CitiesSkylinesMods / TMPE

Cities: Skylines Traffic Manager: President Edition
https://steamcommunity.com/sharedfiles/filedetails/?id=1637663252
MIT License
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Detect recurrent service job offers #487

Open originalfoo opened 5 years ago

originalfoo commented 5 years ago

I think this might be a cause of the 'flickering vehicle counts' issue that some users experience...

Something on the map - whether it's inaccessible building (no road access), or bad road customisations, etc., prevents a job from being completed due to pathing issues.

The job then gets resubmitted over and over again = flickering vehicle counts.

If possible, could we somehow identify the same job being repeatedly submitted and take some corrective action or notify the user?

Maybe disable (turn off) the problem building? It's "off" notification would draw user attention. Maybe show a notice on it's info panel? Or when it's clicked draw a big red line from it to the building it couldn't reach?

See also:

krzychu124 commented 5 years ago

I like that turn off/disable option, but would be nice to add somewhere counter or something like that (similar to this mod you posted screenshot in #480)?

Summarizing, it's something wrong with TM:PE or vanilla bug?

originalfoo commented 5 years ago

That's the "Watch It" mod - problem with that mod is it shows those notifications, but you can't click them to find where occurrences are, so we'd also need something like in Broken Nodes Detector where you can cycle through the issue points.

If we added some sort of notification UI, we could also warn about some other stuff too:

Summarizing, it's something wrong with TM:PE or vanilla bug?

You mean in the UI, or are you asking what's causing the issue? If what's causing the issue: I think it is likely something with TM:PE but can't say for sure. I've seen several times user say they disable TM:PE and services start working. Maybe one of our service AIs is missing some vanilla code?

originalfoo commented 5 years ago

We could make TM:PE menu button pulse if something is wrong, and if a limit is near being reached we could put donut chart around the button. We could have a toggle on the floating menu bar to switch between the buttons view and notifications view. Notifications view would show the charts of usage and indication of whether services are broken.

krzychu124 commented 5 years ago

Yes I wanted to know what's causing the issue. 😄

Notification UI/separate view, would be cool addition. Great place to put additional info about current simulation condition and problems if found.

Broken Node Detector code to cycle through broken nodes is the best part of that mod (a few lines of code), along with pseudo loading animation (time of animation is fixed) :)

originalfoo commented 5 years ago

I've asked for additional save games on that steam discussion.

originalfoo commented 5 years ago

Tagging #418

originalfoo commented 5 years ago

Had the same problem today and this topic helped me to solve it.
The problem comes from the use of TM:PE but this is not a bug.
I forbade right or left turning on my avenues using lane arrows tool and this is where the problem came from.

Idodox commented 4 years ago

Hi, I've run into this issue where hearse spawn and de-spawn instantly.

I've narrowed it down to TMPE, per what you said it makes sense that they couldn't find a route to where they needed to go.

I found the issue, which ended up being something screwed up with the main town road, on the exit from the highway (where the commercial buildings are). For some reason, deleting and rebuilding the road fixed the issue. I've attached my city so you may see the issue for yourself. You may need some additional assets. Apologies, I wasn't building it for sharing.

I've uploaded it here with .pdf at the end so github will allow it just remove it before loading.

broken_game.crp.pdf

I'm using TM:PE V11.5.0 LABS