Cities: Skylines

Cities: Skylines

28,484 ratings
TM:PE 11.9.3.0 STABLE (Traffic Manager: President Edition)
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9.035 MB
Jan 27, 2019 @ 3:32pm
Oct 5, 2025 @ 3:33pm
50 Change Notes ( view )

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TM:PE 11.9.3.0 STABLE (Traffic Manager: President Edition)

Description
Improve lane and parking usage. and customise junctions, roads, and rails! This is the stable release with tested features.



⠀⠀⠀⠀⠀⠀⠀⠀User Guide[doc.tmpe.me]⠀⠀⠀⠀Report Bugs[doc.tmpe.me]⠀⠀⠀⠀Discord Chat[discord.gg]

Vehicles despawning or stopped moving after altering roads or rails? Use Broken Nodes Detector to find and fix some common game bugs!

Make sure you only have one version of TM:PE subscribed at a time (disabling other versions = causes error, you must completely unsubscribe all other versions).

⠀⠀⠀⠀⠀⠀⠀[discord.gg] [github.com]

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀[doc.tmpe.me]
Supported languages: Arabic, Chinese Simplified, Chinese Traditional, Czech, Dutch, US & UK English, French, German, Hungarian, Indonesian, Italian, Japanese, Korean, Occitan, Polish, Portuguese, Romanian, Russian, Slovak, Spanish, Thai, Turkish, Ukrainian.

Huge THANK YOU! to our team of 80+ translators and everyone who contributed since the first version in March 2015[github.com]


Not working since the last DLC update? Make sure Steam downloaded the latest version properly (look in sidebar of mod options). If not, unsubscribe then resubscribe. If Steam still doesn't download the correct version, try changing "Download Region" in Steam settings, then unsubscribe and resubscribe again.

If you need support, upload your log files[doc.tmpe.me] to help us track down the bug.

Workshop search keywords: Traffic Manager: President Edition, pathfind, AI
Popular Discussions View All (290)
2
Jan 8 @ 2:35am
TM:PE 11.9.3.0 – Fourgons de transport de fonds bloqués près des hubs de transport
Farouni Ѽ
3
Jan 2 @ 8:31am
how to get TM:PE
bernard_am125
3
Nov 25, 2025 @ 6:11am
When TM:PE is activated, hearses stop leaving the cemetery.
Valenshtain [97RUS]
6,184 Comments
felipefgnds Jan 13 @ 4:14pm 
@Krzychu1245 I activated AI mode for traffic and it solved the problem A LOT. Thank you so much for your help.
CitesSkyliner Jan 12 @ 8:25am 
CS2 version already exists.......CS2 has its own in house version of the steam workshop. Also, I asked a long while ago why the AI is so jittery when trying to find a parking spot.
Juan Mecanico 1177 Jan 11 @ 11:54am 
Muy bueno, recomendado para pequeñas a grandes :steamthumbsup:
Canadian788 Jan 10 @ 1:48pm 
Miss this mod, Will there ever be Cities skylines 2 version? This was by far the best mod.
Ra6mt Jan 9 @ 5:35pm 
I would like to ask whether TMPE conflicts with the Rail Track Speed Increaser mod. This mod increases the speed limit of train tracks, but trains ignore the speed limits set by TMPE.
Krzychu1245  [author] Jan 9 @ 12:24pm 
@felipefgnds I don't know any alternative and I doubt anyone is working on something like that.
felipefgnds Jan 7 @ 2:11pm 
@Krzychu1245 Thank you so much for the help and the quick reply! It really solved the problem. However, this is one of the features I use the most during gameplay to deal with traffic congestion. Is there any alternative solution for this, or is it something that’s currently being worked on?
Krzychu1245  [author] Jan 7 @ 12:53pm 
@felipefgnds try disabling lane connector tool on the maintenance tab. Broken Nodes Detector can find issue only if problem is currently visible. You can try experimental feature for searching disconnected buildings instead.
In case you plop buildings manually or use MoveIt to rotate or move buildings: you can't move building too far from the road because they won't be reachable (its default spawn point cannot be too far from the road).
The game logic for service buildings relies on premise that all buildings are reachable for vehicles, which means even one disconnected building can break the entire system, because the game will try to send vehcles from more and more service buildings around to reach it. If it's totally unreachable, then all service buildings will stuck on that service request forever and you will see flickering (0/1/0/1) which indicates that spawned vehicle cannot find the path to some target building.
felipefgnds Jan 7 @ 10:50am 
Pessoal, tudo funciona perfeitamente até 30k/habitantes, aí começam as falhas nos carros de serviço (variando entre 1/0/1). Já testei o Broken Nodes (que não encontrou nada), já apaguei todos os semáforos e direcionamento de faixas (funcionou por um breve momento) e não consegui resolver sem desativar este mod, porém ele é EXCELENTE, e eu gostaria de contar com ele no meu jogo. Alguém mais teve este tipo de problema que possa ajudar? Não sei mais o que fazer.

Everything works perfectly up to around 30k population, but after that the service vehicles start failing (constantly switching between 1/0/1). I’ve already tested with Broken Nodes Detector (it didn’t find anything), removed all traffic lights and lane connections (which only helped briefly), and I can’t fix it unless I disable this mod. The problem is: this mod is EXCELLENT and I really want to keep using it.
Has anyone else had this kind of issue and can help? I honestly don’t know what else to do.
sandro Jan 5 @ 3:46am 
oyunu yapanların yapamadığının yapmış helal olsun