[NFP] [1.0.12.9] Graphical Asset Limit Persists: Firaxis Please Fix!

KrumStrashni

Warlord
Joined
Jan 27, 2011
Messages
192
Dear Firaxis,
Dear Devs,

This is the second time we turn to the forum to urge action about an issue many in the community experience.
It was first reported here back in Feb 2021.

This is about severe game-breaking graphical artefacting and crashes caused by what appears to be a limit on graphical assets in the game engine, when using Warfare Expanded mods which have introduced cultural variation on grand scale to Civ 6 - a project in development for some years now.

The issue appeared after the first NFP updates and most notably, the 24 Sept 2020 one. (Before we had updated our mod at the time)

After several recent updates, the issue still persists and has even gotten worse with the expansion of our modding work.

We have been digging into the problem (our team and other community members) and have been unable to find a solution.

The only thing that works is for users to stop using DLC content to be able to run Warfare Expanded mods and other graphics-loaded mods like City Styles or Urban Complexity, etc.

For the moment we are advising players who are keen on our modding work (several thousands of followers) to cut down on usage of DLCs for which they have paid in order to continue using their favourite mods.

Please take the time to realise that this is not a healthy situation for players and customers.

Firaxis had been kind to modders and opened the opportunities for us to add content to the game series we all love.

For this we are grateful, but we fail to understand why no effort is made to address such heavy game-breaking issues which have been reported not once, not twice.

Similar issues: here and here

We implore you therefore to help us save years of our work and time that went to modding your game. Allow us to stop advising fans of your work and the Civ series, paying customers, to stop using official content to be able to play mods.

Thank you very much.

Gratefully,

Team behind Warfare Expanded mod family

*EDIT: This is now on Reddit too.
 
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Seconded, Warfare Expanded is an amazing mod that completes my Civ experience. But I myself have had to sacrifice some DLCs in order to play it, due to the recent graphics issue. I sincerely hope that some mod support can be added, on behalf of the community. Thanks.
 
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I would also appreciate a fix, if its something that cant be fixed or its something that would take a long time to fix it would be nice if a statement could be released just letting everyone know where your at with the issue, or if theirs anything that mod authors can do to there mods to lessen the issue, basically if you can provide some guidance to mod authors that would be appreciated
 
I've said it many times, the game's really made from the ground up with mod support in mind, but the lack of post-release communication gives the modding community the feeling of being unsupported/ignored.

And unlike some other modders, who are now in majority thinking Firaxis don't care about us anymore, I know it's not the case, there are not a lot of example of modders support during civ6 life time, but there have been some.

But you can't make big modding projects while being kept in the dark about the game's future.

will civ6 still get support ?

will this kind of issues being at least looked at ?

Should we stop modding civ and move en masse to another game ?

They should know that more and more modders are putting hopes into Humankind (I'm afraid we, me included, may be disappointed, but that's another subject, at least they're communicating, I know more about Humankind modding now than I knew about Civ6 modding before its release), and it would be nice to have them eventually react before, not after we start moving away.

Anyway, I won't buy and mod for civ7 until I know what would really be possible to do with it, and with civ6 experience in mind (instability/issues raising after each patch instead of the expected opposite), that means not before the game's development is ended, unless 2k/Firaxis communication policy changes.
 
I've said it many times, the game's really made from the ground up with mod support in mind, but the lack of post-release communication gives the modding community the feeling of being unsupported/ignored.

And unlike some other modders, who are now in majority thinking Firaxis don't care about us anymore, I know it's not the case, there are not a lot of example of modders support during civ6 life time, but there have been some.

But you can't make big modding projects while being kept in the dark about the game's future.

will civ6 still get support ?

will this kind of issues being at least looked at ?

Should we stop modding civ and move en masse to another game ?

They should know that more and more modders are putting hopes into Humankind (I'm afraid we, me included, may be disappointed, but that's another subject, at least they're communicating, I know more about Humankind modding now than I knew about Civ6 modding before its release), and it would be nice to have them eventually react before, not after we start moving away.

Anyway, I won't buy and mod for civ7 until I know what would really be possible to do with it, and with civ6 experience in mind (instability/issues raising after each patch instead of the expected opposite), that means not before the game's development is ended, unless 2k/Firaxis communication policy changes.

Very well said. Thanks, Gedemon.

I should have put down the hours of work that went to modding to this end...
 
modders, who are now in majority thinking Firaxis don't care about us anymore
We are aware, that it is not Firaxis alone, but from a solution oriented perspective it doesn't help a tiny bit to know, that those decisions are made at occult places in a 2k/Firaxis Bermuda Triangle ...

But you can't make big modding projects while being kept in the dark about the game's future.
Yeah, the differences in communication are quite extreme here in various CivFanaticsForums
If you have any saves that show the AI doing something stupid, please post them here. This includes silly unit movement during the AI turn as well as bad suggestions of what tile improvements or units/projects/specialists to build. Maybe together we can make a decent AI before the game is done next year!

Thanks in advance!
Alex Mantzaris
Mohawk Games


They should know that more and more modders are putting hopes into Humankind (I'm afraid we, me included, may be disappointed, but that's another subject, at least they're communicating, I know more about Humankind modding now than I knew about Civ6 modding before its release), and it would be nice to have them eventually react before, not after we start moving away.
I would like to believe, that they don't have numbers which tell them "we are on the right way, modders are a small enough fragment to be ignored and those will be anyway not keen on following the details of business transformations accoring to 2k entertainment visions."

[ It is strange, but we modders seem to be in the same multiverse as Firaxis doing official elimination games à la Gilgamesh vs. Hojo vs. Trajan. ] :eek:
Anyway, I won't buy and mod for civ7 until I know what would really be possible to do with it, and with civ6 experience in mind (instability/issues raising after each patch instead of the expected opposite), that means not before the game's development is ended, unless 2k/Firaxis communication policy changes.
Let me tell you, it is a horrible idea to follow closely the forum discussions and think about modding possibilities in detail while not buy and (test)play civX - especially when the expected waiting time goes from 2 or 3 years up to soon™ 5 years :D
 
Well, no we have not. But I don't think anyone even knows how.
Do you?

Unfortunately not - there's a lot of code in there that I don't understand - sorry.

All I am saying is that going by other games, there is a solution, it's just finding someone to do it.

This is the '.dll' code for that 'Unlimited Tree' mod.

