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The longer a person was travelling yesterday, the more they have to catch up on. Normally they will fulfill 100% of their demands per day, but if they traveled for 3 days they will try to fulfill 300%. That's all things they missed (food, meat, clothes, booze, movies), they have the potential of blocking your buildings when that happens.
They also take some small happiness penalties when they travel that long.
A bigger issue with this extension: you may waste your workers. Unemployed workers get counted when they never made it to work or get picked up by a bus. If you have the transfer option on, everyone will get on the bus, and gets counted as employed, even if there is nothing at the end. This can really scew your numbers, and have you making some bad decisions. I did a test on the transfer option, not with this issue in mind, but just to explain it a little more.
Exceeding the "5 hour" mark on the "total time travelling" timer also gives a hit to citizen happiness/loyalty, so you have to be careful not to exceed it too often, but you can if you must.
Travelling for a long time on the way to work also amplifies needs quite severely, so citizens will need to spend more of their free time on satisfying needs. This leaves less time to use public transport to needs and less time to consume radio/TV programming.