Cities: Skylines

Cities: Skylines

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More PathUnits 1.1.2
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6 Jan, 2022 @ 5:58pm
20 Sep, 2023 @ 5:19pm
9 Change Notes ( view )

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More PathUnits 1.1.2

Description


Doubles the number of PathUnits (used for vehicle and citizen instance pathfinding) available in the game (from 262,144 to 524,288).

Just enable and start a new game, lor load an existing one - no other steps are needed.

IMPORTANT NOTE

It's like using any other limit increasing mod (More Vehicles, More CitizenUnits, etc.) - saves made with this mod active WILL NOT BE RELOADABLE WITHOUT IT.

THIS IS NOT SOMETHING THAT CAN BE UNDONE. FUNDAMENTALLY. Once you've got a quart, there's just no way of fitting it back into a pint pot.

Remember: backups are your friend!

IMPORTANT: AFTER FIRST ENABLING THIS MOD, RESTART THE GAME BEFORE LOADING ANY SAVES/STARTING A NEW CITY
Otherwise you'll probably get 'Array index out of bounds' errors if you use TM:PE (which you almost certainly are).

Mod compatibility



There are currently no known incompatible mods. Note - this does not mean that they don't exist, just that if they do, they haven't been discovered yet!

Specifially compatible with TM:PE.

What are PathUnits?
PathUnits are the game's internal data structure for performing pathfinding (getting from A to B). Getting a single vehicle (or citizen) from its origin to its destination will require a number of PathUnits (depending on the length of the required route).

What happens when the game reaches the PathUnit limit?
Unfortunately, unlike some of the other limits, the game doesn't notify you when you've reached the PathUnit limit. A lack of PathUnits means that the game can't direct vehicles or citizens to their destinations; public transport stops working, city services (including fire engines!) can't spawn properly, and cargo deliveries stop happening. By the time you've noticed you've probably got multiple abandoned buildings.

Stuck cims and vehicles
Sometimes in the game, cims and vehicles can stometimes become 'stuck', and start spamming pathfinding requests, which uses up a lot of PathUnits.

TM:PE includes a function (under the 'Maintenance' settings) to reset stuck cims and vehicles; if you're seeing very high PathUnit usage, doing this is worth a try.

Performance impact
Care has been taken to minimise performance impact; there should be no noticeable performance impact from the mod itself. Naturally, if there are more PathUnits in operation, there may be more pathfinding activity going on, which will have it's own performance impact - but that's not the mod, it's just the game doing more work now that it can.

It's a bit like the Realistic Population 2 mod - there's no performance impact from the mod itself, but if the mod is giving you a bigger city with more citizens, then naturally things will run a little slower than before....

Modders
Please don't assume fixed array sizes in your mods; for PathUnits, don't use hardocded array sizes (including using PathManager.MAX_PATHUNIT_COUNT). Instead, check array sizes at runtime with Singleton<PathManager>.instance.m_paths.m_size. This is especially important when copy-pasting decompiled game code.



Meta
As above - permanently changes the savefile. Saves made with this mod will not be readable without it.

This mod uses Harmony[github.com] version 2.2 by Andreas Pardeike via the Cities Harmony mod by boformer.


Source code
[github.com].


Translations
[crowdin.com].
Please leave a message below if you'd like me to add another language on CrowdIn.


[ko-fi.com]
440 Comments
hanwhdqja 19 Feb @ 1:17am 
Hello! I really appreciate your More Path Units and More Citizen Units mods.
Would it be possible to create a mod that increases all object limits in Cities: Skylines,
including Net Nodes, Segments, Vehicles, Buildings, and Props?

If possible, it would be great to have a customizable slider to adjust limits manually.
Many players would find this helpful for large-scale city building.
Thank you for your amazing work:steamthumbsup:
garlik 22 Jan @ 9:48pm 
@algernon Perfect, in that case I’ll keep investigating:) Thank you for the prompt response!
algernon  [author] 22 Jan @ 4:18pm 
@garlik This mod doesn't do anything than change the PathUnit capacity, and I've just tested and confirmed that it has no effect on police cars, crime, healthcare, or fire hazard.

If you are experiencing issues, then statistically the most likely culprit is a conflicting mod, most likely one that doesn't recognize the expanded PathUnit buffer.
garlik 22 Jan @ 10:24am 
Ok, so this is kinda strange, but somehow this Mod seems to have broken the game mechanics. After downloading and installing the Mod, I noticed a sudden uptick in crime wave (from 1% to 30%). I did some digging and found that police cars either don’t clear crimes, or when a crime is cleared, it immediately resurfaces. Then, I verified that healthcare and fire hazard had also been affected.

Iwent back to the original file, and disabled the Paths Mod, and the game returned back to normal, without any glitches. I am not sure what caused this issue or how to fix it—I’m not an IT-able guy—but for now I had to give up on my current city until I, or rather some other mastermind, figures it out :)
algernon  [author] 14 Dec, 2024 @ 11:16pm 
@Woober See the description above under ' IMPORTANT NOTE '.
Woober 14 Dec, 2024 @ 9:25pm 
how to uninstall
algernon  [author] 27 Oct, 2024 @ 3:58pm 
@LynxOne ⁆₷ΛÐ_ȽϔȠχ⁅ Please provide the exact text when you next encounter the error, and also share your output log from immediately after it happening.
LynxOne ⁆₷ΛÐ_ȽϔȠχ⁅ 27 Oct, 2024 @ 2:21pm 
I don't get this message about path limit immediately after loading, but at some random time after starting the game, although I have this modification and it is active.

I also used the modification that increases the number of transport, but after some time after receiving the message about the limit of tracks, I begin to observe that trains are running with 3 cars or without them at all.
algernon  [author] 26 Oct, 2024 @ 4:37pm 
@LynxOne ⁆₷ΛÐ_ȽϔȠχ⁅ Trains with no carriages aren't anything to do with pathfinding; that's a vehicle limit issue, not a pathunit issue.

What is the exact text of the messages that you're getting?
LynxOne ⁆₷ΛÐ_ȽϔȠχ⁅ 26 Oct, 2024 @ 2:29am 
seems doesn't work 4 me

loading amd reloading ant then i get messages that I'm on limit of pathfinding.

it is funny when there is train with no carriages