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<GetRedirectedMethods>b__1 <GetItems>b__1 <>c__DisplayClass2_0`1 <>c__DisplayClass3_0`1 <>c__DisplayClass4_0`1 <>c__DisplayClass5_0`1 <>c__DisplayClass6_0`1 <>c__DisplayClass7_0`1 <>c__DisplayClass8_0`1 <>c__0`1 <>c__DisplayClass6_1`1 Array32`1 <>c__2`1 <>c__3`1 Array16`1 <>c__6`1 <>c__7`1 Array8`1 Func`1 IEnumerable`1 CODebugBase`1 Action`1 ICollection`1 PrefabCollection`1 Singleton`1 OptionsWrapper`1 EqualityComparer`1 IEnumerator`1 Redirector`1 IList`1 FastList`1 DropDownEntry`1 ReservedString1 get_<>h__TransparentIdentifier1 ReservedSaveFlags1 m_ReservedObject1 ReservedInt1 UInt32 ToInt32 T2 <>9__0_2 <AddOptionsGroup>b__0_2 <>9__1_2 <GetItems>b__1_2 <>9__3_2 <AddDynamicDropdown>b__3_2 <Action>b__2 <AddEnumDropdown>b__2 <GetRedirectedMethods>b__2 <GetItems>b__2 <>f__AnonymousType0`2 <>f__AnonymousType1`2 <>f__AnonymousType2`2 <>f__AnonymousType3`2 <>f__AnonymousType4`2 <>f__AnonymousType5`2 <>f__AnonymousType6`2 <>f__AnonymousType7`2 Func`2 Tuple`2 SimulationManagerBase`2 KeyValuePair`2 Dictionary`2 Quad2 ReservedString2 get_<>h__TransparentIdentifier2 Vector2 ReservedSaveFlags2 <>9__0_3 <AddOptionsGroup>b__0_3 <>9__1_3 <GetItems>b__1_3 <AddDynamicDropdown>b__3 get_<>h__TransparentIdentifier3 Vector3 Segment3 ReadUInt24 WriteUInt24 UInt64 ToInt64 <AddDynamicDropdown>b__4 <GetItems>b__4 <>h__TransparentIdentifier4 Matrix4x4 <>9__1_5 <GetItems>b__1_5 UInt16 ToInt16 ReadUInt8 WriteUInt8 <>9 <Module> logSB MOD_WORKSHOPID InstanceID buildingID MOD_OrgDataKEYNAME MOD_OFFICIAL_NAME MOD_DEFAULT_LOG_PATH CBAI LimitForestFireAI LimitCommonBuildingAI m_buildingAI LimitFireCopterAI DisasterAI m_disasterAI RadioMastAI ColossalFramework.UI UTSettingsUI OnSettingsUI MOD_DESCRIPTION ColossalFramework.IO System.IO VERSION_BUILD_NUMBER TR MAX_NET_NODES SetTRS MAX_NET_SEGMENTS DEFAULT_TREE_COUNT DEFAULT_TREEUPDATE_COUNT SYNCHRONIZE_TIMEOUT minX groupX m_posX maxX X_Y minY m_posY maxY LengthXZ LengthSqrXZ minZ groupZ m_posZ maxZ value__ surfaceArea zoneArea QuadOutOfArea TerrainArea heightArea SimulationMetaData m_metaData OnLoadData serializedData m_ExtraTreeData m_HasExtraTreeData get_hasExtraTreeData set_hasExtraTreeData m_BurningTreeData m_HasBurningTreeData ISerializableData _serializableData UpdateData OnSaveData buildingData MeshData get_BrushData get_localApplicationData CalculateGroupData PopulateGroupData DisasterData get_hasBurningTreesData set_hasBurningTreesData data GetPrefab m_prefab mscorlib <>c System.Collections.Generic Basic EndRead BeginRead HandleFireSpread OverlapQuad quad Add OnLevelLoaded WaitUntilEssentialScenesLoaded validateTreeInfosLoaded GetLoaded seed IncludeFireDamaged get_ClearAllBurningDamaged ColossalManaged OnValueChanged OnCheckChanged OnDropdownSelectionChanged OnTextChanged AreaModified TreesModified isPacked packed OnButtonClicked get_GhostModeEnabled set_GhostModeEnabled IsLoggingEnabled OnEnabled IsEnabled OnDisabled confirmed m_dlcRequired IsIgnored OnReleased ClearUnused AfterTerrainUpdated m_treesUpdated get_OnCreated onCreated IsRedirected IsInited OnTextSubmitted idxWhenSaved IsDeployed m_prefabInitialized m_treeGrid m_buildingGrid <<>h__TransparentIdentifier0>i__Field <<>h__TransparentIdentifier1>i__Field <<>h__TransparentIdentifier2>i__Field <<>h__TransparentIdentifier3>i__Field <code>i__Field <enumValue>i__Field <description>i__Field <translatedDesctiption>i__Field <memInfo>i__Field <attributes>i__Field <entry>i__Field <ClearAllBurningDamaged>k__BackingField <GhostModeEnabled>k__BackingField <OnCreated>k__BackingField <Second>k__BackingField <ActionMethod>k__BackingField <UseCustomLogFile>k__BackingField <ClearAllSaveDataFromFile>k__BackingField <OnListAllCustomDataInFile>k__BackingField <InGame>k__BackingField <FileName>k__BackingField <LegacyFileName>k__BackingField <Type>k__BackingField <CustomLogFilePath>k__BackingField <MaxTreeLabel>k__BackingField <DebugLoggingLevel>k__BackingField <Min>k__BackingField <Description>k__BackingField <Step>k__BackingField <Group>k__BackingField <Populator>k__BackingField <ScaleFactor>k__BackingField <OnDumpAllBurningTrees>k__BackingField <MaxTrees>k__BackingField <ActionClass>k__BackingField <ItemsClass>k__BackingField <UseNoWindEffects>k__BackingField <First>k__BackingField <Max>k__BackingField <NullTreeOptionsIndex>k__BackingField <RadioMastFix>k__BackingField GetField UITextField AddTextfield Append Find get_Second set_Second second Round RenderLod IUserMod bNoIncMethod get_ActionMethod actionMethod populatorMethod RedirectMethod GetMethod method RemoveOrReplace AddSpace get_StackTrace SubService m_subService m_service maxInstanceDistance maxRenderDistance MaxFireDetectDistance maxDistance UTTreeInstance UTBurningTreeInstance ReleaseInstance CreateInstance PropInstance RenderInstance m_ownerInstance get_instance bforce CheckLocalResource TryDumpResource GetHashCode defaultCode LoadMode UpdateMode m_updateMode InfoMode get_CurrentMode ReleaseNode NetNode get_code m_mode SqrMagnitude get_magnitude set_Tree ReplaceSpecificTree RemoveSpecificTree m_nextGridTree ReplaceTree ignoreTree ReleaseTree UpdateTree CreateTree RemoveTree InitializeTree FinalizeTree FindBurningTree m_finalTree BurnTree FindClosestTree m_tree m_fireDamage m_serializableDataStorage get_Message AddMessage AddRange Invoke m_minScale get_textScale m_maxScale IEnumerable IDisposable ToDouble get_MethodHandle RuntimeMethodHandle RuntimeTypeHandle GetTypeFromHandle get_Angle m_radAngle m_angle ToSingle get_UseCustomLogFile set_UseCustomLogFile get_ClearAllSaveDataFromFile get_OnListAllCustomDataInFile ReadOptionsFile Tuple get_InGame set_InGame get_Name PrefabName get_FileName GetFileName get_LegacyFileName GetLegacyFileName legacyFileName fileName get_FullName m_MapName ContainerName GetName GetDirectoryName m_CityName propertyName get_name DefaultContainername StackFrame DateTime WriteLine Combine UnityEngine None get_one none get_Type MessageType get_IsValueType SaveType OfType MakeByRefType get_DeclaringType CollisionType collisionType get_ParameterType IsAnonymousType RedirectType GetType targetType get_PropertyType type Where TrySpreadFire NearObjectInFire System.Core Ensure get_InvariantCulture MethodBase SerializableDataExtensionBase LoadingExtensionBase DispatcherBase UIHelperBase bCase Close Dispose RedirectReverse reverse get_inverse CreatedDate AfterTerrainUpdate DebuggerBrowsableState RedirectCallsState GetState get_GrowState state Delete EndWrite get_CanWrite BeginWrite site CompilerGeneratedAttribute GuidAttribute TextfieldAttribute RedirectMethodAttribute UnverifiableCodeAttribute AttributeUsageAttribute DebuggableAttribute DisableAttribute DebuggerBrowsableAttribute ComVisibleAttribute AssemblyTitleAttribute HideIfInGameAttribute TargetTypeAttribute XmlIgnoreAttribute RedirectReverseAttribute AssemblyTrademarkAttribute LabelAttribute DebuggerHiddenAttribute ExtensionAttribute AssemblyFileVersionAttribute AssemblyInformationalVersionAttribute SecurityPermissionAttribute AssemblyConfigurationAttribute HideConditionAttribute IgnoreConditionAttribute DontTranslateDescriptionAttribute AssemblyDescriptionAttribute ButtonAttribute DynamicDropDownAttribute EnumDropDownAttribute SliderAttribute FlagsAttribute CompilationRelaxationsAttribute AbstractOptionsAttribute RedirectAttribute AssemblyProductAttribute GetAttribute AssemblyCopyrightAttribute CheckboxAttribute AssemblyCompanyAttribute RuntimeCompatibilityAttribute attribute HideIfNotInGameAttrubute Byte idbyte get_Value get_enumValue TryGetValue SetValue somevalue IsSetupActive Remove m_brushSize EndSerialize BeginSerialize EndDeserialize BeginDeserialize EndAfterDeserialize BeginAfterDeserialize m_size get_size updatesize tsize IndexOf Mathf LastFileClearedFlag bCopyFlag BuildConfig ColossalFramework.Threading System.Threading ILoading EndLoading BeginLoading OnLevelUnloading set_Building m_nextGridBuilding MidpointRounding DoNothing LastSaveUsedPacking tmburning ModVersionString ToString OriginalSaveLimitSetting dbgLog ListDataKeysToLog TreePrefabsDebug avg Dispatch Stopwatch ApplyBrush ColossalFramework.Math get_CustomLogFilePath set_CustomLogFilePath get_Width set_width get_Length set_Length GetInfoWidthLength m_strength EndsWith DTMilli bDumpStack flagtocheck DistrictPark GetPark ColossalFramework TreeUnlimiter.RedirectionFramework TreeUnlimiter.OptionsFramework m_instanceMask DLC_BitMask Task DoOriginal val UILabel AddLabel get_MaxTreeLabel set_MaxTreeLabel valueLabel UpdateMaxTreesLabel System.ComponentModel UIPanel DebugOutputPanel LogChannel sel get_DebugLoggingLevel set_DebugLoggingLevel WaterLevel RedirectionUtil TreeUnlimiter.dll ResourceCell get_applicationVersionFull Null System.Xml LimitTreeTool EndRenderingImpl MemoryStream get_Item set_Item NextFreeItem ReleaseItem CreateItem System Trim from nrm tm Enum wm Boolean TreeInfoGen IsHidden get_Min set_Min