Cities: Skylines

Cities: Skylines

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Check Road Access for Growables
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11 Apr, 2021 @ 12:02pm
5 Jun, 2023 @ 7:50am
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Check Road Access for Growables

Description
Gives you immediate feedback once growables lose road connection.
This helps you find the cause for service vehicle "flickering" when service buildings stop functioning because they can't send out service vehicles.



⠀⠀⠀⠀⠀⠀⠀⠀[discord.gg][github.com]

Maybe not for you!
In case you don't use "MoveIt", "Plop the Growables", "RICO" or something similar, this mod is probably not for you. Then again, who does not use MoveIt, you are really missing out?

Long Description
This mod is part of a bigger solution to fix the issue when some service vehicles refuse to leave the building and effectively stop to function while blocking other service building from taking over. As a symptom you'll see the service vehicle numbers flicker in the building tooltip.
This can cause a total breakdown of whole districts while making it difficult for the player to see the reason.
The actual cause is that the game can't determine a path from the service building the target building.
This can have two reasons.

1. The service or the destination building does not have road access. This is handled by default with a method that check if a ploppable building has road access. This is done during plopping and for all buildings in proximity if you modify the road. Growables on the other hand don't have this method since they are tied to the grid which itself is tied to the road. In normal non modded gameplay you will therefore only ever run into the issue if you plopp freely and provide no road or if you demolish a road that provides to road access to a plopped building. In all cases the game will mark the building with a "No Road Access" problem icon.

2. Both the service building and the destination building have road access but no valid path between the two exists.
This is not in the scope of this mod.

Mods change that situation though.
MoveIt allows you to move buildings and roads freely.
Plop the Growables, Building Anarchy and friends allow growables to be placed outside of the regular zone grid constraints and stay there.
RICO allows you to convert ploppables to behave like growables in certain ways.
TM:PE affects pathfinding and everything else that happens on the road.

Solution
1. I provided a minor adjustment to MoveIt which is now part of the released version and forces a recheck of road access if buildings are moved. This fixes the issue for ploppables when you move them around since you will immediatelly get the "No Road Access" icon when you disrupt the road access.

2. This mod extends the same mechanism the game uses for ploppables to growables.
Moving growables or roads that are connected to growables too far away will now also immediately give you the "No Road Access" icon so that you can see and fix the issue.

For existing savegames there is a button in the options menu to trigger a recheck for all buildings (ploppables and growables). This is normally only interesting to do once for each savegame. After you have found and fixed the issues the change to MoveIt should be enough to take you from there.

Performance
The performance impact of this mod is almost zero.

Info
Mod Version: 1.3.3

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Popular Discussions View All (1)
3
13 Apr, 2021 @ 12:13pm
first impressions
BucketBrain
104 Comments
egi  [author] 2 Dec, 2023 @ 12:36pm 
@Toddy you are welcome :)
Toddy 28 Nov, 2023 @ 11:02pm 
FYI your donations link on this page isn't working - I was gonna send you a coffee in return for you curing my headaches :)
egi  [author] 31 Jul, 2023 @ 1:14pm 
@CreatorOfWorlds why not try it out? :P you can remove it without issues. It does not put anything into the savegame. I don't know the answer though, it depends on the asset.
CreatorOfWorlds 31 Jul, 2023 @ 12:23am 
I had this issue where i used move it to move a park entrance just very slightly. But then pedestrians would not use it.
Would this mod have warned me in this case?
egi  [author] 5 Jun, 2023 @ 7:52am 
@didithitamo yes it was, but I updated it anyway :)
helist 18 Mar, 2023 @ 12:03am 
is this working with the latest version of the game?
Darkangel 13 Feb, 2023 @ 12:18am 
I wonder whether it solves the dreaded bank trucks circling around the ship cargos trying to travel to a remote cut off island with a pedestrian point.
StayHungryStayFoolish 26 Nov, 2022 @ 11:43am 
@Wilde Hilde make sure that you have the latest version of this mod. It had an update solving this issue and it is working for me. So it is likely that you use an older version of this mod.
Wilde Hilde 26 Nov, 2022 @ 9:27am 
after the last game update, all buildings arround cul de sacs have no road connection all over the map. i replaced the buildings and placed it new but not fixing this issue. what i am doing wrong?
Cul de sacs are created with normal roads and edited with Node Controller
Any Solution for this Situation?
egi  [author] 2 Nov, 2022 @ 2:26pm 
xD glad you sorted it out.