Cities: Skylines

Cities: Skylines

Tree Control 1.0.1
874 Comments
algernon  [author] 13 Oct @ 3:28pm 
@Wind of Changes This mod's automatic recovery functionality is always active, and can't be toggled; when it finds corrupted/invalid data in your save it does its best to recover. In your case, unfortunately, it looks as though your save is corrupted to the point where it can't be continued.

All the other issues you're describing are reinforcing that your save is corrupt, unfortunately. I don't think there can be anything done about it at this point.
Wind of Changes 13 Oct @ 6:22am 
I keep investigating and deleted one of the outside connections. After that the savegame CAN be resaved and working, but some problem still remains cuz it can't be loaded without Tree Control. If I unsub I get array index error.
Wind of Changes 13 Oct @ 4:31am 
I also noticed this strange thing: enable anarchy on load is off in options and on loading I set Delete trees under buildings and networks but after loading there are a lot of trees right on the roads. How can I delete trees under networks and buildings?
Wind of Changes 12 Oct @ 5:12am 
It's strange. It said it is safe to unsubscribe but if I unsub all the saves except for old ones become unloadable. And only old saves can be loaded without this mod.
Wind of Changes 12 Oct @ 5:06am 
"that can at least be partially recovered by this mod's automatic recovery functionality"
How can I recover? toggling Ignore checkbox doesn't help.
Wind of Changes 12 Oct @ 5:05am 
I guess I never used tree anarchy mod on that city cuz it's obsolete and I used this mod instead. But I'm not sure - it's half a year maybe.
Wind of Changes 12 Oct @ 5:01am 
Without this mod: 1. I load safe gamedata, 2. resave it 3. load the last save ok.
With this mod: 1. load safe game 2. either I can't resave or after resaving and reloading the new savedata is unloadable.
Que lagrima( I liked this mod((
algernon  [author] 12 Oct @ 4:44am 
@Wind of Changes Please don't bother posting log extracts here; they're meaningless without the rest of the log.

It sounds as though you have a systematic issue with that series of saves that can at least be partially recovered by this mod's automatic recovery functionality. Did you ever use the Tree Anarchy mod on that city?
Wind of Changes 12 Oct @ 4:21am 
That's what it shows when I'm trying to save:
System.Exception: Too long array!
at ColossalFramework.IO.DataSerializer.WriteByteArray (System.Byte[] value) [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__IteratorC.MoveNext () [0x00000] in <filename unknown>:0

I got a lot of saves which is corrupted and if they load - they can't be saved. If I unsub from this mod these files become unloadable. If subscribe - I do can load but when saving it shows this error - Too long array.
Wind of Changes 12 Oct @ 2:55am 
Missing assets. Just props, nothing special.
algernon  [author] 12 Oct @ 12:04am 
@Wind of Changes That likely indicates an issue with your previous save. It's possible it's an asset - does your Loading Screen Mod report show any asset errors?
Wind of Changes 11 Oct @ 10:45pm 
@algernon In a new test city everything goes well.
algernon  [author] 9 Oct @ 4:32pm 
@Wind of Changes If you start a new test city, does the problem reoccur with that?
Wind of Changes 9 Oct @ 4:23pm 
Yes I can load earlier save but after resaving it becomes unloadable again. I guess the problem is in saving maybe.
algernon  [author] 9 Oct @ 3:00pm 
@Wind of Changes Got it - but I'm afraid its not looking good. The issue is nothing to do with this mod, but you've got corrupted data in your savegame, which means it isn't loading properly (and that in turn is causing other mods, like this one, to fail).

Can you load an earlier backup without issue?
Wind of Changes 9 Oct @ 5:28am 
Dropbox is not working if you click the link. Copy and paste in a browser opens output_log.
algernon  [author] 8 Oct @ 3:26pm 
@Wind of Changes Looks like steam is blocking your links; try a different hosting site (DropBox, paste.ee or ufile.io seem to be the most reliable).
Wind of Changes 8 Oct @ 7:38am 
Cleaned cache, deleted everything in AppData
Wind of Changes 8 Oct @ 7:37am 
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algernon  [author] 7 Oct @ 2:36pm 
@Wind of Changes No idea without seeing your full output log .
Wind of Changes 7 Oct @ 9:16am 
Tree Control - Simulation failed - Array index is out of range.
Can't load my save. What could I do to fix it?
BluePaintball 29 Sep @ 9:10pm 
Got it, I will later test it and let you know, thanks, man
algernon  [author] 29 Sep @ 1:06am 
@BluePaintball A lot of those are not editor-safe. Again, most mods AREN'T editor-safe.