destructionRadiusMin burnRadiusMin Sin m_min Quaternion DataExtension TypeExtension LoadingExtension GameVersion GameSeralizerVersion CurrentSaveTreeFormatVersion SaveFormatVersion CurrentSaveBurningFormatVersion CurrentSaveContainerFormatVersion CurrentFormatVersion get_version DataLocation GetVariation m_loadingProfilerSimulation LimitBuildingDecoration Configuration ReleaseTreeImplementation System.Globalization System.Xml.Serialization SecurityAction op_Subtraction System.Reflection KeyCollection op_Addition get_Position set_Position set_relativePosition groupPosition m_position FileNotFoundException LogException ArgumentNullException XmlException get_Description GetPropertyDescription get_description get_translatedDesctiption StringComparison UIButton AddButton UIDropDown get_down AddDynamicDropdown AddDropdown AddEnumDropdown AlignTo PatchJumpTo RevertJumpTo get_Info set_Info CameraInfo cameraInfo PrefabInfo m_generatedInfo FieldInfo MethodInfo methodInfo TreeInfo CultureInfo BuildingInfo get_memInfo PropInfo MemberInfo ParameterInfo DisasterInfo PropertyInfo info ClearBurningBufferToo get_zero to get_UseModifiedTreeCap get_Step set_Step step Skip Clip set_tooltip Clamp ReleaseProp m_finalProp m_prop Stop Assembly-CSharp Lerp get_Group AddGroup UpdateGroup RenderGroup AddOptionsGroup GetGroup GetPropertyGroup group Setup kvp System.Linq <<>h__TransparentIdentifier0>j__TPar <<>h__TransparentIdentifier1>j__TPar <<>h__TransparentIdentifier2>j__TPar <<>h__TransparentIdentifier3>j__TPar <code>j__TPar <enumValue>j__TPar <description>j__TPar <translatedDesctiption>j__TPar <memInfo>j__TPar <attributes>j__TPar <entry>j__TPar Clear GetMember StreamReader TextReader UISlider AddSlider IFormatProvider StringBuilder Binder Buffer m_buffer GameAreaManager InstanceManager ImmaterialResourceManager LimitNaturalResourceManager LimitTreeManager LoadingManager BuildingManager ToolManager TerrainManager PluginManager SimulationManager InfoManager PropManager RenderManager LimitWeatherManager DisasterManager DistrictManager NetManager Logger ResetTreeMananger Dispatcher get_dispatcher ParameterModifier Packer LoadingProfiler caller ToolController IDataContainer m_UTSaveDataContainer DeseralizeSaveDataContainer VerifyContainer UIHelper ThreadHelper SteamHelper RedirectionHelper helper Developer SerializeBurningTreeWrapper HasWater TreeUnlimiter StreamWriter TextWriter TryEnter GetFunctionPointer ToPointer RefCounter BitConverter get_Disaster BinaryFormatter m_treeLayer m_layer DataSerializer XmlSerializer CustomSerializer Randomizer m_randomizer UIAlignAnchor LogError translator get_Populator IEnumerator GetEnumerator Activator .ctor get_ScaleFactor set_ScaleFactor .cctor AssemblyRedirector assetEditor m_PerfMonitor DistanceSqr sitePtr UIntPtr attr detour Abs BindPrefabs System.Diagnostics Bounds GetRedirectedMethods RedirectMethods GetMethods System.Runtime.InteropServices System.Runtime.CompilerServices m_naturalResources DebuggingModes m_nodes m_updatedTrees UpdateTrees FormatVersion1NumOfTrees SerializeExtraBurningTrees DeserializeBurningTrees get_OnDumpAllBurningTrees ResetAllBurningTrees DumpBurningTrees ReOrderBurningTrees lstBurningTrees m_burningTrees EmergencyOnly_RemoveAllTrees get_MaxTrees set_MaxTrees DestroyTrees m_trees ICities GetProperties m_properties GetTypes _types TreeUnlimiter.RedirectionFramework.Attributes GetCustomAttributes get_attributes TreeUnlimiter.OptionsFramework.Attibutes theBytes GetBytes GetValues _LoadedIndexes HasTreeFlags ignoreFlags SaveFlags BindingFlags m_flags GetServiceBuildings m_buildings oSettings AngleAxis get_ElapsedTicks m_parks Equals SaveDataUtils UTDebugUtils MathUtils VectorUtils RedirectCalls GetItems items Contains ColossalFramework.Plugins TreeUnlimiter.RedirectionFramework.Extensions TreeUnlimiter.OptionsFramework.Extensions UIHelperBaseExtensions CommonExtensions System.Security.Permissions ClearDecorations System.Collections InGameOnlyDebugFunctions TreeUnlimiter.RedirectionFramework.Attributes.IgnoreConditions get_Options LoadOptions NullTreeOptions SaveOptions UnlimitedTreesOptions Cos worldPos priorityPos DumpLoadedPrefabInfos ValidateAllTreeInfos pos requireSurfaceMaps SaveProps m_props m_renderedGroups get_Chars LimitDisasterHelpers SetRenderParameters GetParameters m_disasters itemLayers TreeUnlimiter.Detours ItemClass get_ActionClass actionClass populatorClass get_ItemsClass itemsClass m_class get_UseNoWindEffects set_UseNoWindEffects RevertRedirects redirects AttributeTargets CheckLimits m_segments Exists get_exists removeRadius totalRadius VertexArrays vertexArrays get_Keys keys Concat Format RenderFireEffect Object Select RevertRedirect target Reset CalculateAreaHeight get_FixedHeight m_fixedHeight m_baseHeight CalculateSelfHeight SampleSmoothHeight SampleDetailHeight op_Explicit hit get_TreeLimit get_TreeUpdateLimit EnsureInit isFirstInit un_init Exit get_Default FirstOrDefault RoundToInt CeilToInt FloorToInt ReleaseSegment NetSegment Environment AddUIComponent UITextComponent get_parent get_Current MultiplyPoint UIFont get_font get_Count PrefabCount LoadedCount m_lodCount ExtraTreeCount GetScaledTreeCount m_treeCount triangleCount GetTreeUpdateCount BurningCount ItemCount m_infoCount m_propCount objectCount vertexCount Dot Start Revert Convert UShort Sqrt RayCast m_forest GetPackedList ExtraTreeList BurningTreeList LastSaveList orgBurningList CopyBurningTreesList idxList get_First set_First first tt MoveNext System.Text sText get_text set_text v New get_Now get_UtcNow Show m_x pos_x get_Max set_Max destructionRadiusMax burnRadiusMax m_max idx m_prefabDataIndex m_treeIndex triangleIndex m_infoIndex get_NullTreeOptionsIndex set_NullTreeOptionsIndex startIndex vertexIndex orgindex get_RadioMastFix set_RadioMastFix MOD_DBG_Prefix UICheckBox AddCheckbox EncodedArray ToArray TKey get_Key ReadBytesFromNamedKey EraseBytesFromNamedKey WriteBytesToNamedKey ContainsKey key GetExecutingAssembly RedirectAssembly op_Multiply Any SelectMany Deploy BlockCopy System.Runtime.Serialization.Formatters.Binary ToDictionary dictionary get_executableDirectory get_entry get_Capacity set_Capacity EnsureCapacity op_Equality op_Inequality GetFireSpreadProbability m_probability Availability System.Security m_fireIntensity IsNullOrEmpty ProcessProperty GetProperty property m_z pos_z    ;{ {   e n t r y   =   { 0 } ,   c o d e   =   { 1 }   } }  u{ {   < > h _ _ T r a n s p a r e n t I d e n t i f i e r 0   =   { 0 } ,   d e s c r i p t i o n   =   { 1 }   } }  €‰{ {   < > h _ _ T r a n s p a r e n t I d e n t i f i e r 1   =   { 0 } ,   t r a n s l a t e d D e s c t i p t i o n   =   { 1 }   } }  C{ {   e n u m V a l u e   =   { 0 } ,   c o d e   =   { 1 }   } }  m{ {   < > h _ _ T r a n s p a r e n t I d e n t i f i e r 0   =   { 0 } ,   m e m I n f o   =   { 1 }   } }  s{ {   < > h _ _ T r a n s p a r e n t I d e n t i f i e r 1   =   { 0 } ,   a t t r i b u t e s   =   { 1 }   } }  u{ {   < > h _ _ T r a n s p a r e n t I d e n t i f i e r 2   =   { 0 } ,   d e s c r i p t i o n   =   { 1 }   } }  €‰{ {   < > h _ _ T r a n s p a r e n t I d e n t i f i e r 3   =   { 0 } ,   t r a n s l a t e d D e s c t i p t i o n   =   { 1 }   } }  M a x i m u m   t r e e s  %O n C r e a t e d   f i r e d .      5M M / d d / y y y y   h h : m m : s s . f f f   t t  GE n a b l e d   a n d   r e d i r e c t s   n o t   s e t u p   y e t  -O n l e v e l l o a d   E x c e p t i o n :  M a p   L o a d M o d e :       )  A s s e t M o d e N o t D e t c t e d  ‚×[ T r e e U n l i m i t e r : O n L e v e l L o a d e d ]     * * *   E n a b l e d   b u t   n o t   s e t u p   y e t ,   w h y   d i d   t h i s   h a p p e n ? ?
 D i d   O n C r e a t e d ( )   n o t   f i r e ? ?   d i d   r e d i r e c t i o n s   e x c e p t i o n   e r r o r ?
   I f   y o u   s e e   t h i s   p l e a s e   c o n t a c t   a u t h o r   o r   m a k e   s u r e   o t h e r   m o d s   d i d   n o t   c a u s e   a   c r i t i c a l   e r r o r s   p r i o r   t o   t h i s   o n e   d u r i n g   t h e   l o a d   p r o c e s s .
   W e   a r e   n o w   g o i n g   t o   d i s a b l e   t h i s   m o d   f r o m   r u n n i n g   d u r i n g   t h i s   m a p   l o a d   a t t e m p t .  IE n a b l e d   a n d   s e t u p   a l r e a d y . ( e x p e c t e d )  }A s s e t M o d e D e t c t e d ,   r e m o v i n g   r e d i r e c t s   a n d   r e s e t t i n g   t r e e m a n a g e r  ]A s s e t M o d e D e t c t e d ,   T r e e c o u n t   i s   l e s s   <   t h e n   0   !  o  N e w   o r   L o a d M a p   D e t e c t e d   &   i t e m c o u n t = = 0   t r e e c o u n t   = =   - 1 7M a p n a m e :   { 0 }     C i t y n a m e :   { 1 }  CD e b u g g i n g - T r e e M a n a g e r :   t r e e c o u n t =   m s i z e =    m b u f f l e g =    b u f f i t e m c o u n t =  %  U p d a t e d T r e e s S i z e =    b u r n t r e e s =

