ติดตั้ง Steam
เข้าสู่ระบบ
|
ภาษา
简体中文 (จีนตัวย่อ)
繁體中文 (จีนตัวเต็ม)
日本語 (ญี่ปุ่น)
한국어 (เกาหลี)
български (บัลแกเรีย)
Čeština (เช็ก)
Dansk (เดนมาร์ก)
Deutsch (เยอรมัน)
English (อังกฤษ)
Español - España (สเปน)
Español - Latinoamérica (สเปน - ลาตินอเมริกา)
Ελληνικά (กรีก)
Français (ฝรั่งเศส)
Italiano (อิตาลี)
Bahasa Indonesia (อินโดนีเซีย)
Magyar (ฮังการี)
Nederlands (ดัตช์)
Norsk (นอร์เวย์)
Polski (โปแลนด์)
Português (โปรตุเกส - โปรตุเกส)
Português - Brasil (โปรตุเกส - บราซิล)
Română (โรมาเนีย)
Русский (รัสเซีย)
Suomi (ฟินแลนด์)
Svenska (สวีเดน)
Türkçe (ตุรกี)
Tiếng Việt (เวียดนาม)
Українська (ยูเครน)
รายงานปัญหาเกี่ยวกับการแปลภาษา
Argument is out of range.
Parameter name: index [System.ArgumentOutOfRangeException]
Details:
No details
This is due to the invalid parameters in this mod's info panel.
Screenshot of the debug output:
https://drive.google.com/file/d/159eB6R4N35xdzC2KpNinnEZIxlcecceO/view?usp=share_link
Output log:
https://drive.google.com/file/d/1GBZ9NnnuYXxdL8hniEjDxf4IMKU71wWd/view?usp=share_link
I just got this error when I added a citizen into my favorites. This is the first time for me to get this issue. The mod just worked perfectly fine before.
Traffic Volume and Favorite Cims are under investigation. I got noticed, that these mods have around 40 reports about various issues, up to game-breaking.
This is compatible with the current game version.
No known issues or incompatibilities with your other mods.
Please read the description.
Looking for mods in a stable combination? Check modlist compatible with the latest software version (Hubs & Transport patch (1.16)
No gameplay issue, more immersion issue. I just decided to revert life cycle to reflect the original game classification. This it seems to be aligning with CIM favorite mod report. Other than the mass death wave, everything seems fine.
Currently I don't think there is any way to align the two mods. You will always and in any case see two different results in numerical terms related to the age of the cims. If I may ask, apart from seeing two different numbers, what problem do you encounter? I mean, they are two different mods made with two different points of view on age calculation. Having gameplay issues on the other mod?
Hmmm I see, I should just to default to the game life cycle approach? I know the life cycle mod does allow configuration. Whether I can make similar to that of your configuration is the question. Or should I revert back to the game life cycle base configuration?
Hi, I understand wanting to have consistent data across multiple mods, the point is that the legit calculation that is done in the lifecycle mod is very simplistic and from my point of view not very credible. However, in Fav Cims, from Sunset Harbor onwards, the max age of cims has been changed and I updated the mod in its time.
(It should go from 0 to 400, which converted with my formula becomes real age from 0 to 114).
I don't know if there have been other changes in the meantime.
That said, there is no feature in my mod that affects gameplay.
Sure, I could put a config to let the user decide how the age of the cims should be calculated and displayed but unfortunately I don't have much time for it at the moment.
Also, as I said, in Fav Cims it would only be an aesthetic modification of the age calculation.
There is however one thing that all methods of calculating age have in common, and that is the age range. (Child, young adult, etc...) It is the same in both methods.
What is the best approach of using this game with Lifecycle balance mod? Your mod only report the base game age cycle pace. While the other mod use it's own age life pace. Is there a way to make them see eye to eye?
Keep trying your mods. Favorite Cims is a read only mod and can't be the reason of your problem. Doesn't interact with the pause of the game or any other mechanics.
I was using another mod to track citizens, and it could put little blue pins like when you click "folloe" on them, but it was permanent so you always had track of the favourite cims and where were they at any moment without accesing the menu, it happened to have a brutal impact on FPS so i subbed to this mod instead. Pretty amazed with all the info Favourite Cims provide!
I'd like to know if the blue pin feature is easy to implement? or do you think it was the reason of the FPS drops.
Thank you again
Fixed for the new Plazas & Promenades DLC.
Exactly. The *developers* constantly make deprecating changes to the public interface to the base game, thereby breaking any number of mods and assets.
Does anyone else have the mod not working?
And also because I wrote the mod about 6 years ago, maybe now is not a problem.
These limits are visual only, the people beyond this limit are inside the building, they just aren't visualized.
It is not an incompatibility problem.
The ideal would be to put everything customizable through options but I don't have much time lately :(
These are currently the imposed limits if i remember correctly :
Houses : 26 Households (26x5 = max 130 citizens for building).
Other Buildings : 20x5 Guests + 20x5 Workers (max 200 citizens)
Public transport vehicles : 20x5 (max 100 for wagon / carriage)
Hi, it's not a bug caused by favorite cims, as you can see for example here https://www.reddit.com/r/CitiesSkylines/comments/8abl0p/the_text_on_my_road_names_is_suddenly_in/
The screen author doesn't have the favorite mod cims active and has the problem. I did a little research to find out more and found some threads where sadly there is no specific solution.
Some argue that it is a vanilla game problem, others that it could be a memory problem related to too many mods, still others a glitch in loading the game.
If you ever had to read, I respect the things you did for Cities Skylines, but I don't understand how the different age calculation causes problems with Darkangel mods. It's just a number shown in a label, at most it will be different from the "obvious" one. It certainly doesn't cause problems for other mods. Anyway, no problem, just ask you to avoid making other people's mods look guilty for issues that aren't directly related to it. Thanks.