You should NOT be using the same mods in the editor that you use for playing the game.
BluePaintball 28 Sep @ 5:05pm 
Perhaps I enabled too many mods?

ACME
Advanced vehicle options
Big city (25 tile)
BOB
Custom effect loader
Find it!
Harmony 2.2.2-0
Hide it!
LSM
Lumina
ModTools
Move it!
Patch loader mod v2.2.0
PLay it!
Realtime
Render it!
RICO revisited 2.5.6
Skip intro
Skyve
Surface painter
visibility control
Prop control 1.0.1
unlimited money (vanilla)
unlock all (vanilla)

and Tree control
algernon  [author] 28 Sep @ 4:07pm 
@BluePaintball And you've made sure that ALL your mods that you're using in the asset editor are editor-safe (most mods AREN'T safe for use in the editor)?
algernon  [author] 28 Sep @ 4:06pm 
@Zuel You've stated that you're sure it's this mod, but what you've posted doesn't show that. Please share the FULL methodology and logs that you used to come to this conclusion.
BluePaintball 28 Sep @ 10:32am 
I tried, and it doesn't seem to have an effect in the asset editor
Zuel 28 Sep @ 7:56am 
@algernon Sorry for not sharing the complete output but reading the output I am extremely sure it's caused by Tree Control
98,547ms | Tree Control: expanded data CustomDeserialize.
98,547ms | Tree Control: found expanded tree data.
98,549ms | Tree Control: found extended data version 0.
98,549ms | Tree Control: reading expanded tree data length 1310720.
99,153ms | Starter.Awake() called.
99,406ms | Tree Control: creating tree scaling data array of size 2097152.
99,409ms | Tree Control: creating new anarchy flag data array of size 32768.
99,410ms | Tree Control: found anarchy flags.
99,410ms | Tree Control: deserializing tree anarchy data.
99,411ms | Tree Control: found scaling data.
99,412ms | Tree Control: deserializing tree scaling data.
99,461ms | Tree Control: found snapping data.
99,462ms | Tree Control: deserializing tree snapping data.
99,491ms | Simulation error: Array index is out of range.
The rest are same the output I posted previously
algernon  [author] 28 Sep @ 12:03am 
@BluePaintball Have you enabled tree snapping?
BluePaintball 27 Sep @ 10:47pm 
Btw, I found that there's no issue in-game, but doesn't work in the asset editor
BluePaintball 27 Sep @ 10:37pm 
How do you disable trees from being forced to follow terrain? Changing height with Move it does not work; it always resets to 60. I'm having trouble trying to place trees on the roof of a building.
algernon  [author] 27 Sep @ 8:59pm 
@Zuel First of all, can you share your methodology and stacktraces from where you identified this mod as the issue?
Zuel 27 Sep @ 6:18pm 
Thank you
Zuel 27 Sep @ 5:23pm 
I literally removed all the trees in game saved 3 new saves and none of them are loading I will share you both the log file and save files

log files
https://we.tl/t-o68tMiVkZ0

save files:
https://we.tl/t-MHHUMOXfpI

Note: DakotaFalls_7 is the only save file that is loading
DataFalls_ImmediateResave file is saved immediately after loading DakotaFalls_7
The other two files are the save after I removed all the trees
Zuel 27 Sep @ 4:17pm 
https://we.tl/t-O6tLpAvK4o

Only DakotaFalls_7 loads successfully, all 3 other saves are corrupted, I only added a few buildings and roads between the saves, I did not plant any more trees
Zuel 27 Sep @ 4:13pm 
I can share the 2 save games if you want
Zuel 27 Sep @ 3:33pm 
So apparently when I save a game there's a change that I can't open it again
I identified the cause of issues and it's directly related to this mod