  'O n L e v e l U n l o a d i n g ( )    E r r o r :    O n R e l e a s e d ( )      €“R e s e t T r e e M a n a g e r   t s z i e =   { 0 }   u p d a t e s i z e =   { 1 }   b f o r c e =   { 2 }   c u r r e n t T M l e n =   { 3 }  OR e s e t   o f   T r e e M a n a g e r   c o m p l e t e d ;   f o r c e d =  [  T r e e U n l i m i t e r  ]    :  .

 E x c e p t i o n : 

 S t a c k T r a c e :    o[ T r e e U n l i m i t e r . L o g g e r . d b g L o g ( ) ]   E r r o r   i n   l o g   a t t e m p t !      'U n l i m i t e d   T r e e s   M o d  GA l l o w s   y o u   t o   p l a c e   w a y   m o r e   t r e e s !  s[ T r e e U n l i m i t e r ]   v 1 . 0 . 8 . 0 - f 3   b u i l d _ 0 1   M o d   h a s   b e e n   l o a d e d . €Õ[ T r e e U n l i m i t e r ]   v 1 . 0 . 8 . 0 - f 3   b u i l d _ 0 1   , E r r o r   i n   c o n s t r u c t i o n
 P l e a s e   r e p o r t   t h i s   t o   m o d   a u t h o r ,   t h a n k   y o u .

 v  '1 . 0 . 8 . 0 - f 3   b u i l d _ 0 1 /  M o d   h a s   b e e n   e n a b l e d .    3M o d   h a s   b e e n   i n i t i a l i z e d .  E r r o r   i n   i n i t  c  M o d   h a s   b e e n   u n l o a d e d ,   d i s a b l e d   o r   g a m e   e x i t i n g .  9M o d   h a s   b e e n   u n - i n i t i a l i z e d . !E r r o r   i n   u n _ i n i t  7R e d i r e c t e d   c a l l s   c o m p l e t e d .  S e t u p   e r r o r :  +T r e e U n l i m i t e r _ L o g . t x t  'O n c r e a t e d ( )   f i r e d      %O n L o a d D a t a ( )   f i r e d  1

