Cities: Skylines

Cities: Skylines

787 ratings
TM:PE 11.9.4.1 TEST
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9.051 MB
May 16, 2021 @ 11:02am
Mar 10 @ 6:05am
49 Change Notes ( view )

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TM:PE 11.9.4.1 TEST

Description


WARNING!

This is TEST version. It was created for testing new features and may contain errors. If you subscribed to it by mistake, then switch to the STABLE VERSION

If you find bugs, please provide log files[github.com] and savegame[github.com] _as a minimum_. Screenshots and videos help, but unless we can reproduce the problem or track down an error in log files, the chances of us being able to fix it are practically zero.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Code & Translations[github.com]

188 Comments
Jun 30 @ 12:27am 
Thank you, Krzychu1245, that's an excellent mod!
Mar 25 @ 4:37am 
I see. Thanks Krzychu1245.
Krzychu1245  [author]
Mar 24 @ 9:50am 
@wraithrider what you've seen is Adaptive Networks mod feature, make sure you use compatible version (if exists), since the original is not going to be updated AFAIK (the orignal creator is unreachable and only the original author of the workshop item can upload an update - other listed people can only change the mod description and manage required DLC's)
Mar 23 @ 5:33pm 
Question regarding the signs option (Stop and Yield). It used to be that using Big Roads road sets, when selecting the signs for intersection action, they'd also automatically set the raod sign at the intersection as well. The stop sign even inserted the white stop line. It was quite convenient. Now, since the updates, it doesn't seem to do that anymore, albeit I can still select the desired vehicle behavior function at the intersection. Any ideas what may have happened?
Krzychu1245  [author]
Mar 10 @ 6:16am 
The mod has been updated with a fix for Array index is out of range
Make sure you use version 11.9.4.1.
Mar 10 @ 4:40am 
"Array index is out of range. [System.IndexOutOfRangeException]
Details:
No details"
Hope you can fix it soon :(((
Krzychu1245  [author]
Mar 10 @ 2:24am 
The mod has been updated with a compatibility fix for 1.21.1-f5
Oct 16, 2025 @ 11:07am 
@LegoProfessor

Yeah, TMPE only controls how traffic flow, but it has no effect on anything else, especially with the despawning feature. That was more likely added for those of us who like the challenge of strategically planning the road system to work flawlessly. At least that's what I take it to do. lol


Happy city building everyone! :steamthumbsup::steamhappy:
Oct 16, 2025 @ 8:12am 
@Black_Panther559
About the behavior: That's how I always interpreted it.
But I didn't know that the time span doesn't come from TM:PE at all, but is “build in” :-)
Oct 16, 2025 @ 1:16am 
@LegoProfessor

That's an in-game feature that was never actually controllable. Vanilla just determines how long the vehicle has been traveling.

So, if it (the vehicle) was like stuck at a traffic light for too long, or there was a slight slow down at an intersection, or anything that would slow down that particular vehicle's travel time, then that vehicle will just automatically despawn according to vanilla standards. Even if your map is large, and you have a service that's trying to travel from one end of it to another, then even on that case sometimes depending on your junction outcome(s), it may despawn because vanilla calculated that the travel time was too long.

Be sure to have access to / extend your highway within / around the city so vehicles can use it to avoid long travel times. Intercity travel will most certainly take FOREVER to get from one end of the map to the other, especially on large scaled ones.


Happy city building everyone! :steamthumbsup::steamhappy: