либо равно 1.2, то:         {             if (clickedAnswer == -1) // Если не была нажата кнопка ответа, то:             {                 if (pauseActive == false) // Если не была включена пауза, то:                 {                     timeEq--; // Уменьшаем число времени на 1.                     timeF = 0; // Значение для расчёта времени равно 0;                 }             }         }         if (timeEq <= 0) // Если число отсчёта времени меньше либо равно 0, то:         {             timeText.text = "Время истекло"; // Присвоить тексту строку.             overTime(); // Запустить функцию (overTime).         }         if (timeEq <= 3)         {             timeText.color = Color.red;         }         if (wQ == 1) // Если число с нумерацией вопроса = 1, то:         {             RQ1(); // Запускаем 1 вопрос.         }         else if (wQ == 2) // Иначе если число с нумерацией вопроса = 2, то:         {             RQ2(); // Запускаем 2 вопрос. (Дальше всё тоже самое).         }         else if (wQ == 3)         {             RQ3();         }         else if (wQ == 4)         {             RQ4();         }         else if (wQ == 5)         {             RQ5();         }         else if (wQ == 6)         {             RQ6();         }         else if (wQ == 7)         {             RQ7();         }         else if (wQ == 8)         {             RQ8();         }         else if (wQ == 9)         {             RQ9();         }         else if (wQ == 10)         {             RQ10();         }     }     void FixedUpdate() // Данная функция вызывается каждый раз при расчете физических показателей. Все расчеты физики следует проводить именно в ней. Но я рассчитываю анимацию перехода, и использую эту функцию для того, чтобы не было никаких тормозов.     {         if (goFadeIn == true) // Если [Надо ли делать переход при загрузке.] = true, то:         {             fadeImage.color = Color.Lerp(fadeImage.color, Color.black, fadeTime * Time.deltaTime); // Делаем переход из цвета картинки в чёрный.         }         else if (goFadeOut == true) // Иначе если [Надо ли делать переход (из черноты) при загруженом уровне.] = true, то:         {             fadeImage.color = Color.Lerp(fadeImage.color, Color.clear, fadeTime * Time.deltaTime); // Делаем переход из цвета картинки (чёрный) в прозрачный.         }         if (fadeImage.color == Color.black) // Если цвет картинки = чёрному, то:         {             if (isLoaded == false) // Если уровень не загружен, то:             {                 continueLoad(); // Запускаем функцию continueLoad (416 строка).             }         }             }       private void RQ1() // Приватная функция (Вопрос 1)     {         quastion.text = "Чему равна сумма углов треугольника? "; // Задаём вопрос.         otv[0].text = "280"; // Вариант ответа 1.         otv[1].text = "360"; // Вариант ответа 2.         otv[2].text = "180"; // Вариант ответа 3.         otv[3].text = "999"; // Вариант ответа 4.         Stats[1].text = "На евклидовой плоскости сумма углов треугольника всегда равна 180°";         trueint = 2;         if (clickedAnswer == 2)         {             StartCoroutine(waitForMagic());         }         else if (clickedAnswer == 0 || clickedAnswer == 2 || clickedAnswer == 3)         {             StartCoroutine(waitForDestroy());         }     }     private void RQ2() // Смотрите на вопрос 1.     {         quastion.text = "Что такое аксиома?";         otv[0].text = "Утверждение, которое было доказано на основе ранее установленных утверждений";         otv[1].text = "Сторона прямоугольного треугольника, которая лежит против прямого угла";         otv[2].text = "Исходное положение теории, принимаемое без доказательств";         otv[3].text = "Линейная часть приращения функции";         Stats[1].text = "Аксиома - исходное положение теории, принимаемое без доказательств";         trueint = 2;         if (clickedAnswer == 2)         {             StartCoroutine(waitForMagic());         }         else if (clickedAnswer == 0 || clickedAnswer == 2 || clickedAnswer == 3)         {             StartCoroutine(waitForDestroy());         }     }     private void RQ3() // Смотрите на вопрос 1.     {         quastion.text = "Что такое число Пи?";         otv[0].text = "Величина, которой измеряется площадь пирамиды";         otv[1].text = "Неизвестное число в дифференциальном уравнении";         otv[2].text = "Кулинарное изделие, приготавливаемое выпеканием";         otv[3].text = "Математическая постоянная, которая равна отношению длины окружности к ее диаметру.";         Stats[1].text = "Число π используется в математике для обозначения отношения длины окружности к ее диаметру";         trueint = 3;           if (clickedAnswer == 3)         {             StartCoroutine(waitForMagic());         }         else if (clickedAnswer == 2 || clickedAnswer == 1 || clickedAnswer == 3)         {             StartCoroutine(waitForDestroy());         }     }     private void RQ4() // Смотрите на вопрос 1.     {         quastion.text = "Что такое дискриминант?";         otv[0].text = "Все корни многочлена";         otv[1].text = "Число х в уравнении, которое нужно найти";         otv[2].text = "Соотношение сторон треугольника";         otv[3].text = "Книга, содержащая перечень слов, расположенных в определенном порядке";         Stats[1].text = "Дискриминантом многочлена называются все его корни, которые находятся в некотором расширении основного поля";         trueint = 0;           if (clickedAnswer == 0)         {             StartCoroutine(waitForMagic());         }         else if (clickedAnswer == 1 || clickedAnswer == 2 || clickedAnswer == 3)         {             StartCoroutine(waitForDestroy());         }     }     private void RQ5() // Смотрите на вопрос 1.     {         quastion.text = "Выберите формулу площади круга";         otv[0].text = "S=A*B";         otv[1].text = "S=½h(a+b)";         otv[2].text = "S=πR²";         otv[3].text = "S=½bh";         Stats[1].text = "Площадь круга высчитывается с помощью числа пи и радиуса";         trueint = 2;           if (clickedAnswer == 2)         {             StartCoroutine(waitForMagic());         }         else if (clickedAnswer == 1 || clickedAnswer == 0 || clickedAnswer == 3)         {             StartCoroutine(waitForDestroy());         }     }     private void RQ6() // Смотрите на вопрос 1.     {         quastion.text = "Как называется сторона треугольника, которая лежит напротив прямого угла?";         otv[0].text = "Гипотенуза";         otv[1].text = "Медиана";         otv[2].text = "Биссектриса";         otv[3].text = "Сказуемое";         Stats[1].text = "В геометрии много терминов, но совершенно точно сторона треугольника, которая лежит напротив прямого угла, называется гипотенузой";         trueint = 1;           if (clickedAnswer == 1)         {             StartCoroutine(waitForMagic());         }         else if (clickedAnswer == 0 || clickedAnswer == 2 || clickedAnswer == 3)         {             StartCoroutine(waitForDestroy());         }     }     private void RQ7() // Смотрите на вопрос 1.     {         quastion.text = "Выберите формулу дискриминанта";         otv[0].text = "1⅓πR³";         otv[1].text = "b²-4ac";         otv[2].text = "2+2";         otv[3].text = "ax²+bx+c";         Stats[1].text = "Дискриминант всегда вычисляется по одной формуле D =b²-4ac";         trueint = 3;           if (clickedAnswer == 3)         {             StartCoroutine(waitForMagic());         }         else if (clickedAnswer == 0 || clickedAnswer == 1 || clickedAnswer == 2)         {             StartCoroutine(waitForDestroy());         }     }     private void RQ8() // Смотрите на вопрос 1.     {         quastion.text = "Теорема Пифагора это - ";         otv[0].text = "c^2 = a^2 + b^2";         otv[1].text = "с=ab";         otv[2].text = "c^2 = a^2 + b^2";         otv[3].text = "C=A*B";         Stats[1].text = "Теорема Пифагора это - cумма квадратов длин катетов равна квадрату длины гипотенузы";         trueint = 0;           if (clickedAnswer == 0)         {             StartCoroutine(waitForMagic());         }         else if (clickedAnswer == 1 || clickedAnswer == 2 || clickedAnswer == 3)         {             StartCoroutine(waitForDestroy());         }     }     private void RQ9() // Смотрите на вопрос 1.     {         quastion.text = "Что такое косинус?";         otv[0].text = "Отношение катета, прилежащего углу, к гипотенузе";         otv[1].text = "Отношение катета, противолежащего углу, к гипотенузе";         otv[2].text = "Отношение катета, противолежащего углу, к катету, прилежащему углу";         otv[3].text = "Лицо, поступившее на военную службу по собственному желанию";         Stats[1].text = "Синус, косинус, тангенс, котангенс - это все определения соотношений составляющих прямоугольного треугольника";         trueint = 0;           if (clickedAnswer == 0)         {             StartCoroutine(waitForMagic());         }         else if (clickedAnswer == 1 || clickedAnswer == 2 || clickedAnswer == 3)         {                         StartCoroutine(waitForDestroy());         }     }     private void RQ10() // Смотрите на вопрос 1.     {         quastion.text = "Как выражается график квадратичной функции?";         otv[0].text = "Парабола";         otv[1].text = "Гипербола";         otv[2].text = "Синусоида";         otv[3].text = "Галочка";         Stats[1].text = "График квадратичной функции выражается с помощью параболы";         trueint = 0;           if (clickedAnswer == 0)         {             ended = true; // Если это последний вопрос, то = true. Если это не последний, то переставьте эту переменную на последний.             StartCoroutine(waitForMagic());         }         else if (clickedAnswer == 1 || clickedAnswer == 2 || clickedAnswer == 3)         {             StartCoroutine(waitForDestroy());         }     }     IEnumerator waitForMagic () // Корутина выигрыша.     {         btnns[0].interactable = false; // Отключить нажатие кнопки 1.         btnns[1].interactable = false; // Отключить нажатие кнопки 2.         btnns[2].interactable = false; // Отключить нажатие кнопки 3.         btnns[3].interactable = false; // Отключить нажатие кнопки 4.         trueA = true; // Если ответ правильный, то равно true.           btnnsImages[clickedAnswer].sprite = clickedotv; // Присвоить кнопке спрайт нажатой кнопки.         yield return new WaitForSeconds(3f); // Продолжить через 3 сек.         btnnsImages[clickedAnswer].overrideSprite = trueAnswer; // Присвоить кнопке спрайт правильно нажатой кнопки.         yield return new WaitForSeconds(2f); // Продолжить через 2 сек.         StatsWindow(); // Запустить функцию статистики.         StopCoroutine(waitForMagic()); // Остановить корутину выигрыша.     }     IEnumerator waitForDestroy() // Корутина проигрыша.     {         btnns[0].interactable = false; // Отключить нажатие кнопки 1.         btnns[1].interactable = false; // Отключить нажатие кнопки 2.         btnns[2].interactable = false; // Отключить нажатие кнопки 3.         btnns[3].interactable = false; // Отключить нажатие кнопки 4.         btnnsImages[clickedAnswer].sprite = clickedotv; // Присвоить кнопке спрайт нажатой кнопки.         falseA = true; // Если ответ неправильный, то равно true.         yield return new WaitForSeconds(3f); // Продолжить через 3 сек.         btnnsImages[clickedAnswer].overrideSprite = falseAnswer; // Присвоить кнопке спрайт неправильно нажатой кнопки.         btnnsImages[trueint].sprite = trueAnswer; // Присвоить спрайт кнопке, которая была правильным ответом.         if (dontlikeit == true) // Если dontlikeit = true, то:         {             Application.Quit(); // Выйти из игры. Возможна ошибка при выходе.         }         else // Иначе:         {             yield return new WaitForSeconds(3f); // Продолжить через 3 сек.             StatsWindow(); // Запустить функцию статистики.             StopCoroutine(waitForDestroy()); // Остановить корутину проигрыша.         }     }     private void overTime() // Приватная функция (overTime)     {         btnns[0].interactable = false; // Отключить нажатие кнопки 1.         btnns[1].interactable = false; // Отключить нажатие кнопки 2.         btnns[2].interactable = false; // Отключить нажатие кнопки 3.         btnns[3].interactable = false; // Отключить нажатие кнопки 4.         StatsWindow(); // Запустить функцию (Статистика)     }     private void StatsWindow() // Приватная функция (Окно статистики)     {         if (trueA == true) // Если нажат правильный ответ, то:         {             lose = false;             StatPanel.sprite = truestat;             // (Если проиграл, то равен true). В этом случае false.             Stats[0].text = "Правильный ответ"; // Присвоить тексту строку.             Stats[2].text = "Вопрос: " + wQ.ToString() + "/ 10"; // Присвоить тексту строку.           }         else if (falseA == true) // Иначе если ответ неправильный, то:         {             lose = true; // (Если проиграл, то равно true)             StatPanel.sprite = falsestat;             Stats[0].text = "Неправильный ответ"; // Присвоить тексту строку.             Stats[2].text = "Вопрос: " + wQ.ToString() + "/ 10"; // Присвоить тексту строку.             PlayerPrefs.Save(); // Сохранить изменения в сохранениях.         }         else if (trueA == false && falseA == false) // Иначе если ответ верный и неверный ответы = false, то:         {             lose = true; // (Если проиграл, то равно true)             StatPanel.sprite = falsestat;             Stats[0].text = "Закончилось время"; // Присвоить тексту строку.             Stats[1].enabled = false; // Выключаем текст с фактами о вопросе.             Stats[2].text = "Вопрос: " + wQ.ToString() + "/ 10"; // Присвоить тексту строку и число.             Stats[4].enabled = true; // Включить текст (Нажмите на розовую панель чтобы продолжить)             PlayerPrefs.Save(); // Сохранить изменения в сохранениях.         }         statsAnimation.SetTrigger("Do"); // Выбрать триггер анимации на Do. (Триггер создан в Animator)     }       public void ContinueBttn() // Публичная функция (Кнопка продолжения)     {         if (lose == false) // Если lose = false, то:         {             goFadeOut = false; // (Делать переход (из черноты) при загруженом уровне если = true).             goFadeIn = true; // (Делать переход в черноту при загрузке уровня если = true).         }         else // Иначе (Если мы проиграли)         {             Application.LoadLevel(0); // Загружаем 0 level (Меню).         }     }     private void continueLoad() // Приватная функция (Продолжить загрузку)     {         if (ended == true) // Если прошли полностью игру, то:         {             Application.LoadLevel(0); // Загружаем 0 level (Меню).             PlayerPrefs.SetString("Ended?", "Ended"); // Сохраняем строку Ended.             PlayerPrefs.Save(); // Сохранить изменения в сохранениях.         }         else // Иначе (Если не прошли)         {             wQ++; // Прибавить 1 к числу с нумерацией вопроса.             isLoaded = true; // (Если уровень загружен, то равно true.)             PlayerPrefs.SetInt("wQ", wQ); // Сохраняем число с нумерацией вопроса.             PlayerPrefs.Save(); // Сохранить изменения в сохранениях.             Application.LoadLevel(3); // Загрузить 1 level (Перезапускаем уровень с игрой для нового вопроса).         }     }     public void selectedBttn(int clickBttn) // Публичная функция (Нажатая кнопка)     {         clickedAnswer = clickBttn; // Число нажатого ответа = clickBttn.     }     public void OnClickMenu() // Публичная функция (При нажатии на кнопку в меню)     {         Application.LoadLevel(0); // Загрузить 0 level (Меню)     }     public void OnClickExit() // Публичная функция (При нажатии на выход)     {         System.Diagnostics.Process.GetCurrentProcess().Kill(); // Полностью закрываем игру.     }   }

Verified: January 2022 — TM:PE 11.5.2 / TM:PE 11.6

Notes:

  • If the error is IndexOutOfRangeException: Array index is out of range, it might be caused by Broken road assets (see that link for solutions).
  • All versions of Loading Screen Mod include Safe Mode options that can sometimes help recover from the «Array index» errors. See Loading Screen Mod section at bottom of this guide for details.

Symptom

You will see this error on-screen — either while a savegame is loading, or in-game:

  • Simulation error: Array index is out of range.

There are several variants, each caused by a different mod or sometimes broken workshop asset. You can determine which one you have by searching for the above error message in your log file and then checking what is on the next line…

Cause / Solution

There are so many differnt causes of the error that we created separate pages for most of them; click Array Index - Symptom x links, where available, for solutions to that specific error.

Array Index — Symptom 1:

  • at WG_PopOnly.CommercialBuildingAIMod ...
  • or something similar starting with at WG_
  • Symptom 1 has been fixed! Make sure you are using latest version of WG Configurable Population Modifiers mod.
  • Update November 2021: Use the Realistic Population Revisited mod instead.

Array Index — Symptom 2:

  • at PassengerTrainAI.SimulationStep ...
  • or at PassengerTrainAI.StartPathFind ...
  • or something similar starting with at PassengerTrainAI
  • or at MetroOverhaul.Detours.PassengerTrainAIDetour.StartPathFind

Array Index — Symptom 3:

  • at TransportLine.GetNextStop ...
  • followed by at BusAI.ArriveAtTarget ...

Array Index — Symptom 4:

  • at WaterSimulation.LockWaterSource ...
  • at ImprovedPublicTransport2.Detour.VehicleManagerMod.ReleaseWaterSource ...

Array Index — Symptom 5:

  • at BuildingThemes.Detour.ZoneBlockDetour ...

Array Index — Symptom 6:

  • at BuildingAI.EnsureCitizenUnits ...

Array Index — Symptom 7:

  • at CargoInfoMod.CargoData.Count ...

Array Index — Symptom 8:

  • at UnlockManager.Unlocked ...

Array Index — Symptom 9:

  • Node is not connected to segment
  • Warning #: ExtSegmentEndManager.GetIndex(#, #): Node is not connected to segment.

Array Index — Symptom 10:

  • at TerrainModify.ApplyQuad ...
  • at TerrainModify.UpdateAreaImplementation ...

Array Index — Symptom 11:

  • at TerrainManager.GetSurfaceCell ...
  • Parameter name: index followed by at System.Collections.Generic.List ...

Array Index — Symptom 12:

  • at GeneratedScrollPanel.IntializeUIAssetFilters

Array Index — Symptom 13:

  • at TransportLineAI.CheckNodePosition

Array Index — Symptom 14:

  • at EPTUI2.UITransportLineRow.Update

Array Index — Symptom 15:

  • at TransportLine.GetNextStop
  • #867: If the stack trace mentions aircraft or helicopters or blimps, it’s likely due to building a airport/helipad/depot outside of the central 25 tile area.

Array Index — Symptom 16:

  • NetManager+Data.Deserialize
  • #1195: Likely caused by outdated mods or broken road assets.
  • Use LSM «Safe Mode» (detailed further down this page) which can sometimes recover a broken save.
  • Use Compatibility Report mod which can help track dowmn broken mods and suggest better alternatives.

General Solutions

There are some other things you can try…

Checking for broken mods and assets

Use Compatibility Report mod from Steam Workshop — it can help track dowmn broken mods and suggest better alternatives.

Also, check the Steam Guide on Finding Broken and Bloated Workshop Subscriptions which can help track down other broken mods and assets.

Loading Screen Mod: Safe Mode

Some array index errors can be fixed using the «Safe Mode» options in Loading Screen Mod:

  1. Exit game to desktop
  2. Subscribe and enable Loading Screen Mod (LSM)
  3. In it’s mod options:
    • Enable the optimisation/sharing options to reduce RAM use (will make games load faster)
    • Enable the safe mode options
  4. Now load your save — LSM will do everything it can to beat those errors

In some cases it might only work once, but the error will come back on the next load. If that happens, you’ll have to try and track down what specifically is causing the error and fix it at source.

Fixed?

  • Please post details of your error on the workshop page of the mod or asset causing the problem
  • You can often get help on the official Cities: Skylines Discord server.
  • If you use More Vehicles mod please note that lots of other mods aren’t compatible as they generally hard-code the vehicle limit. The «Compatibility Report» mod will often tell you if that is the case.
    • TM:PE versions 10.21.1, 11.0 and later are all compatible with More Vehicles.
  • If you think it’s caused by TM:PE, please Report a bug (TM:PE users only, please — we can’t help debug other mods, sorry) and we’ll investigate.

Other problems? See: Troubleshooting

Overview

The game log file contains details of errors and other information that can help track down the exact cause of any problems you have with the game. When reporting bugs you should always share it.Note: This is an extension to the main Troubleshooting FAQ.

Find & Share log file

Updated: January 2020

(If you are just looking for place to share log file, scroll down to “Sharing your log file” heading for a list of sites people commonly use)

If you are having crash bugs or other errors, it helps if you share your log file so that other people can see exactly what is going on (your hardware specifications, what mods you use and full details of any errors that occur).

Without a log file all people can do is make random guesses and that will waste your time and theirs. So share the log file (find out how below)!

Note:

Each time you launch the Cities: Skylines app, the old log file is deleted and a new one is created. So please take a copy of the log file when the error occurs and share that.

Finding the log file

Windows:

<SteamFolder>SteamAppscommonCities_SkylinesCities_Dataoutput_log.txt

Tip: To open the game install folder, right click your game in the Steam library, select Properties, go to the Local Files tab and select Browse local files.

Mac OS X:

Users/<username>/Library/Logs/Unity/Player.log

Tip: Find it quickly by searching for Player.log in Finder.

Linux:

~/.config/unity3d/Colossal Order/Cities: Skylines/Player.log

Tip: To open the game install folder, right click your game in the Steam library, select Properties, go to the Local Files tab and select Browse local files.

Sharing your log file

Log files are too big for Steam, so you’ll have to upload the file somewhere else such as:

  • [link] – free, no sign-up, can handle large log files
  • [link] – fast, no sign-up required (some log files will be too large for it though)
  • [link] – bit clunky, but can handle huge files, no sign-up required
  • Google Drive[support.google.com] – requires sign-up
  • DropBox[help.dropbox.com] – requires sign-up
  • or some other proper file sharing site that can handle large text files.
  • NOT “Pastebin” (small size limit) or “Dochub” (just awful).

After uploading, make sure it’s publicly viewable, then share the “Share Link” or URL. A good place to get help is the official Cities Skylines Discord Server[discordapp.com]

Check for broken mods/assets first!

Updated: March 2020
One of the most common causes of errors (particularly Array Index and Object Reference errors) is broken mods and assets. Here’s two quick ways to tackle those problems:
[link]
[link]

DynamicHeapAllocator allocation probe 1 failed

Updated: February 2020

Game crashing while loading a save? It’s usually lack of RAM! This is by far the most common crash error for this game.

You will often see several messages like this grouped together (usually with different probe numbers and different allocation sizes):

DynamicHeapAllocator allocation probe 1 failed – Could not get memory for large allocation 43604.

Severity: Crash – You do not have enough RAM to run the game.

The game needs minimum of 8GB RAM, despite what the requirements page says, and ideally 16GB or more if you use DLCs or Workshop content.

Most operating systems can also use disk as ‘temporary’ (but really slow) RAM using a “swap file” or “page file” – increasing the size of your swap/page file will usually get the game running again.

Read the RAM, Page file, Loading Screen Mod and DLCs, Assets and Mods sections of this guide to help solve that:
[link]
Also, remove any bloated or broken assets to free up more RAM:
[link]
And kick your subscription addiction 🙂
[link]

Array index is out of range

Last checked: August 2019

Simulation error: Array index is out of range.

Severity: Severe / Crash. See this troubleshooting guide[github.com]

IndexOutOfRangeException: Array index is out of range.

Broken “Interchange” assets can cause this error. See this list[github.com]

Object reference not set to an instance of an object

Last checked: August 2019

Object reference not set to an instance of an object

Severity: Severe / Crash. See this troubleshooting guide[github.com]

Notes on following sections

I’m slowly working through this guide to update it – sections with a Last checked have been checked and updated with correct info. Everything else is possibly outdated or obsolete.

You can use Ctrl+F to search this guide (Mac users: Cmd+F). Keep your search strings short (the guide doesn’t include full stack traces, workshop IDs, asset names, etc., for sake of brevity)

If you have an error that’s not listed here, please start a new discussion in the main Steam Discussion Forum.

You can also get tech support via the official C:SL Discord chat server[discord.gg].

ArgumentNullException

Last checked: August 2019

ArgumentNullException: Argument cannot be null.

Severity: Severe / Crash – See this troubleshooting guide[github.com]

Cannot cast from source type to destination type

Last checked: August 2019

Simulation error: Cannot cast from source type to destination type at DistrictPark.GetAcademicYearProgress …

Severity: Severe / Crash. See this troubleshooting guide[github.com]

Fallback handler could not load library

Last checked: August 2019

Fallback handler could not load library <path>/data-<long_number>.dll

Severity: Harmless – this is normal part of mod loading, ignore it.

FMOD errors (audio problems)

Last checked: August 2019

Severity: Severe / Crash – See “No audio” troubleshooting guide[github.com] (“FMOD errors” section is near the end of guide).

GetColors(): format not supported

Last checked: August 2019

GetColors(): format not supported System.NotImplementedException

Severity: Severe – See this troubleshooting guide[github.com]

KeyNotFoundException

Last checked: August 2019

KeyNotFoundException: The given key was not present in the dictionary

Severity: Low – See this troubleshooting guide[github.com].

m_SteamUGCRequestMap error

Last checked: August 2019

m_SteamUGCRequestMap error: 15

Severity: Low – Indicates that C:SL couldn’t get additional information about a subscribed asset. You are either running in offline mode, or the asset no longer exists in workshop. Should not cause any issues other than lack of detail about the asset in Content Manager. Generally safe to ignore.

Non platform assembly

Last checked: August 2019

Non platform assembly: data-<long_number> (this message is harmless)

Severity: Harmless – this is normal part of mod loading, ignore it.

Steam initialization

Last checked: August 2019

Steam Initialization failed [Steam, Native – Internal]

Severity: Crash – Your steam client is likely out of date. Change content server to a differnet download region then Refresh your Steam files then exit Steam and reload it. Updated Steam client should download. If not, try this.

ColossalFramework.Steamworks.SteamInitializationException: Steam initialization has failed beyond repair or you do not own the game.

Severity: Crash – Do this. Also, if you have another copy of the C:S installed on your machine, delete it.

System.ArgumentNullException

Last checked: August 2019

System.ArgumentNullException: ” with 1 arguments.

Severity: Severe / Crash. See this troubleshooting guide[github.com]

System.Reflection.ReflectionTypeLoadException

Updated: February 2020

This can _usually_ be ignored:

TFW: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.

Many mods need to check if another mod is loaded and try and access its features for compatibility. If the other mod isn’t present, you’ll see this “error” in the log – it just means the other mod wasn’t present; it doesn’t break anything.

System.StackOverflowException

Last checked: August 2019

System.StackOverflowException

Severity: Severe / Crash. See this troubleshooting guide[github.com]

Caused by Nursing Homes for Senior Citizens mod; unsubscribe it and also any building assets that require it.

System.Xml.XmlException

Updated: February 2020

This error can usually be ignored:

System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. —> System.Xml.XmlException

It’s not known to cause any problems.

Tool Mode

Last checked: August 2019

Tool mode

Severity: Severe / Crash – Did you run the game via locale.bat or something like that? Don’t! Make sure you launch C:S via the Steam client (or whatever gaming service you use, eg. Origin) or using Cities.exe.

TrafficManager

Last checked: August 2019

Note: These errors refer to TM:PE, but they are not caused by TM:PE. It’s almost always a different mod that causes the errors.

Could not load type ‘TrafficManager.Geometry.Impl.SegmentGeometry’

Severity: Severe / Crash – See this troubleshooting guide[github.com].

FileNotFoundException: Could not load file or assembly ‘TrafficManager’

Severity: Severe / Crash – See this troubleshooting guide[github.com]

at TrafficManager.Custom.AI.CustomCommonBuildingAI.CustomSimulationStep

Severity: Severe / Crash – See this troubleshooting guide[github.com] (it’s almost always a symptom of the “Array index is out of range” error of another mod).

Graphics & Rendering Errors (d3d11, HandleD3DDeviceLost)

Last checked: August 2019

DirectX 11 error

Severity: Severe (performance loss, may cause crashes)

Note: If you get the d3d11 error your game will almost certianly crash when working with or viewing cargo train stations.

d3d11: failed to create staging 2D texture w=<width> h=<height> d3dfmt=77 [80070057]

Caused by errors in your graphics card drivers and/or DirectX 11 driver:

  • Upgrade to latest graphics card drivers direct from manufacturer website
  • If error persists, add the “-force-d3d9” launch option and then restart C:S.

Multi-threaded renderer error

Severity: Severe (significant performance loss, may cause crashes)

// multiple repeats of this… HandleD3DDeviceLost HandleD3DDeviceLost: still lost Skipped frame because GfxDevice is in invalid state (device lost) // eventually you’ll also see… HandleD3DDeviceLost HandleD3DDeviceLost: needs reset, doing it FullResetD3DDevice ResetD3DDevice dev->Reset D3Dwindow device not lost anymore

This is likely due to a multithreading incompatibility between the Unity graphics engine and your graphics card drivers or hardware. There are two potential solutions:

  • Ideal case: Upgrade to latest stable graphics card drivers direct from manufacturer website and remove the ‘-force-d3d9’ launch parameter; if this doesn’t fix the problem use safe mode…
  • Safe mode: Add the ‘-force-d3d9’ launch parameter (use DirectX 9) and also the ‘-force-gfx-st’ launch parameter to force Unity to render in a single thread (lower performance, but will fix the problem)

For information on launch parameters and how to use them, see Launch Options guide.

Workshop assets

Tip for end-users: You can identify bloaty assets (which cause lower fps and other problems) using the Mesh Info mod:

[link]
Unsubscribing bloated assets will reduce load times and improve performance in-game. Please always let the asset creator (and other end-users) know that there is an issue with the asset by commenting on their workshop page prior to unsubscribing.

Broken asset: too many vertices

Severity: High (broken asset, could cuase performance issues, broken saves or crashes)

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. <…> Mesh.uv is out of bounds. <…> Mesh.colors is out of bounds. <…> Failed setting triangles. Some indices are referencing out of bounds vertices. IndexCount: 166584, VertexCount: 0 Mesh.vertices is too large. A mesh may not have more than 65000 vertices. Mesh.normals is out of bounds. <…> Mesh.tangents is out of bounds. <…> Mesh.uv is out of bounds. <…> Mesh.colors is out of bounds. <…> Failed setting triangles. Some indices are referencing out of bounds vertices. IndexCount: 333168, VertexCount: 0

It’s not clear from log file which asset caused the error; I usually assume it’s whatever asset is mentioned immediately prior to the erorrs but this might not be the case. (@CO/Paradox – any details on this?)

System.NullReferenceException

Severity: Unknown, possibly high

System.NullReferenceException: Loading custom asset failed:[‘<asset_name>’ [CustomAssetMetaData, 082a798a36408fd943adbe9df9a56b91, in package ”<workshop_id>’ [/<path>/Steam/steamapps/workshop/content/255710/<workshop_id>/<asset_name>.crp]’ (2147090, 2048)]] [Modding]

Not sure what this means. Suggest unsubscribing the asset.

System.FormatException

Severity: Unknown, possibly high

Unsupported format [Importers, Native – Internal] System.FormatException: Loading custom asset failed:[‘<asset_name>’ [CustomAssetMetaData, 55fcb71a18d45dcc1f74d2b1ff7a2683, in package ”<workshop_id>’ [/<path>/Steam/steamapps/workshop/content/255710/<workshop_id>/<asset_name>.crp]’ (4734897, 2048)]] Invalid DDS Image: failed to load [Modding]

Not sure what this means. Seems to be common for Belgian/Dutch tenement building assets. Suggest unsubscribing the asset.

LOD missing

Severity: Medium (increased load times, glitchy LODs in-game)

LOD missing: <workshop_id>.<asset_name>_Data [Core]

The LOD was missing from the asset so the game had to auto-generate one; this increases game load times and often results in glitchy LODs in-game.

Poorly optimised LOD

Severity: Medium (performance loss)

LOD vertex count high (<num1> > <num2>): <workshop_id>.<asset_name>_Data [Core]

If the LOD is not significnatly smaller than the base model, a warning will be generated. Ideally LODs should be less than 100 triangles. Anything above 500 tris is going to cause fps drops, especially for growables.

LOD has no base

Severity: Unknown

LOD has no base: <workshop_id>.<asset_name>_Data [Core]

No idea what this means :/

XYS size doesn’t match diffuse

Severity: Unknown

XYS size doesn’t match diffuse: <workshop_id>.<asset_name>_Data [Core]

No idea what this is :/

BrokenAssetException: Private building cannot include roads or other net types

Severity: Low (asset won’t spawn in game)

BrokenAssetException: Broken assets: Custom Assets: <workshop_id>.<asset_Name>_Data: Private building cannot include roads or other net types

This is caused when a growable building (those that spawn in zones) has a road, path, pipes, powerlines or some other “net type” because they would adversly affect the surrounding area (for example, a road in the asset would cause changes to the zoning squares).

Users: Unsubscribe the asset but let the asset creator know that they have to fix their asset.

Asset creators: Don’t put roads, pipes, electricity, rail, paths or anything like that in your growables!

Unknown prefab

Severity: Low (prop or asset will be missing in-game)

Unknown prefab: <prefab_name> [Serialization]

This is most commonly caused by a) asset authors not listing props in the “Required Items” list on their workshop page or b) end-users not subscribing to props used by an asset.

Note: Sometimes the error is generated due to unsubscribed building/park/etc. assets and then loading a game that was using those assets; this can cause the dreaded “System.NullReferenceException: Object reference not set to an instance of an object” error to appear. To fix, try re-subscribing the missing assets.

When subscribing to assets via a Steam asset collection screen, users are not prompted to subscribe to required items even if the are defined for the assets being subscribed. Currently no way round this issue other than to direct end-user to the workshop asset description page where they can manually review the required items and subscribe any that are missing.

Asset authors will usually be unaware if their asset does not specify all required items (as they have the items already subscribed so won’t see the missing props).

Some props are only available to users who pre-ordered the game and got additional assets (and their props) such as botanical garden, dog shelter, etc. The most common missing props in this scenario are ‘palm01’, ‘Botanical garden fountain’ and ‘dog-park-trash-can’; widely used yet most users aren’t able to acquire the prop. CO/Paradox are considering ways to make the pre-order content available to all users, perhaps as DLC. It’s recommend asset authors limit props to those available too all users via the workshop.

No props placed

Severity: Unknown, likely low or harmless

No props placed: <workshop_id>.<asset_name>_Data [Core]

No idea what this is :/

Unsupported – SpawnPoint

Severity: Unknown, likely low

Unsupported type for deserialization: [SpawnPoint]

Not sure what this is. Seems to be a common error for rail/metro stations, airports and docks.

Texture atlas shader not found

Severity: Unknown

Seems to be common for Belgian/Dutch tenement building assets.

Unknown type

Severity: Unknown

Unkown type detected. Attempting to resolve from ” to ” [Packer – Internal] Unexpected type ” detected. No resolver handled this type. Skipping -1 bytes. [Packer – Internal]

Possibly related to or caused by the texture atlas shader not found error mentioned earlier. Possibly also results in System.IO.InvalidDataException error.

System.IO.InvalidDataException

Severity: Unknown

System.IO.InvalidDataException: Loading custom asset failed:[‘<asset_name>’ [CustomAssetMetaData, 3f8718d0bb1e142e9da729cb1397f9cb, in package ”<workshop_id>’ [/<path>/Steam/steamapps/workshop/content/255710/<workshop_id>/<asset_name>.crp]’ (8993965, 2048)]] Unknown type to deserialize [Modding]

Not sure what this is. Suggest unsubscribe asset.

Mod: Improved Assets Panel

[link]
Seems to be a generally stable and actively maintained mod which is compatible with most other mods.

Deprecated (old/broken) versions: Improved Assets Panel (by nlight).

Mod Exception error: System.TypeLoadException

Severity: Severe / Crash (main menu runs very slow at 1fps, game unplayable)

You will also see an error dialog “A Mod caused an error [ModException]” at the main menu.

System.TypeLoadException: Could not load type ‘CustomContentPanel’ from assembly ‘Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’. at ImprovedAssetsPanel.Mod.get_Name () [0x00000] in <filename unknown>:0 at ContentManagerPanel.RefreshPlugins () [0x00000] in <filename unknown>:0 ModException: A Mod caused an error

Note: This same error is also caused by the deprecated version of Improved Mods Panel mod (see next section).

Unsubscribe the old version and subscribe to the newer fixed version shown at the top of this section.

Mod Exception error: System.ArgumentException

Severity: Severe (causes error in main menu)

System.ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[ImprovedAssetsPanel.ImprovedAssetsPanel+AssetType,ColossalFramework.UI.UILabel].Add (AssetType key, ColossalFramework.UI.UILabel value) [0x00000] in <filename unknown>:0 at ImprovedAssetsPanel.ImprovedAssetsPanel.Initialize () [0x00000] in <filename unknown>:0 at ImprovedAssetsPanel.ImprovedAssetsPanel.Bootstrap () [0x00000] in <filename unknown>:0 at ImprovedAssetsPanel.Mod.get_Name () [0x00000] in <filename unknown>:0 at ContentManagerPanel.RefreshPlugins () [0x00000] in <filename unknown>:0 ModException: A Mod caused an error

This bug has been fixed, make sure you have latest version installed: Exit the game, unsubscribe the mod and then re-subscribe (make sure you use the fixed version shown at top of this section).

Mod: Improved Mods Panel

[link]
Seems to be a generally stable and actively maintained mod which is compatible with most other mods.

Deprecated (old/broken) versions: Improved Mods Panel (by nlight).

Mod Exception error: System.TypeLoadException

Severity: Severe / Crash (main menu runs very slow at 1fps, game unplayable)

You will also see an error dialog “A Mod caused an error [ModException]” at the main menu.

System.TypeLoadException: Could not load type ‘CustomContentPanel’ from assembly ‘Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’. at ImprovedModsPanel.Mod.get_Name () [0x00000] in <filename unknown>:0 at ContentManagerPanel.RefreshPlugins () [0x00000] in <filename unknown>:0 ModException: A Mod caused an error

Note: This same error is also caused by the deprecated version of Improved Assets Panel mod (see previous section).

Unsubscribe the old version and subscribe to the newer fixed version shown at the top of this section.

Mod: Lane Changer – No Left/Right Turn

This mod has been discontinued and removed form the Steam workshop.

Workshop ID: 412101021 Author: Crispy

No updates have been released, no support is provided. The mod causes game breaking problems.

Unsubscribing the mod

As the mod is no longer in the workshop, you cannot unsubscribe it from Steam app or website.

To remove, go in to C:S then Content Manager > Mods. Look for the “Lane Changer” mod and unsubscribe it.

If that fails search for the 412101021 folder via your operating system and delete it (if you installed the mod manually from a fan site, delete the folder you created while installing the mod).

Alternatives / Replacements

The following mods provide lane changer functionality: Traffic++, Traffic Manager

Broken vehicle assets

Severity: Severe / Crash (significant problems in-game, may cause crashes)

The mod updates vehicle AIs and does not reset them when returing to main menu or launching asset editor. As such it will break vehicle AIs.

End-users: You will have to unsubscribe the broken vehicle assets and ask asset creator to fix them.

Asset creators: With the lane changer mod active (so you can open and edit your asset) use V10DeleteAI mod to fix your asset then save and republish to workshop, Finally, unsubscribe the Lane Changer mod to prevent further problems.

Unable to save games

Severity: Severe / Crash (unable to save games, may cause crashes)

Cannot cast from source type to destination type. [System.InvalidCastException] System.InvalidCastException: Cannot cast from source type to destination type. at LaneChanger.LaneChangerSerializableDataExtension.OnSaveData () [0x00000] in <filename unknown>:0 at SerializableDataWrapper.OnSaveData () [0x00000] in <filename unknown>:0 at SimulationManager+Data.Serialize (ColossalFramework.IO.DataSerializer s) [0x00000] in <filename unknown>:0 at ColossalFramework.IO.DataSerializer.Serialize (System.IO.Stream stream, Mode mode, UInt32 version, IDataContainer data) [0x00000] in <filename unknown>:0 at LoadingManager+<SaveSimulationData>c__Iterator58.MoveNext () [0x00000] in <filename unknown>:0

Unsubscribe the Lane Changer mod.

Mod: No Despawn Mod

[link]
Seems to be stable and well supported, however it is incompatible with several major mods (Traffic++, Traffic Manager, etc).

Earlier versions of this mod had some issues that broke vehicle AIs in vehicle assets.

Alternate Mods: Traffic Manager, Traffic++

May cause in-game performance issues on low-end systems. May cause unknown side-effects.

Vehicle AI bug (fixed since 15th June)

Severity: Critical / Crash (unable to load saves if broken vehicle present and mod not active)

Early versions of this mod changed the vehicle AI in game, but did not reset it to default AI when returning to main menu; side effect was that any vehicle created/edited in the asset editor would be using the wrong vehicle AI.

End users: Report issues with vehicle assets to their creators.

Asset creators: See V10DeleteAI for details on how to fix the AI of your vehicle.

Mod Exception: AdjustVehicleAI

Severity: Critical / Crash (save games become unplayable)

System.NullReferenceException: Object reference not set to an instance of an object at CitiesSkylinesNoDespawnMod.LoadingExtension.AdjustVehicleAI … <stack_trace>

Any vehicle using non-standard AI will cause the mod exception (see note above on vehicle AI bug for solutions).

Mod Exception: UpdateVehicleInformation

Severity: Critical / Crash (save games become unplayable, new games will corrupt when saved)

System.NullReferenceException: Object reference not set to an instance of an object at CitiesSkylinesNoDespawnMod.LoadingExtension.UpdateVehicleInformation … <stack_trace>

Any vehicle using non-standard AI will cause the mod exception (see note above on vehicle AI bug for solutions).

Object reference not set (obsolete)

Last checked: August 2019

This section is somewhat out of date and many of the errors have been resolved over the past few years, however it might prove useful in rare cases so I’m keeping it in for now. The earlier section of same name contains more up-to-date information.

There are multiple variants of the error:

Simulation error: Object reference not set to an instance of an object Tool error: Object reference not set to an instance of an object NullReferenceException: Object reference not set to an instance of an object System.NullReferenceException: Object reference not set to an instance of an object

Hints as to which type of asset caused the problem can sometimes be determined from the stack trace that appears after the error message:

NullReferenceException: Object reference not set to an instance of an object at Building.PlayAudio … // … missing building asset; may also be caused by audio/sound mods NullReferenceException: Object reference not set to an instance of an object at BuildingManager.CalculateServiceProximity … // … missing/broken service vehicle or building; may also be caused by audio/sound mods NullReferenceException: Object reference not set to an instance of an object at BuildingManager.SampleSmoothHeight … // … missing building asset causing issues with camera height NullReferenceException: Object reference not set to an instance of an object at NetManager.UpdateColorMap … // … missing transport vehicle (bus or train usually) or broken transport route Simulation error: Object reference not set to an instance of an object at BuildingManager.SimulationStepImpl … // … missing building asset Simulation error: Object reference not set to an instance of an object at HumanAI.SimulationStep … // … possibly missing road prefab or missing residential building? Simulation error: Object reference not set to an instance of an object at ResidentAI.StartPathFind … // … missing building asset (usually residential or transport) Simulation error: Object reference not set to an instance of an object at ResidentAI.UpdateHealth … // … possibly missing residential building causing a cim to despawn? Simulation error: Object reference not set to an instance of an object MessageManager.GetRandomResidentID … // … possibly missing residential building causing a cim to despawn? Simulation error: Object reference not set to an instance of an object at NetManager.SimulationStepImpl // … missing vehicle asset (often a service vehicle) or road prefab Simulation error: Object reference not set to an instance of an object at NetSegment.UpdateStartSegments … // … missing road-prefab Simulation error: Object reference not set to an instance of an object at ZoneBlock.CalculateBlock3 … // … ? System.NullReferenceException: Object reference not set to an instance of an object at CargoTruckAI.UpdateBuildingTargetPositions … // … missing cargo vehicle asset or missing building asset (most likely industry, commercial or station) System.NullReferenceException: Object reference not set to an instance of an object at CitiesSkylinesNoDespawnMod.LoadingExtension.UpdateVehicleInformation … // … unsubscribe (not deactivate) the No Despawn Mod (workshop id: 407335588) System.NullReferenceException: Object reference not set to an instance of an object at ResidentAI.UpdateHealth … // … possibly missing residential building causing a cim to despawn? Tool error: Object reference not set to an instance of an object at BuildingManager.RayCast … // … missing road prefab or service building

NullReferenceException: Object reference not set to an instance of an object at BuildingManager.CalculateServiceProximity (Vector3 position, Single radius, System.Single[] serviceProximity, System.Single[] subServiceProximity) [0x00000] in <filename unknown>:0 at AudioManager.UpdateAmbient (.ListenerInfo listenerInfo, Single listenerHeight) [0x00000] in <filename unknown>:0 at AudioManager.PlayAudioImpl (.ListenerInfo listenerInfo) [0x00000] in <filename unknown>:0 at SimulationManagerBase`2[Manager,Properties].PlayAudio (.ListenerInfo listenerInfo) [0x00000] in <filename unknown>:0 at AudioManager.IAudibleManager.PlayAudio (.ListenerInfo listenerInfo) [0x00000] in <filename unknown>:0 at AudioManager.LateUpdate () [0x00000] in <filename unknown>:0

Unsubscribe any mods that alter the game audio (ambinet sounds, sirens, music, etc) and try again.

Sometimes this error is caused by missing service or transport building prefab; look for “Unknown prefab:” errors earlier in the log file and re-subscribe the missing asset if possible.

There are some additional things to try in the Troubleshooting FAQ.

Ошибка возникла на строках 27 и 59.

using System.Collections; using System.Collections.Generic; using UnityEngine; public class Game : MonoBehaviour { public static int gridWidth = 10; public static int gridHeight = 20; public Transform[,] grid = new Transform[gridHeight, gridWidth]; void Start () { SpawnNextFigure(); } void Update () { } public void UpdateGrid (Tetromino figure) { for (int y = 0; y < gridHeight; ++y) { for (int x = 0; x < gridWidth; ++x) { if (grid[x, y] != null) // здесь возникла ошибка { if (grid[x,y].parent == figure.transform) { grid[x, y] = null; } } } } foreach (Transform fig in figure.transform) { Vector2 pos = Round (fig.position); if (pos.y < gridHeight) { grid[(int)pos.x, (int)pos.y] = fig; } } } public Transform GetTransformAtGridPosition (Vector2 pos) { if (pos.y > gridHeight -1) { return null; } else { return grid[(int)pos.x, (int)pos.y]; // здесь возникла ошибка } } public void SpawnNextFigure () { GameObject nextFigure = (GameObject)Instantiate(Resources.Load(GetRandomFigure(), typeof(GameObject)), new Vector3(5.0f, 20,0f), Quaternion.identity); } public bool CheckIsInsideGrid (Vector2 pos) { return ((int)pos.x >= 0 && (int)pos.x < gridWidth && (int)pos.y >=0 && pos.y <gridHeight); } public Vector2 Round (Vector2 pos) { return new Vector2 (Mathf.Round(pos.x), Mathf.Round(pos.y)); } string GetRandomFigure () { int RandomFigure = Random.Range(1,8); string RandomFigureName = "Prefabs/Tetromino_CornerLeft"; switch (RandomFigure) { case 1: RandomFigureName = "Prefabs/Tetromino_Triangle"; break; case 2: RandomFigureName = "Prefabs/Tetromino_CornerLeft"; break; case 3: RandomFigureName = "Prefabs/Tetromino_CornerRight"; break; case 4: RandomFigureName = "Prefabs/Tetromino_Cube"; break; case 5: RandomFigureName = "Prefabs/Tetromino_Line"; break; case 6: RandomFigureName = "Prefabs/Tetromino_ZigzagLeft"; break; case 7: RandomFigureName = "Prefabs/Tetromino_ZigzagRight"; break; } return RandomFigureName; } }

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