     O n S a v e D a t a ( )   f i r e d      Oc u s t o m   t r e e   d a t a   e x c e p t i o n   b u b b l e d   u p :    ac u s t o m   b u r n i n g   t r e e   d a t a   e x c e p t i o n s   b u b b l e d   u p :    iO n S a v e D a t a ( )   C o m p l e t e l y   f i n i s h e d   s a v i n g   c u s t o m   d a t a .  C o p y F l a g   =    c o p y i n g   f r o m :          t o    /C o p y   t i m e   t o o k   ( t i c k s ) :  #o r g C o u n t ( m _ s i z e ) :    c o p y c o u n t :    n e w _ m s i z e :  /o r g B u r n i n g L i s t   i s   N u l l !  qo r g i n d e x   w a s   n u l l   o r   <   2 ;   d u r i n g   c a l l .   a b o r t i n g   r e o r d e r ;  €³r e o r d e r   w i l l   f i l t e r   t h o u g h   { 0 }   t r e e s ,   l o o k i n g   f o r   m a t c h e s   t o   r e o r d e r   i n   { 1 }   b u r n i n g   t r e e s    c h a n g e d    s a m e  €¡m a t c h e d   b u r n i n g :   { 0 }   = =   o r g i d x :   { 1 }     r e a s s i g n e d :   { 2 }   s t a t u s :   { 4 }   o r g b u r n i d x :   { 3 }  €…N o   b u r n i n g   t r e e s   t o   r e o r d e r   o r   t m b u r n i n g . m _ s i z e   w a s   <   1 ,   s k i p p i n g .  7N u m b e r   o f   r e o r d e r e d   t r e e s :    Mi d x l i s t   i s   n u l l .   l a s t s a v e u s e d p a c k i n g :    i d x l i s t   c o u n t :    -  l a s t s a v e u s e d p a c k i n g :    1G h o s t   M o d e   i s   a c t i v a t e d !  oS t a r t   u s i n g   p a c k e r   s e r a l i z e r   f o r   f i r s t   2 6 2 1 4 4   r e a l o n e s .  €‹t r e e   s e r a l i z e r   w i l l   s e r i a l i z e   f i r s t   { 0 }   t r e e s   t h e n   d u m m y   u p   t h e   r e s t .  WL o a d e r . L a s t S a v e U s e d P a c k i n g   n o w   s e t   t o   T r u e .  j   > =   i d x L i s t . C o u n t   D o   w e   e v e r   h i t   t h i s ? ?   N o   r e a l   t r e e s   t o   s a v e .  }I n c r e m e n t i n g   r e l a t e d   r e f e r e n c e   c o u n t s   f o r   p r e f a b s   f o r   t r e e s   >    7R e f C o u n t e r   c a u s e d   a n   e r r o r :  yr e o r d e r i n g   b u r n i n g   t r e e s   i n d e x e s   f o r   o u r   s e r a l i z e r .   ( p a c k e d )  {o r g B u r n i n g T r e e s   i s   n u l l ,   c o p y b u r n i n g t r e e s   r e t u n e d   n u l l   a r r a y .  CW e   d u m m i e d   u p   a   f a k e   0   c o u n t   o n e .  A d j u s t e d   b u r n i n g   t r e e s   f o r   o u r   s e r a l i z e r . ( p a c k e d - r e o r d e r e d l i s t )
S a v e d    +  p a c k e d   b u r n i n g   t r e e s  G  o r g   b u r n i n g   t r e e s   ( p a c k   b u t   e m p t y )  ;E n d   u s i n g   p a c k e r   s e r a l i z e r .      QT r e e   s a v i n g   p r o c e s s   c o m p l e t e d .   ( p a c k e d )    Si d x L i s t   w a s   N u l l   o r   i d x L i s t . C o u n t   w a s   <   2  ?S t a r t   u s i n g   o r i g i n a l   s e r a l i z e r .  GL o a d e r . L a s t S a v e U s e d P a c k i n g   s t a t e   =    _A d j u s t i n g   b u r n i n g   t r e e s   f o r   o r i g i n a l   s e r a l i z e r .  IN o   r e o r d e r i n g   o f   t r e e s   i n d e x e s   u s e d .  €±o r g B u r n i n g T r e e s 2   i s   n u l l ,   c o p y b u r n i n g   r e t u r n e d   n u l l ?   D u m m y   u p   n e w   o n e   d o n ' t   s a v e   b u r n i n g %  o r g   b u r n i n g   t r e e s  =  o r g   b u r n i n g   t r e e s   ( o r g   e m p t y )  ?E n d   u s i n g   o r i g i n a l   s e r a l i z e r .      UT r e e   s a v i n g   p r o c e s s   c o m p l e t e d .   ( o r i g i n a l )    )F a k e   s e r i a l i z e   f r o m    m _ e n c o d e d A r r a y  AS i m M g r   i s   n u l l   o r   d o e s   n o t   e x i s t  am _ s e r i a l i z a b l e D a t a S t o r a g e   n u l l   o r   d o e s   n o t   e x i s t  q- - -     m _ s e r i a l i z a b l e D a t a S t o r a g e   c o n t a i n s   { 0 }   e n t r i e s :   - - - ;e n t r y : { 0 }   n a m e : { 1 }   # b y t e s : { 2 }  OE r r o r   w h i l e   l i s t i n g   c u s t o m   d a t a   k e y s .      'i d   w a s   n u l l   s t r i n g .  €™S u c c e s s f u l l y   r e m o v e d   d a t a   f r o m     { 0 }   i n   m _ s e r i a l i z a b l e D a t a S t o r a g e   d i c t i o n a r y .  €. R e m o v e ( )   C o u l d   n o t   l o c a t e   { 0 }   i n   m _ s e r i a l i z a b l e D a t a S t o r a g e   d i c t i o n a r y .  Em _ s e r i a l i z a b l e D a t a S t o r a g e   w a s   n u l l  N o w   L o a d i n g    {C o u l d   n o t   l o c a t e   { 0 }   i n   m _ s e r i a l i z a b l e D a t a S t o r a g e   d i c t i o n a r y .  €ÙE r r o r   -   T h e   a r r a y   y o u   a r e   t r y i n g   t o   s a v e   i s   >   t h a n   t h e   a l l o w e d   m a x   s i z e   o f   a p p r o x i m a t e l y   1 6 . 7   m i l l i o n   b y t e s . N o w   s a v i n g    3  t o   s t o r a g e .   ( k e y   e x i s t s )  #C o u l d   n o t   l o c a t e      a f t e r s a v e .  YN o w   d e l e a t i n g   a l l   a c t i v e   t r e e s   a s   r e q u e s t e d !  R e m o v e d   a l l    9  a c t i v e   t r e e s   a s   i n s t r u c t e d !  Q* * *   Y o u   t r i e d   a   d a n a g e r o u s   E m e r g e n c y O n l y _ R e m o v e A l l T r e e s   o p t i o n   b u t   d i d   n o t   e n a b l e   d e b u g   l e v e l   2   a n d - o r   R e m o v e T r e e   s e t t i n g s ,   f o r   y o u r   s a f e t y   w e   d i d   n o t   d o   a n y t h i n g .     * * * oC o u l d   n o t   r e m o v e   a l l   t r e e s   a s   i n s t r u c t e d   d u e   t o   e r r o r s      w e r e   r e m o v e d .  ?R e m o v e d   s p e c i f i c   t r e e   a t   i n d e x      a s   i n s t r u c t e d !  QC o u l d   n o t   r e m o v e   s p e c i f i c   t r e e   a t   i n d e x      d u e   t o   e r r o r .  /R e p l a c e d   s p e c i f i c   t r e e    ;  a s   i n s t r u c t e d   w i t h   i n f o i n d x      t o   i n f o ( 0 )      n e w   m _ i n f o i d x    AC o u l d   n o t   r e p l a c e   s p e c i f i c   t r e e    %e r r o r   g e t l o a d e d ( )    ,  Ev a l i d a t e d   l o a d e d   _ l o a d e d i n d e x e s   =    S  E r r o r   v a l i d a t i n g   s c e n e _ l o a d e d   T r e e I n f o ' s CD u m p i n g   T r e e   p r e f a b   i n f o r m a t i o n   (  )    R e a l C o u n t :      L o a d e d C o u n t :    'S i m u l a t i o n _ p r e f a b s :  n u l l o b j  €—C o r e I d x : { 0 }   P r e f a b N a m e : { 1 }   D a t a I d x : { 2 }   I n i t : { 3 }   g a m e n a m e : { 4 }   d l c n e e d e d : { 5 }    %s i m u l a t i o n p r e f a b s    +L o a d e d _ s c e n e _ p r e f a b s :  €•C o r e I d x : { 0 }   P r e f a b N a m e : { 1 }   D a t a I d x : { 2 }   I n i t : { 3 }   g a m e n a m e : { 4 }   d l c n e e d e d : { 5 }  )l o a d e d _ s c e n e _ p r e f a b s  )T r e e I n d e x e s   c o u n t   =    )t o t a l   m _ t r e e C o u n t   =    t r e e   i d x    O  . I n f o   o r   I n f o . m _ p r e f a b D a t a I n d e x   w a s   - 1 O  c o n t a i n s   a n   I n f o . m _ p r e f a b D a t a I n d e x   o f    K  w h i c h   w a s   n o t   i n   t h e   v a l i d a t e d   l i s t .  Ev a l i d a t i o n   r e p o r t   -     t o t a l c h e c k e d : ;   e r r c o u n t e r :  ;   n u l l c o u n t e r :  5N o   r e a l   t r e e s   t o   v a l i d a t e .  M a j o r   e r r o r :    =- - - - -   b u r n i n g   t r e e s   d u m p   - - - - - /T r e e i d x : { 0 }   f l a g s : { 1 }      %- - d o n e ,   p r o c e s s e d   5  c r e a t e d   a n d   b u r n i n g   t r e e s  e r r o r :    €d e b u g   u s e r   r e s e t   a l l   { 0 }   b u r n i n g   t r e e s ,   a n d   { 1 }   i n   t h e   b u r n i n g f a s t l i s t .  -K H _ U n l i m i t e d T r e e s _ v 1 _ 0  %M a x i m u m   t r e e s :   { 0 }  !m a b a k o / u n l i m i t e r
t a r g e t  CN o   t a r g e t   t y p e   s p e c i f i e d   f o r   { 0 } !  ?N o   r e d i r e c t s   s p e c i f i e d   f o r   { 0 } !  c( N o t   a n   e r r o r )   T y p e   d e t o u r   { 0 }   w o n ' t   b e   d e p l o y e d . A n o n y m o u s T y p e  t r y   s p r e a d   f i r e
m _ i n f o  /I n v a l i d   l i s t   d e t e c t e d !
  m _ r a n d o m i z e r  !m _ t o o l C o n t r o l l e r  m _ m o u s e P o s i t i o n  m _ m o u s e L e f t D o w n  !m _ m o u s e R i g h t D o w n  m _ t r e e I n f o  MA f t e r T e r r a i n U p d a t e   f a i l e d   o n   t r e e i d x :    ;    T r e e I n s t a n c e - > m _ i n f o I n d e x :   Mm T r e e G r i d   =   { 0 }     n u m 2 =   { 1 }     l i m i t =   { 2 }  ST y p e   m a t c h   o n   R a d i o M a s t A I ,   s k i p p i n g   b u r n .  e  F i n a l i z e T r e e   e x c e p t i o n :   R e l e a s i n g   { 0 }   { 1 }   { 2 }   { 3 }  3I   s h o u l d   n e v e r   b e   c a l l e d .  -T r e e M a n a g e r . U p d a t e D a t a  C  U p d a t e D a t a ( )   c a l l i n g   E n s u r e   I n i t  =E r r o r   r e a d i n g   o p t i o n s   X M L   f i l e  AT y p e   { 0 }   i s   n o t   a n   o p t i o n s   t y p e !      . x m l  wP r o p e r t y   { 0 }   w a s n ' t   a n n o t a t e d   w i t h   A b s t r a c t O p t i o n s A t t r i b u t e
m _ R o o t  IU n s u p p o r t e d   n u m e r i c   t y p e   f o r   s l i d e r !  L a b e l  o( N o t   a n   e r r o r )   M e t h o d   d e t o u r   { 0 } # { 1 }   w o n ' t   b e   d e p l o y e d .   t r e e l i m i t   =    q  N o   e x t r a   d a t a   s a v e d   o r   f o u n d   w i t h   t h i s   s a v e g a m e   o r   m a p .  AW e   h a v e   { 0 }   b y t e s   o f   e x t r a   t r e e s  '  I n v a l i d   c h u n k   s i z e  C  W r o n g   v e r s i o n   ( { 0 } | { 1 } | { 2 } , { 3 } ) .  Cs a v e   f o r m a t   -   v e r s i o n   1   d e t e c t e d . Gs a v e   f o r m a t   -   v e r s i o n   { 0 }   d e t e c t e d . +s t o r e d   a r r a y   c o u n t   =    €‰  * W a r n i n g *   -   A b o r t i n g   d e s e r i a l i z e ;   s t o r e d T r e e A r r a y   < =   0   o r   >   2 0 9 7 1 5 2 /* *   W A R N I N G   * *   N u m b e r   o f   t r e e s   i n   f i l e   i s   g r e a t e r   t h e n   s c a l e d   v a l u e ,   w e   w i l l   o n l y   l o a d   a s   m a n y   t r e e s   ( { 0 } )   a s   w i l l   f i t   i n   c u r r e n t l y   s c a l e d   l i m i t   o f   { 1 } .  's t o r e d   t r e e c o u n t   =    GS t o r e d   d a t a   i s   n o t   p a c k e d .   r e a d i n g    %  n u m b e r   o f   o b j e c t s  }E r r o r   ( n o n   p a c k e d )   -   W h i l e   f e t c h i n g   t r e e   { 0 }   i n   p o s   { 1 }   o f   { 2 } ?S t o r e d   d a t a   i s   p a c k e d .   r e a d i n g    €×* * W a r n i n g * *   S t o r e d   t r e e c o u n t   i s   g r e a t e r   t h e n   e x i s i t i n g   s c a l e d   a r r a y s i z e ,   w i l l   o n l y   l o a d   { 0 }   n u m b e r   o f   t r e e s  €E r r o r   -   W h i l e   f e t c h i n g   p a c k e d   t r e e   i = { 0 }   j = { 4 }   i n   a r r a y   p o s   { 1 }   o f   { 2 } {  L o a d e d   { 0 }   t r e e s   o f   { 1 }   ( o u t   o f   { 2 }   p o s s i b l e   i n   e x t r a   r a n g e )  s t a r t e d .  €‰D a t a   C o n t a i n e r   i s   n u l l   o r   t h e r e   i s   n o   m _ B u r n i n g T r e e D a t a   d a t a   t o   l o a d  oC o n t a i n e r n a m e : { 0 }   C r e a t e d : { 1 }   w i t h   G a m e V e r s i o n S t a m p : { 2 }  ko r g   m _ s i z e :   { 0 }   o r g   b u f f l e n :   { 1 }   T o - p r o c e s s c o u n t :   { 2 } S k i p p i n g   e x t r a   t r e e   l o c a t i o n : { 0 }     s t o r e d   m _ t r e e i n d e x :   { 1 }     b e c a u s e   =   0   o r   <   a c t i v e   T r e e B u f f e r . L e n g t h   o r   T r e e B u f f e r   f l a g s   n o t   c r e a t e d   { 2 }  a f t e r   m _ s i z e :    #    a f t e r   b u f f l e n :    €™P r o c e s s e d   { 0 }   e x t r a   s a v e d   b u r n i n g   t r e e s .   A d d e d   { 1 }   e x t r a   s a v e d   b u r n i n g   t r e e s  €‰M a s t e r C o n t a i n e r . b u r n i n g t r e e D a t a   = =   n u l l   n o   b u r n i n g   t r e e   d a t a   t o   a d d .  €™W e   c o u l d   n o t   f i n d   o u r   n a m e d   b y t e   a r r a y .   N o   e x t r a   b u r n i n g t r e e   d a t a   t o   p r o c e s s  'C u r i o u s :   k e y c o u n t = =  3e n t r y :   k e y { 0 }     n a m e d :   { 1 }  WW e   o b t a i n e d   o u r   n a m e d   d a t a   a r r a y   o f   l e n g t h :  OE r r o r   l o a d i n g   s a v e   c o n t a i n e r   b y t e   d a t a :  kL o a d e d   o u r   U T S a v e D a t a C o n t a i n e r   f r o m   b y t e s   t o   o b j e c t s .  /N o   d a t a   t o   d e s e r i a l i z e !  QE r r o r   d e s e r i a l i z i n g   S a v e C o n t a i n e r   d a t a :      b u f f e r s i z e =  [L a s t S a v e L i s t = = n u l l   O b t a i n i n g   f r e s h   P a c k e d L i s t  cf r e s h   P a c k e d L i s t   a s s i g n e d   t o   L o a d e r . L a s t S a v e L i s t    1U s i n g   S t a l e ? ?   P a c k e d L i s t  7N o   e x t r a   t r e e   d a t a   t o   s a v e .  €“S e t t i n g   L a s t S a v e U s e d P a c k i n g   =   F a l s e .   a n d   r e t u r n i n g   a n d   r e m o v i n g   o l d   d a t a !  =W e   f o u n d   a n d   r e m o v e d   o l d   d a t a .  GS e t t i n g   L a s t S a v e U s e d P a c k i n g   =   T r u e .  +L a s t S a v e U s e d P a c k i n g :      L a s t S a v e L i s t :    n o t   n u l l      n u l l  SS t a r t   u s i n g   c u s t o m   s e r a l i z e r . ( n o   p a c k i n g )  QS t a r t   u s i n g   c u s t o m   s e r a l i z e r .   ( p a c k i n g )    €ÁS a v i n g   { 0 }   o f   { 1 }   i n   e x t r a   t r e e s   r a n g e ,   s i z e   i n   s a v e g a m e   a p p r o x :   { 2 }   b y t e s ,   s a v e f o r m a t v e r i o n : { 3 }  ]E r r o r   d u r i n g   m a i n   e x t r a   t r e e   s a v i n g   p r o c e s s .   :  If i r e d ;   L o a d e r . L a s t S a v e U s e d P a c k i n g   =    €L a s t S a v e d P a c k i n g   T r u e   -   G e t t i n g   a   r e O r d e r e d L i s t   u s i n g   e x i s t i n g   o b j L a s t S a v e L i s t €‘L a s t S a v e d P a c k i n g   T r u e   -   C o p y i n g   2 6 2 k   t o   l i m i t   -   f r o m   o u r   r e - o r d e r e d   c o p y €ËL a s t S a v e d P a c k i n g   f a l s e   a n d   L a s t F i l e C l e a r d   n o t   s e t   -   C o p y i n g   2 6 2 k   t o   l i m i t   - f r o m   o r i g i n a l   t r e e   m a n a g e r SE r r o r   d u r i n g   s a v e   o f   e x t r a   b u r n i n g   t r e e s .  CS e r i a l i z i n g   e x t r a   b u r n i n g   t r e e s      ( n o t p a c k e d )  ( p a c k e d )  ml i s t B u r n i n g T r e e s   i s   n u l l ,   i t   a t   l e a s t   s h o u l d   b e   e m p t y !  €—W e   w i l l   a b o r t   t h e   s a v i n g   o f   b u r n i n g   d a t a .   a n d   l e a v e   e x i s t i n g   d a t a   i n   p l a c e .  -N o   e x t r a   b u r n i n g   d a t a    /  b u r n i n g   t r e e s   t o   s a v e .  ow i l l   a t t e m p t   t o   r e m o v e   e x i s t i n g   { 0 }   c o n t a i n e r   i f   e x i s t s  3a b o u t   t o   s e r i a l i z e   e x t r a      b u r n i n g   t r e e s  Mm y b u r n i n g   l i s t   c a p a c i t y   i s   c u r r e n t l y :    ?a b o u t   t o   s a v e   c o n t a i n e r   w i t h   :      b u r n i n g   t r e e s .  cS a v i n g   d a t a ,   b y t e   l e n g t h :   { 0 }     C o n t a i n e r N a m e :   { 1 }  s a v i n g   f a i l e d .  IU n e x p e c t e d   e r r o r   w h i l e   s a v i n g   d a t a :    e r r :    {S t a r t i n g   d e t o u r e d   d e s e r a l i z e r .   M a k i n g   s u r e   w e ' r e   i n i t i a l i z e d . )F l u s h i n g   A r r a y s   i n i t  T r e e M a n a g e r    m b u f f e r s i z e =  im _ b u r n i n g T r e e s . C l e a r ( ) ' d   a n d   m _ b u r n i n g T r e e s . T r i m ( ) ' d   m U p d a t e m o d e   =  €Ãm a i n   d e s e r i a l i z e :   P r o c e s s e d   t h e   c o r e   2 6 2 1 4 4 k   t r e e   b u f f e r ,   m o v i n g   o n   t o   r e a d   i n   c o r e   b u r n i n g   t r e e s  9m a i n   d e s e r i a l i z e :   T h e r e   a r e    E  b u r n i n g   t r e e s   s t o r e d   i n   t h e   f i l e .  gm a i n   d e s e r i a l i z e :   s k i p p i n g   b u r n i n g   t r e e   w i t h   i n d e x    sU s i n g   M o d i f i e d T r e e C a p   -   C a l l i n g   C u s t o m   T r e e   D e s e r i a l i z e r . €U s i n g   M o d i f i e d T r e e C a p   -   C a l l i n g   C u s t o m   B u r n i n g T r e e   D e s e r i a l i z e r . ss a v e   v e r s i o n   <   2 6 6   n o   n e e d   t o   l o a d   c u s t o m   t r e e   d a t a .   v e r :  €“G h o s t   M o d e   i s   a c t i v a t e d !   s k i p p e d   e x t r a   t r e e s   a n d   e x t r a   b u r n i n g   t r e e   d a t a .  C O   r e p l a c e d   d e s e r a l i z e r   c o m p l e t e l y   f i n i s h e d .   ( l o a d i n g   c o m p l e t e )  1E s s e n t i a l S c e n e s L o a d e d . . .  =b e f o r e   T r e e I n f o   B i n d P r e f a b s . . .  3T r e e I n f o   p r e f a b s   b o u n d . . .  yO p t i o n s W r a p p e r < C o n f i g u r a t i o n > . O p t i o n s . N u l l T r e e O p t i o n s I n d e x :    US t a r t i n g   c u s t o m   T r e e   v a l i d a t i o n   p r o c e s s . . .  IT r e e   v a l i d a t i o n   p r o c e s s   c o m p l e t e d . . .  GT r e e   v a l i d a t i o n   p r o c e s s   d i s a b l e d . . .  €d e b u g :   L o a d e r . L a s t S a v e L i s t   i s   = =   N U L L   b e f o r e   c a l l   t o   p a c k e r . s e r i a l i z e .  €d e b u g :   L o a d e r . L a s t S a v e L i s t   i s   N O T   N U L L   b e f o r e   c a l l   t o   p a c k e r . s e r i a l i z e .  c a l l i n g   p a c k e r    /S e r i a l i z a t i o n   E r r o r !   :    e* *   M a y   h a v e   f a i l e d   t o   s a v e   t r e e s   d u e   t o   l a s t   e x c e p t i o n   i n s i d e   p a c k e r . s e r a l i z e .
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( ( ( ( ( ( ( €¥( i ( ‚€Ü 1.8.0f3 - Build_001        v1.8.0-f3_build_01      , 'Copyright ©  2017 - v1.8.0-f3_build_01  - (Cities Skyline Mod - Unlimited Trees Mod  1.8.0.1  Unlimited Trees Mod        TWrapNonExceptionThrows) $ccd65b50-54de-4cc4-b3de-8987e0041aa4            None
Basic      Developer  DoNothing (Default)  Replace  Remove  &
TreeUnlimiterTreeUnlimiterConfig  Ì    T
AllowMultiple @            Ì     _ ZBuildingDecoration, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null  ] XCommonBuildingAI, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null  \ WDisasterHelpers, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null  Y TFireCopterAI, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null  Y TForestFireAI, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null  U PTreeTool, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null  c ^NaturalResourceManager, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null  [ VWeatherManager, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null  X STreeManager, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null  €      ÿ    ] XTreeManager+Data, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null  €Š €„Disable the normal game behavior of letting tree's height effect \ dilute the wind map.
