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If you also have a specialized district that produces local ‘logs’, then these ‘imports’ actually come from your specialized district, not from ‘outside imports’.
Also, if you have a warehouse storing logs, then these same ‘imports’ actually come from your warehouse.
(Because forestry needs raw materials to be manufactured into products, and mod do not banned this logic.)
To determine whether it is from ‘outside imports’, you can check whether there is import cost from ‘outside imports’ in the economic panel for that item.
If the Mod is really has the problem, you can check whether it conflicts with other Mods.
They can be used together.
In In-Game, press the 'ESC' key on the keyboard, then to enter the game settings option, then find and click the mod name on the left, and you can see and set mod options on the right. You can refer to the pictures on top of this page.
Depending on your situation, it's impossible to know exactly why because each player has a different mod mix. You can try to reclick the checkbox.
All your mods have the same problem. The mods resets the game lang to english. Please fix this or remove the translation option!
If you unchecked to "Checkbox" of item, that means import or export banned. So if you want to import or export some Product or Raw Materials, you need checked the "Checkbox".
And also maybe you enabled some other mods options to banned import or export.
To SKProCH
You can observe for a period of time, and it takes several cycles to disable or enable. So at the moment you disable it, the imports that have entered the city will still exist. There is another reason. In fact, it is not from import, but from within the city, such as resource recycling plants, which will produce some "raw materials" and then send them to industrial areas.
It's becuase old translation framework made incompatible, and now I have update to the new translation framework from algernon. It should not make the same problem again.
ImportsAndExportsCEO.TranslationFramework.Util:get_PluginInfo()
ImportsAndExportsCEO.TranslationFramework.Util:get_AssemblyPath()
ImportsAndExportsCEO.TranslationFramework.Translation:LoadLanguages()
ImportsAndExportsCEO.TranslationFramework.Translation:.ctor()
ImportsAndExportsCEO.ImportsAndExportsController:.cctor()
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.ConstructorInfo:Invoke(Object[])
...
Unable to instantiate type ImportsAndExportsCEO.ImportsAndExportsController in
NullReferenceException: Object reference not set to an instance of an object
at ImportsAndExportsCEO.ImportsAndExportsController.get_Name () [0x00000] in <filename unknown>:0
at LoadOrderInjections.Injections.Logs.AfterUserModCtor (ColossalFramework.Plugins.PluginInfo p) [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.CreateUserModInstance (System.Object& userModInstance) [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.get_userModInstance () [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.GetInstances[IUserMod] () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
ColossalFramework.Plugins.PluginInfo:GetInstances()
ImportsAndExportsCEO.TranslationFramework.Util:get_PluginInfo()
ImportsAndExportsCEO.TranslationFramework.Util:get_AssemblyPath()
ImportsAndExportsCEO.TranslationFramework.Translation:LoadLanguages()
ImportsAndExportsCEO.TranslationFramework.Translation:.ctor()
ImportsAndExportsCEO.ImportsAndExportsController:.cctor()
[... more stack trace here, PluginManager.LoadPlugins etc ]
NullReferenceException: Object reference not set to an instance of an object
at ImportsAndExportsCEO.ImportsAndExportsController.get_Name () [0x00000] in <filename unknown>:0
at LoadOrderInjections.Injections.Logs.AfterUserModCtor (ColossalFramework.Plugins.PluginInfo p) [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.CreateUserModInstance (System.Object& userModInstance) [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.get_userModInstance () [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.GetInstances[IUserMod] () [0x00000] in <filename unknown>:0
OK, thank you, and I'm asking them. And it's look like just about read 'language' name, it's not affected functions.
A Mod caused an error [ModException]
Details:
System.NullReferenceException: Object reference not set to an instance of an object
at EntryData.GenerateData () [0x00000] in <filename unknown>:0
I checked the Output_log.txt, and I don't found any 'error' target form all my mods.
