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Deleting, upgrading, or otherwise updating a road makes vehicles despawn instead of recalculating their route #218
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Was this outside the central 25 tiles are of the map? |
No, this occurs within the central 25 tiles for me. I should add that the repro in the gif was done with only Network Extensions, TM:PE Labs version 1.10.16, and 81 tiles enabled. |
Savegame... TMPE version: Labs version 1.10.16 @22Pilots Could you also send us your log file so we can see if there's any errors, etc? |
Here you go: |
Mods:
Edit: Mods listed in second log file...
|
The first thing I've seen yesterday after loading that save was that vehicles gets confused while entering the parking using first entrance. |
Disregard that last output log file, I had a brain fart and didn't bother to grab it from the repro environment. Here's the fixed version: |
@22Pilots : While I don't think the following is causing the issue, some of your mods are obsolete or replaced by better alternatives. You are using outdated Roads United Core: https://steamcommunity.com/sharedfiles/filedetails/?id=726005715
Network Nodes Experimental is broken and causes phantom nodes and other strangeness. https://steamcommunity.com/sharedfiles/filedetails/?id=658653260
No pillars can also cause some strangeness: https://steamcommunity.com/sharedfiles/filedetails/?id=463845891
Automatic Emptying Extended is obsolete: https://steamcommunity.com/sharedfiles/filedetails/?id=686588890
More Beautification causes lag when opening build menus: https://steamcommunity.com/sharedfiles/filedetails/?id=505480567
CSL Show More Limits is somewhat old mod: https://steamcommunity.com/sharedfiles/filedetails/?id=531738447
Also, completely unsubscribe any mods you don't use as sometimes they still change game code even when not enabled. |
I think I found possible cause of issue. I haven't checked how to fix that yet but for now set Vehicle restrictions aggression to Low to be able play normally |
Awesome, I'll be sure to test this later. I had no idea just how many of those mods had updated replacements! |
Wild 😂 Nothing a little lane assignment can't fix! |
Confirmed: I added a lane connection (btw you have wayyy too many xD) on the 4-lane one-way and vehicles start to disappear. |
Have you disabled and re-enabled the Parking AI recently? Almost all cims/cars want to park at those large parking lots in order to get to your zoo (probably by taking the bus). The problem is, I see that they do not know anymore why they want to park there (Parking AI keeps track of the "why"). If you disabled the Parking AI, the "why" information is lost - that means cars still drive towards the parking lot (a custom via point) but then forget what their original target is. If route recalculation is enforced while they are directed towards a via point (such as a parking lot) and Parking AI detects an invalid state (e.g. it does not know where to send them next), things become problematic. While Parking AI should be able to recover from such situations this might explain the despawn. Anyway, I cleared all traffic and let the simulation run until cars appeared again on the 4-lane one-way: When I now force route recalculation now (e.g. by adding a lane connection) cars still despawn. (reason: see my next comment) |
Oh... Good to know 😃 |
I had disabled and reenabled the parking AI in response to vehicles disappearing, not prior to vehicles beginning to disappear. |
Yes, even after making sure that the Parking AI has every information it needs they still despawn after a road network modification and route recalculation. The main problem is that the Parking AI was never designed for situations where the target is not reachable by car at all. Some distantly related issue: #143 |
Ah I see, that makes more sense. I left that connection there to act as an access road for maintenance and emergency vehicles. Would deleting the access road force the parking AI to recognize the transit option as it's only route or would it still trigger issues? |
If you delete the access road you will get problems with city services (police, garbage, etc.). There is no free lunch I guess :-) I will investigate why path calculation fails and try to solve it. |
Providing the park with it's own isolated services would in theory get around that I'd assume, albeit not particularly realistically but I suppose it beats the current issue! |
This won't work. You will get service problems anyway because the game will try to assign city-wide service tasks to your isolated service buildings which they cannot fulfill. For example, you will see things like service vehicles counters hopping from 0/20 to 1/20 and back to 0/20 and residential zones complaining about missing services. |
I see, so much for that. Looking forward to whatever fixes you can come up with then! |
Interesting, I think I clipped the monorail track over the corner of the House of Horrors building, I wonder if the game somehow considered it blocked because of that? |
Also referencing #47 |
#218: Parking AI despawns vehicles
This is the same issue as issue #86 which was thought solved with Labs version 1.10.16. When you make any kind of adjustment to a roadway segment that would force a vehicle to recalculate its route, the vehicle will instead despawn upon reaching the adjusted segment. To make matters stranger, the issue only seems to occur in certain areas or scenarios for me. In my case, making changes to any road in a transit / parking lot complex for an amusement park triggers this bug.
Traffic eventually normalizes after all the vehicles that existed at the time of the change get filtered out or you use the 'Clear Traffic' button.
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