 Option should be set before loading a map.  ; Disable tree effects on windUnlimited Trees Optionsÿÿ  m gNone= Logging disabled
Basic= Enables logging for basic debugging and informational purposes.
Unless there are problems you probably don't need to enable this.
Advanced= Enables logging of much more information to your log file
 Recommended only if you are having problems and someone
has asked you to enable it
probably in combination with custom log option.  J     Log level!TreeUnlimiter.Logger+LoggingLevelUnlimited Trees Optionsÿÿ  €Ð €ÊEnables logging of UnlimitedTrees log data to a seperate file
 so you don't have to look through the game log.
Location can be changed, default is TreeUnlimiter_Log.txt in game installation root folder.  2 Enable Seperate LogUnlimited Trees Optionsÿÿ  h bSets what you want the mod to do when missing trees
 or trees with serious errors are found.
 DoNothing= Let game errors happen normally.
 ReplaceTree= Replaces any missing tree with a default game tree
 RemoveTree = Deletes the tree
*Any changes made are commited upon you saving the file after loading
*So you may want to disable autosave if debugging.  e In case of tree errors:.TreeUnlimiter.TreePrefabsDebug+NullTreeOptionsUnlimited Trees Optionsÿÿ  C =(advanced) Enables Mod to stay active but act like it's not, ignoring 'extra' UT tree data during load.
 This mode only exists to allow you to load a map that has 'extra' UT data WITHOUT actually loading that data the game will act as if UT is not loaded.
 For your own safety you can not change this setting in-game.  0 Enable Ghost ModeUnlimited Trees Optionsÿÿ  €Ã €½Sets the maximum # of trees in increments of 262,144.
Setting this above 4 (1 million trees) is not recommended and depending on your hardware
 it may cause performance or rendering issues.  u Max # of trees scaling factor  €@   A  €?Unlimited Trees OptionsTreeUnlimiter.UTSettingsUIUpdateMaxTreesLabel  *
Maximum treesUnlimited Trees Options  € €‰Does not allows tree fires to catch onto Radio Masts.
 This option helps fix a bug in the game, where choppers can't put out those fires.  P Don't burn Radio Masts2In-Game-Only Debug Functions (Not meant for users)ÿÿ  a \Resets all trees to not burning and not damaged.
Also wipes the burningtrees array to match.  € Reset all burning trees2In-Game-Only Debug Functions (Not meant for users)TreeUnlimiter.UTSettingsUIClearAllBurningDamaged  €Í €ÇWipes all UT data from currently loaded map file.
Note** This does not remove tree from an active map
 It will just force the mod to re-save your data if needed.
 or not write new data if <262k trees  €’ &Clear all our save data from this file2In-Game-Only Debug Functions (Not meant for users)TreeUnlimiter.UTSettingsUIClearAllSaveDataFromFile  €¢ €œdumps to your log file a list and size of all custom data entries (beyond just UT)
 in the m_serializableDataStorage dictionary with-in simulation manager.  €ˆ List all custom data to log2In-Game-Only Debug Functions (Not meant for users)TreeUnlimiter.UTSettingsUIOnListAllCustomDataInFile  K FDumps a list of all burning tree data to the log.
 YOU DONT NEED THIS.  €† Dump all burning trees to log2In-Game-Only Debug Functions (Not meant for users)TreeUnlimiter.UTSettingsUIOnDumpAllBurningTrees       Þ[         Àý Àß RSDS€ŠÍmÏOF”¢#Ò½q   D:\Documents\Development\VisualStudioProjects\Cities Skylines Mods\TreeUnlimiter\TreeUnlimiter\obj\Release\TreeUnlimiter.pdb                                                                                                                                        ÿ         ÿ                         ÿ           _CorDllMain mscoree.dll     ÿ%                                                                                                                                                                                                                                  €                 0  €                   H   X           4   V S _ V E R S I O N _ I N F O     ½ïþ           ?                         D    V a r F i l e I n f o     $    T r a n s l a t i o n       °l  S t r i n g F i l e I n f o   H  0 0 0 0 0 4 b 0   j ) C o m m e n t s   C i t i e s   S k y l i n e   M o d   -   U n l i m i t e d   T r e e s   M o d     F C o m p a n y N a m e     v 1 . 8 . 0 - f 3 _ b u i l d _ 0 1     P F i l e D e s c r i p t i o n     U n l i m i t e d   T r e e s   M o d   0 F i l e V e r s i o n     1 . 8 . 0 . 1   D I n t e r n a l N a m e   T r e e U n l i m i t e r . d l l   r ' L e g a l C o p y r i g h t   C o p y r i g h t   ©     2 0 1 7   -   v 1 . 8 . 0 - f 3 _ b u i l d _ 0 1     * L e g a l T r a d e m a r k s         L O r i g i n a l F i l e n a m e   T r e e U n l i m i t e r . d l l   H P r o d u c t N a m e     U n l i m i t e d   T r e e s   M o d   L P r o d u c t V e r s i o n   1 . 8 . 0 f 3   -   B u i l d _ 0 0 1   8 A s s e m b l y   V e r s i o n   1 . 3 . 0 . 0                                                                                                                                                                                                                                                                                                                                                                                                                                ð    0?
 
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All I am saying is that going by other games, there is a solution, it's just finding someone to do it.

You're making the assumption that because modders can do it in game x, it automatically follows that they can do it in game y. This isn't the case.
 
This is the number 1 issue at the front of an ever-increasingly long line. There is a long list of issues with this game, particularly AI, Diplomacy, just simple things that were not thought through or put together hastily, but definitely the lack of power in the game engine which limits the number of assets in a game is really the main one.

The game as it is in Civ 6 is a brilliant idea that just was not executed well. We buy the game as a baseline and we are forced to mod it. I mod for myself and spend about 90% of the time modding and loading and reloading to spend 10% of the time playing.

I put a review on STEAM and noted this too. Firaxis really take advantage of their loyal fans. I too like @Gedemon will not return for Civ 7. I think Firaxis do not check these forums to be honest.
 
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