This is the log message new save which I can't load:
Simulation error: Array index is out of range.
at (wrapper dynamic-method) TreeManager/Data.TreeManager+Data.Deserialize_Patch0 (TreeManager/Data,ColossalFramework.IO.DataSerializer) <0x005d4>
at ColossalFramework.IO.DataSerializer.Deserialize<SimulationManager/Data> (System.IO.Stream,ColossalFramework.IO.DataSerializer/Mode,ColossalFramework.IO.DataSerializer/LegacyResolverHandler) <0x00134>
at ColossalFramework.IO.DataSerializer.Deserialize<SimulationManager/Data> (System.IO.Stream,ColossalFramework.IO.DataSerializer/Mode) <0x0004b>
at LoadingManager/<LoadSimulationData>c__IteratorB.MoveNext () <0x007cc>
at AsyncTask.Execute () <0x000a8>
[Core]


Please help me identify the cause of the errors
algernon  [author] 17 Sep @ 5:10am 
@PagP Okay,that's better. You've got a few mods patching networks and collisions there, which is going to cause some issues when in conjunction with the legacy tree mod data in your save. I'm assuming that you're not willing to forego those mods, so the best option will be to manually fix - use Move It's marquee selection to select all roads (and only networks), then page up/page down (or undo) to force a reapplication of hiding. Does that help?

BTW, it's best to delete trees under networks instead of just hiding them. Hidden trees still take up network and graphics processing time.
PagP 17 Sep @ 12:34am 
@algernon I might have changed the load settings to see if it does any different, but nothing has changed so far to no avail, and the output_log might have had the load setting be on default, which was on unchanged.

Here's an output log that has the setting on hide
https://ufile.io/9elqa473
algernon  [author] 16 Sep @ 3:30pm 
@PagP That log shows that you didn't have any hide-on-load option activated, which with old mod data would leave them showing.
PagP 16 Sep @ 10:04am 
And then replaced them both with Prop Control and Tree Control.
My workshop collection was a bit outdated as I had not played CSL in a long time, and Skyve was a pretty new thing to me that I only just discovered recently, when I already was in the middle of a new save, thus I followed it's compatibility reports and replaced depracated mods mentioned above with both Prop Control and Tree Control. I have now reverted them back to the old mods.

Heres my log file before I reverted them back:
https://ufile.io/qlya9sow
PagP 16 Sep @ 10:04am 
Hello, I am having an issue with replacing the mods mid-save. Trees over networks and buildings on load are still appearing, despite having the option to hide them having been turned on. Turning collision on via Network Anarchy then nudging roads via Move It does make the trees disappear again, yet the save was already a huge city and I really dont want to manually move each road just to make the trees disappear again.

The mods that I replaced before were the following:
- Prop and Tree Anarchy
- Tree Snapping
- Unlimited Trees
- Random Tree Rotation
fioxsurngminecraft 2 Sep @ 12:33pm 
Hello, I downloaded the tree control mod and the move it mod, but I can't find it ig, how does it work please?
fioxsurngminecraft 1 Sep @ 9:13am 
Hello, I downloaded the mod, but I can't find it ig, how does it work please?
algernon  [author] 25 Aug @ 9:35pm 
@westnik That's the game's inbuilt 'change trees on roads' tool being "helpful". The BOB mod has an option to disable that behavior.
westnik 25 Aug @ 1:24pm 
I’m trying to troubleshoot an issue — for some reason, I can’t place individual trees on roads. If I use the line tool it works fine, but when I try to place a single tree I keep getting the message “cannot upgrade to this type”, as if I were trying to upgrade the road instead of placing a tree. I haven’t seen anyone else mention this problem, and it feels like Tree Anarchy is permanently switched off. Has anyone experienced something similar?
algernon  [author] 18 Aug @ 12:56am 
@CreatorOfWorlds Done, as best I can within the strict limitations of what I can do with the description.
CreatorOfWorlds 17 Aug @ 8:58pm 
Thank you for the info.
Could it perhaps be mentioned in the mod text above that it needs a restart of the game to take effect