Cities: Skylines

Cities: Skylines

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roy654789 Apr 4, 2020 @ 12:58am
How to force pedestrians to use bridge instead of the crossing?
I want my pedestrians to use the bridge I built to relieve the traffic stress.
https://imgur.com/6rUexCa
Any mod can prevent pedestrians from using crossing?
I've tried TMPE but I need to do the set up in every nodes. It's time costing and annoying.
Last edited by roy654789; Apr 4, 2020 @ 1:00am
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Showing 1-14 of 14 comments
snowflitzer Apr 4, 2020 @ 2:14am 
The will use it if it brings them where they want to go! Otherwise, they might not even use them.

Make sure you have a path from your residential to your industry, if you add bikes, they walk and ride a bike to work.

If you think not enough people using it then your pedestrian bridges do not go there where they want to go.
adman_as Apr 4, 2020 @ 2:15am 
Hey, the pic didn’t show up very high quality for me, but it doesn’t look like there are many ways for people to get up to your walkways? It looks like there are some ramps in the top left but not elsewhere? Might just be I can’t see them though.

An alternative could be to change them to bike routes and apply the Encourage Cycling policy?
MaskMcgee Apr 4, 2020 @ 2:25am 
Could you have taken that screenshot from further away? Useless.
adman_as Apr 4, 2020 @ 3:00am 
Or, if you want to FORCE people to use the paths you could make them the only way to walk out of your residential area by using short sections of highway on all the roads that link those areas to your main road network? But you might just end up with people driving instead of walking, which adds to the traffic...
sparkyga Apr 4, 2020 @ 5:05am 
The path looks like it might often be a LOT longer than just walking the streets.

... in the screneshot to get from bottom left to top left (for example), the cims have to come all the way to middle, go up and hten back accross. THat almost 3x the length.

They will walk a long way, but generally always by the shortest/fastest route. Your bridge network would have to be faster than using the road crossings.
caseyas435943 Apr 4, 2020 @ 5:51am 
Paths are faster than the sides of roads where people can walk. So if you make a road and put a path a square away from it you watch most of them using the path. Use this AI when building your city.

I'm always amazed at just how far a Cim will walk.

I built a industry area quite far away from everything. I was planing on building lower level housing areas around it.

To my amazement Cims where walking along the road to get there. It seems to be 1/2 the map.

Cims love to drive. But given a choice between the two it seems they'll walk Godly lengths to get to where they want to go if given a shiny path to walk on.

Path to where they want to go. Remember Cims don't visit other Cims. They only do 3 things. They go to work, shop, play. If your paths let them get to those areas easily they'll walk. And walk miles I might add if there is a path.
CaddyShack Apr 21, 2020 @ 9:29am 
Originally posted by CoolantCorrie:
I've read in two places now that cims will walk the length of a tile if necessary. Does anyone know if that's true or, if not, how far they will walk? I encourage (bikes and) walking and have networks of paths, elevated paths, tunnels etc. and they walk so far they must be Olympic-fit!

Gotta train up for those (cancelled) 2020 Olympics! Lol
reptiliane Apr 21, 2020 @ 11:23am 
You can ban crosswalks with tmpe
me22ca Apr 21, 2020 @ 4:00pm 
Originally posted by CoolantCorrie:
I've read in two places now that cims will walk the length of a tile if necessary. Does anyone know if that's true or, if not, how far they will walk?

Seems about right. Demonstration of people doing that, or maybe even a bit further, on Black Woods from the starting peninsula to the adjacent island:
https://steamcommunity.com/sharedfiles/filedetails/?id=2063943508
OneJasonBradly Apr 21, 2020 @ 6:26pm 
Need more vertical paths through this like 'sparkyga' stated. You need more connections to the streets for they need to walk a fair distance to reach a connection point to the path network. A thing I often do to encourage path use is place attractors like schools, parks, bus stops, metro stations (huge arrtactor) at the "Point of Contact" that is where the path meets the street or sidewalk. Places of work is also a good attract to them.
I made a town very simular to your though not elevated.
https://steamcommunity.com/sharedfiles/filedetails/?id=1891544910
Contrary to above comments I have quite often watch citizens visit homes they do not live in. They do visit each other.
EDIT:
The pathways in this little town
https://steamcommunity.com/sharedfiles/filedetails/?id=1852286534
https://steamcommunity.com/sharedfiles/filedetails/?id=1733401249
https://steamcommunity.com/sharedfiles/filedetails/?id=1733402002
https://steamcommunity.com/sharedfiles/filedetails/?id=1733401787
https://steamcommunity.com/sharedfiles/filedetails/?id=1733401608
Last edited by OneJasonBradly; Apr 21, 2020 @ 6:36pm
MarkJohnson Apr 21, 2020 @ 6:59pm 
Originally posted by CoolantCorrie:
I've read in two places now that cims will walk the length of a tile if necessary. Does anyone know if that's true or, if not, how far they will walk? I encourage (bikes and) walking and have networks of paths, elevated paths, tunnels etc. and they walk so far they must be Olympic-fit!

There's a couple glitches to this rule.

First, YOUR cims will walk up to 12 blocks (1km or half a tile) before they pull out a pocket car and drive to work. (They pull out the car immediately if they calculate they have to walk more than 12-blocks.)

Tourists (not from your city, but outside connections) have only one job, and that is to travel in your city all day long and visits tourist sites, so they will travel long distances all of the time and they don't need to worry about timers as much.

If you use an extremely long sidewalk only, then cims have no way off of the sidewalk to use a car. I don't know the rules after they get off the sidewalk after traveling several KM and missed their deadline. I don't use sidewalks. But if they're going home, they seem to keep going home.

So, other than tourist have their own rule, and sidewalks break the rules. They should walk within 12 blocks of their destination, or drive. Or they take public transportation if it's quicker (and it usually is)
Yuki Apr 22, 2020 @ 6:16am 
Use TMPE?
Put your pedestrian bridges 4-5 spaces BEFORE the intersection. People walking toward the intersection should see the bridge/tunnel first - but there is a question to ask. Does using the bridge "add" steps to their journey? If so, they won't take it because it's "longer". You can break this rule by asking "How many steps am I adding?" and move it that many spaces back from the intersection, which should cause Cim pathfinding to consider your route.

One way to break rules if you have the DLC that gives you bikes is with Bike Roads and the asset called "Pedestrian+Bike Path", which really seems to help matters. I've seen bikers pop off the road and into the tunnels, and I've seen people hop off the tunnels and onto the bike lane instead of using a pocket car.

Don't put them everywhere. Put them in 1-2 near central areas, and at the corners of a district, and near your 1-2 worst intersections as I described, away from the intersection a bit. What you want to happen is Cims getting onto the path quickly, and staying on until they need to get off. What you don't want is all the Cims coming off your path and using pocket cars right next to your bus stops, metros, and intersections, which will happen.

As for Pedestrian Bridges that aren't part of a network - just place them about 4-6 spaces back from the intersection and you should be good.

You can move a crossing itself away from an intersection IF you use National Highway or 2-Way Highway pieces for intersection segments. Highway pieces do not have crossings, so it pushes the crossing back a few segments. You can then put your crossing at this new segment, and it will still be better than it was, even though they're still crossing.
jhughes Apr 22, 2020 @ 10:25am 
TMPE prevents. Pedestrian crossings.
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Date Posted: Apr 4, 2020 @ 12:58am
Posts: 14