Cities: Skylines

Cities: Skylines

Advanced Vehicle Options
1.633 comentarios
Tim  [autor] hace 5 horas 
@Volvo - can you check, what the Service Building shows you here in the Vehicle Selector dropdown ? If it shows "Random", set to some other Taxi asset vehicle you may have or shows here. If "Random" is not selected, it will spawn any of the other cars. If no vehicle is in the list, recheck the settings of AVO, if these are still disabled. You can download any other Taxi vehicle asset from the Workshop which will be enabled by default.

https://github.com/CityGecko/CS-AdvancedVehicleOptions/wiki/00-FAQ-and-Troubleshooting#04-city-service-buildings-only-spawn-vanilla-vehicles

However as said, if you have reset everything as per guidance below, no vehicle is disabled and all settings for any vehicle asset are defaulted to the assets designers values.
Volvo 27 NOV a las 15:11 
i got 11 Taxi Depots and 13 Taxi Stands Across the city And No Other Mod that Conflicts with Transportation Except TM:PE.
Tim  [autor] 27 NOV a las 10:56 
@Volvo - too bad, but then it is not related to AVO, the reset functions restore everything back to game base standard. Do you have any other mod running, which deals with Public Transport oder Vehicle Selectors ? Is there a Taxi depot built and available taxis ? Some taxi go outside the city, then you do not see those in your city.
Volvo 26 NOV a las 15:24 
I did this once and did it again now, still. No Taxi's.
Tim  [autor] 26 NOV a las 11:47 
@Volvo - Set the game in the game options to "Pause at Start". When savegame is loaded, do not start the simulation, but open AVO. Now llocate the "Vehicle Configuration" options in the lower left. Click to "Reset all" and confirm. Next click to right side of "Vehicle Options". Click Removed Driving and Remove Parked while holding SHIFT.

First will reset all vehicle car data to default values of the game, second will remove all vehicles in the game, so that only cars with defaults will spawn.

Unfortunately you have not told us, what you did before, so I suggest full reset of any vehicle data.

https://github.com/CityGecko/CS-AdvancedVehicleOptions/wiki/02-General-Overview
patrioticparadox 24 NOV a las 16:36 
NO, IT DIDN'T. YOU DID THAT YOURSELF. PLEASE STOP YELLING. yOULoOksILLy
Volvo 24 NOV a las 16:35 
THIS MOD PERMENTLY RUINED MY TAXI'S SPAWN I CANT FIX IT WHYYYYYYYYYYYYYYYYYY
ApollonDriver 2 NOV a las 9:57 
@patriotic I find 0.5 or 0.3 to be a good setting. If you want ultra realism it's 0.3, if you want cars to tilt a little but not comically, 0.5 is good.
Tim  [autor] 2 NOV a las 6:34 
@patrioticparadox - unfortunately there is no clear reference on lean/nod. Then I used these values in my games, I always check for the individual vehicle, how hard it turns in a curve, when turning. Based on this I carefully changed the values until it stopped "waggle" around a corner. I also noted, that the behavior is different between assets.
patrioticparadox 1 NOV a las 17:56 
@Tim are you aware of any reference for the lean/nod setting? I've wanted to tweak these for a long time but haven't found good information on adjusting them.
ApollonDriver 1 NOV a las 14:40 
Any problems you people experience are caused by you only, this works with no issues for years now
Tim  [autor] 23 OCT a las 10:42 
@AntsLoverForever - you need to have at least one vehicle active in every section. Especially in the section Citizen there is this "Personal Ride", the Electric Car and the Sedan, which must have an identical replacement. If you deactivate the vanilla Electric Car, you need another Electric Car, e.g. some asset like a Tesla model active, and this asset must be configured by the asset author as an Electric Car.

The error message comes from the game, which tries to spawn a vehicle, but not finding a proper type active. This is not related to AVO, but internal game mechanics.
AntsLoverForever 13 OCT a las 12:11 
It's annoying because I'm making an Argentine town and I've never seen one of those in real life.
AntsLoverForever 13 OCT a las 12:10 
i discovered what that error appear when y delete a personal electric transport ride
AntsLoverForever 13 OCT a las 9:01 
it dont work
AntsLoverForever 12 OCT a las 10:33 
I'm going to try unsubscribing to the mod and resubscribing.
AntsLoverForever 12 OCT a las 10:32 
When I delete a vehicle, I activate it so it doesn't spawn. I get an error that says:

Object reference not set to an instance of an object [System.NullReferenceException]