And you can try this way to see. To open "Output_log.txt" with a text editor, then use search function of text editor with 'error' word, and find one by one to see which error be target in Output_log.txt. I saw lots of error from algernon's mods and his mods are great and also more errors.
at ImportsAndExportsCEO.ImportsAndExportsController.get_Name () [0x00000] in <filename unknown>:0
at LoadOrderInjections.Injections.Logs.AfterUserModCtor (ColossalFramework.Plugins.PluginInfo p) [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.CreateUserModInstance (System.Object& userModInstance) [0x00000] in <filename unknown>:0
Same issue with extended info Panel
The error message appeared after the update.
Here is the link to OUTPUT.TXT and Compatibility Report: https://drive.google.com/drive/folders/1a5iSC6tzdiq6imtYt8ffS69A7fdb5EK2
Imports and Exports CEO mod is fully compatible with Plazas & Promenades DLC.
Please follow the Plazas & Promenades DLC Compatible modlist.
Than you very much and you too!
I'll contact you.
Yes, I'll turn on an "Popular Discussions" and then you can post a comment for the translation. Thank you very much want to do a translation.
It should be the relationship between raw materials and products.
If your local is all 'products', then 'products' cannot be sent to other factories, and factories need 'raw materials'. The same is true on the contrary, if it is all 'raw materials', the 'raw materials' cannot be sent to commercial for sale.
When I tested it, everything was fine. If you don't have a warehouse, it is recommended to use a warehouse, because when I am disabled to import, the warehouse can provide normal services in the city.
WARNING: When you want to uninstall this mod, be sure to have every CEO option reactivated before doing so or you will not import/export products you deactivated with the mod. The setting is no session setting. Its a game setting that is persistent.
This should be caused by a problem with Steam now, because Steam has not been able to automatically refresh information so far. I just updated the translation mode, not touched main mod functions. So this updating should not caused problems. If you also use "Load Order Mod" mod. Try to do like
Chamëleon TBN said: " You should do File - Reset Cache from Load Order Mod, sometimes steam do not deliver correct informations and these are stored in Load Order Mod database and can't be removed automatically."
Should be able to solve it.
You are welcome, and I also called help to fix this small flaw, and will update when successfully fixed.
To BigPapa_Škoda
No, there is only mod can change vehicle spawn of warehouse named "Building Spawn Points" mod.
This is just a small flaw, you can refer to this sentence I have written on the page.
-----> "If you got text display 'problem' of Option, you just need to change to other language and change back all will be fine."
since today I have the problem that only placeholders are displayed in the modd options. When I ended the game the day before yesterday, everything was still fine. Today it looks like this:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2806308896
I have the same problem with Extended Info Panel 2:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2806308906
I have already tried to unsubscribe and resubscribe to the mods, but that didn't work. How can I fix this?
not import , for export , there are Fishing Harbors nearby
the warehouse position is very close to the building, not exactly what you say
but i understand your idea about some left hand traffic and they are on the opposite direction of the building
i build a simple grid that that can drive a clockwise or anti-clockwise to their destination
It look like you want cargo airport , harbor etc 'import' fish and send to ? If so, sure they will not be imported, because the game setting Fish cannot be imported, and all Fish can only be produced from locally by yourself.
And check look the road direction, the warehouse should build front of factory. For example, if your road is going from right to left, you should build warehouse on right, and factory on left. Then warehouse will more good to send to factory and drive truck back. If you build in reverse direction, the warehouse will go around first and send to, this will seriously reduce the delivery efficiency.
我做了包括 ‘模組表列’ 、‘選單’ 在內的所有漢化顯示,所使用的是 ‘BloodyPenguin’ 的翻譯程式模塊。所以當同時使用 “Load Order Mod” 時,會造成每次開啟遊戲後須要切換一下語言在切換回來,這不算是個 ‘問題’ 因為不影響模組功能,只是個 ‘小狀況’。 “Load Order Mod” 會影響到我所有的模組都會產生同樣的狀況。已經告知 “Load Order Mod” 開發團隊了,希望他們能在之後解決。
thank you for explaining
i really don't know send to fish market consider as export
the game mechanism is so weird, i build fish factory and warehouse close to each other (same road), there is cargo airport , harbor . they refuse to send fish to the factory or sometimes tell me there is not enough customer when fish factory display not enough fish.