Details:
No details

It's annoying, it keeps popping up.
Tim  [autor] 28 SEP a las 13:22 
@King Arron - it still saves all the data for me. The Lean/Nod will change the behavior of the vehicle turning in curves and with weird values the game will behave weird. Both values should be changed with care and knowledge, that the game may produce issues.
King Arron 29 AGO a las 10:41 
Whenever I try and set the lean/nod to 0, it keeps changing itself back. If I change them to 0.01, the vehicles behave erratically and start jumping or doing roly-polys. Loved this mod but it’s useless now.
Tim  [autor] 21 AGO a las 11:28 
@Vannen - usually this is separated, Cargo Trains are a different type then Passenger Trains. It might be related to asset created by the author of the train asset itself.
Tim  [autor] 21 AGO a las 11:27 
@DaOPCreeper - A lot of the cargo trains I have installed come with a passenger version for dummy routes I guess. Disabling the passenger version also seems to disable the cargo version as well. Is there a fix for this? Other than that, wonderful mod, thank you
DaOPCreeper 21 AGO a las 7:20 
anyone know of mod that has this same function for being able to control/prevent vanilla assets from spawning but for houses/residential?
Vannen 21 AGO a las 0:07 
A lot of the cargo trains I have installed come with a passenger version for dummy routes I guess. Disabling the passenger version also seems to disable the cargo version as well. Is there a fix for this? Other than that, wonderful mod, thank you
Tim  [autor] 16 AGO a las 13:48 
@fishermand - this is the correct way, deactivate the vanilla (untick the box) and then set to random. I can only assume, that there is another mod interfering. Recommendation: use the above linked "Vehicle Selector" from Algernon - it goes more deep into the spawning procedure of the game. Both mods are compatible with each other, Vehicle Selector will override settings of AVO.
patrioticparadox 15 AGO a las 15:27 
No
fishermand 15 AGO a las 15:08 
I turned off the vechiles in the mod when I went to service ie fire police etc if I use random still spawns the base game vechiles I turned off in the mod maje sense ?
Tim  [autor] 15 AGO a las 10:37 
@Chris6d - which vanilla vehicles types do you see spawning ?
Tim  [autor] 15 AGO a las 10:36 
@fishermand - comment is too short to help you. First question would be: did you set vehicles in the Service Buildings to "Random" ? If you do not set it to "Random", then it will spawn what is selected here. Second question would be, what category is affected ?
londonrials 11 AGO a las 2:49 
Works for me
patrioticparadox 7 AGO a las 9:07 
It does work.
fishermand 7 AGO a las 8:57 
dont work as vehicles still spawn after turninng them off
Chris6d 4 AGO a las 16:28 
I noticed vanilla vehicles are still spawning even though I have them off, and there are custom varieties. It's got nothing to do with service vehicles. Anyone now how to fix?
Kombat Wombat 4 AGO a las 0:39 
@patrioticparadox

I've noticed a huge discrepancy between what mods are actually active, and what Skyve says there are. I activated AVO in Skyve, no change sadly.

I did not know about having mods locally, only assets. Should be a pretty easy fix then.
Tim  [autor] 29 JUL a las 10:44 
@Kombat Wombat - Item is still here, nothing changed. Possibly there is some issue with Steam, I had this with other mods on PC in the past.

Additional to what patricoticparadox advised: you can always do is to copy the mod folder to the "local mod" folder: /Users/<username>/Library/Application Support/Colossal Order/Cities_Skylines/Addons/Mods

(Afterwards it should be ensured, that the item is unsubscribed and the folder deleted to avoid mods loading twice.)

If C:S starts up, it will look, if a mod is here and will load this one. Hope your issue resolves soon!
patrioticparadox 26 JUL a las 19:19 
Check the mod folder to make sure it's there and has files in it. Check Skyve.
Kombat Wombat 26 JUL a las 15:43 
After being subscribed to this mod for years it has suddenly disappeared from C:S for me (Mac), despite being subscribed. It's not even showing up in the content manager. I've tried re-subscribing on the workshop and nothing has fixed it. Any ideas?
Onyx 9 JUL a las 18:03 
This still works, FYI Cities Skylines Community, Put in the comments to say IF it still works, and make sure to tell creators to update when not! Keep Cities Skylines 1 great!
Tim  [autor] 7 MAY a las 12:28 
@Dregn Ryder - unfortunately the original author of the mod used due to limited possibilities in the beginning of the game a very simply technique to build the windows. Changing will most likely break a lot, and that is also the reason, why the window cannot be moved around or is smart enough to change the position. I am sorry for this inconvenience.
Tim  [autor] 7 MAY a las 12:25 
@patrioticparaodox - thanks for helping out. Highly appreciated.

@tfbofficial - be always careful, what you want to change. Some settings may break the gameplay, as the simulation does expect a different behavior of a specific vehicle.
Tim  [autor] 7 MAY a las 12:23 
@Stellaris - happy to hear you figured it out. It is always difficult to pinpoint sometimes the root cause.
Tim  [autor] 7 MAY a las 12:22 
@AI Masri Cat - no, AVO did not have such functionality. It always uses the asset name from the original author. But there is mods out there, which allow such, but I also cannot remember it anymore.
Stellaris 5 MAY a las 12:15 
Tim, it was my mistake. I wasn´t doing it correctly. It works fine. Ty ♥
76561198249670006 4 MAY a las 18:48 
I might not be remembering correctly, but didn't AVO once have an option to rename vehicles? If not, maybe that's something to consider adding? Many people on the workshop don't always name their assets in a neat and clean manner and going into the asset editor for every vehicle can be a pain.
patrioticparadox 2 MAY a las 11:23 
There is! The link to the wiki is in the description...
https://steamproxy.com/sharedfiles/filedetails/?id=1145223801
tfbofficial 24 ABR a las 1:51 
Hello. Is there any documentation for the vehicle special properties? For checking what the properties do and their units.
Dregn Ryder 23 ABR a las 20:01 
Tim - Is there a way to move the customization window? It it pushed offscreen by some other mods I have for public transport, and I'd love to have it attach to the side instead of the bottom, if possible.
Tim  [autor] 8 ABR a las 14:02 
@Stellaris - do you have any other Public Transport mod installed ? These mods usually have own settings for passenger capacity.
Stellaris 1 ABR a las 6:48 
Can´t modify the passengers capacity
Tim  [autor] 20 MAR a las 14:18 
@scottstachowiak - CS does not receive any code updates anymore, only the recent published content was added. Due to unchanged code base, all should work as expected. Happy 10th Anniversary!
patrioticparadox 15 MAR a las 9:37 
Yes, works fine.