Cities: Skylines

Cities: Skylines

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Traffic Manager: President Edition
 
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3.804 MB
Dec 25, 2015 @ 3:48am
Jul 14 @ 1:56pm
208 Change Notes ( view )

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Traffic Manager: President Edition

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Description
Traffic Manager: President Edition
helps you manage your city's traffic. This mod allows you to
  • toggle traffic lights at junctions,
  • add yield and stop signs to junctions,
  • define timed traffic lights that can adapt their behavior depending on live traffic measurements,
  • modify speed limits,
  • define vehicle restrictions (e.g. disallow vehicles on certain roads),
  • define junction restrictions (e.g. disallow pedestrians to cross the street),
  • define parking restrictions (e.g. prohibit cars from parking road-side),
  • change lane arrows and connect individual lanes with each other,
  • clear traffic and
  • toggle despawn on/off
It additionally includes
  • its own Advanced Vehicle AI that modifies the way your cims choose their lanes,
  • modified lane splitting/merging rules on highways (read the manual!),
  • a Parking AI which disallows "pocket cars" and improves the simulation regarding parking space usage, and
  • Dynamic Lane Selection (DLS), a lane selection algorithm that allows cims to switch to alternative lanes while en-route

This mod is based on the original Traffic Manager Mod by cbethax and Traffic Manager Plus by seiggy. If you have subscribed to another Traffic Manager mod, please first deactivate it in your Content Manager (in-game) before trying this one out.

Current version: 1.10.10 Changelog, Source code[github.com]
  • Updated for game version 1.10.1-f3
  • Parking AI: Improved park & ride behavior
  • Parking AI: Walking paths from parking position to destination building take public transportation into account
  • Bugfix: Parking AI causes unnecessary path-findings (#183, thanks to Sipke82 for reporting)
  • Bugfix: Prohibiting cims from crossing the road also affect paths where crossing is unnecessary (#168, thanks to aubergine10 for reporting)

User Manual
>>> AVAILABLE HERE <<<[www.viathinksoft.de]

Supported languages (% translated)
  • Chinese, simplified (90 %) (thanks to @Lost丶青柠)
  • Chinese, traditional (80 %) (thanks to @clarinetism76)
  • Dutch (80 %)
  • English (100 %)
  • French (100 %) (thanks to @simon.royer007, @LondSW & mjm92150)
  • German (100 %)
  • Italian (80 %) (thanks to @Admix)
  • Korean (90 %) (thanks to @ Toothless FLY [ROK]LSh.st)
  • Japanese (40 %) (thanks to @Akira Ishizaki; Japanese Localization EX Mod is required)
  • Polish (90 %) (thanks to @Krzychu1245)
  • Portuguese (80 %) (thanks to @igordeeoliveira)
  • Russian (80 %) (thanks to @FireGames)
  • Spanish (80 %) (thanks to @FoXiL)

The language is automatically determined based on your settings in "Options" -> "Gameplay".
Please contact me if you want to help translate this mod, add missing translations or correct translation mistakes. E-Mail: victor#viathinksoft.de (#=@)

Incompatible with:

In case problems arise / you need help
If you see an error message or something is going wrong, please e-mail me your "output_log.txt" (Windows), "Player.log" (Linux, Mac) and "TMPE.log" files immediately after you encountered the bug. You can find the log files in your ...\SteamLibrary\steamapps\common\Cities_Skylines\Cities_Data\ (Windows) or ~/.config/unity3d/Colossal Order/Cities: Skylines/Player.log (Linux) or Users/<username>/Library/Logs/Unity/Player.log (Mac OS) folder. Please describe the problem, attach the files and send everything to: victor#viathinksoft.de, with #=@. Please tell me what you did when the error occurred so that I can reproduce the situation. Some screenshots or a savegame could be helpful, too. Visit this page to find out where your savegames and screenshots are located: http://www.skylineswiki.com/User_path

If you like this mod:
Donate via PayPal[www.paypal.me]
Popular Discussions View All (296)
153
15 hours ago
People don`t use public transport [SOLVED]
Arbidol
32
20 hours ago
HOW TO REVERT TO AN OLDER VERSION OF TM:PE
Ilion
7
4 hours ago
Problems after the latest update.
Dzekins
< >
6,076 Comments
marcosrubian 4 hours ago 
I can not change or add bus points after it's loaded, does anyone have the solution?
Lazureus Falcone 5 hours ago 
@surf2explore: I went back to the patched version of 1.10.8 here, https://github.com/VictorPhilipp/Cities-Skylines-Traffic-Manager-President-Edition/files/2187847/TrafficManager.zip

Even though the parking is busted, imports leveled out almost instantly. Definitely going to keep my eye on it during stream.
DanteFalcioni 6 hours ago 
BUG: Before the recent update, zero service vehicles were spawning. Zero. My city was full of garbage and dead people. Since the update, all that is working is hearses, but there's still so many dead bodies because the ambulances aren't working at all lol. Therefore, the hearses are sitll useless because they can't even keep up.

Fire stations, police stations and incinerators aren't spawning anything either. There are no one way roads or anywhere that traffic is bottlenecked and there is still no service vehicles spawning. Even if I turn this mod off, nothing will spawn. And I know for a fact this mod is the problem because I had an old city I used to play on that I turned this mod on for and it did the same thing.

I built a small secluded residential area with no one way roads and I did absolutely nothing with the mod (I just used plain old roads) and I placed a clinic and people just kept dying. No ambulances spawned to save them.
DanteFalcioni 6 hours ago 
Service vehicles still arent spawning at all. I can place a hospital right beside a house that has someone inside sick and no ambulances will spawn.
bradybrklyn 8 hours ago 
@trucker013579 I doubt this mod is the problem. What you describe is a known bug of using More Roads for Network Extensions or the original Network Extensions mod. If you are using either of these mods unsubscribe and subscribe to Network Extensions2.
trucker013579 9 hours ago 
BUG: any roads i place while this mod is active, dissables zoaning, and ploppable buildings don't see a road. Cars do drive on it though. Also adding tourist as a vehical restriction would be nice.
surf2explore 12 hours ago 
@Lazureus How do you revert to an earlier patch ?
cesa210 13 hours ago 
OK i think i solve my problem, it appears that one the cargo trains get stuck at some point on the rail road, but since i do not have access to that point i could not fixed directly.

The only way i get rid of the stuck cargo trains is by enabling despawning, so that any vehicle stuck in the map no mather were it gets reset, i also reset the traffic and get rid of the parking cars just for good measure.

So, if you are not getting raw materials please cheack if there is a stuck vehicle at some point in your map. Remeber any kind of vehicle can get stuck by any reason even on a vanilla game.

And if you cannot fixed by yourself, and the game cannot fixed by themself, then just try doing what i did, find a way to reset all the traffic and be happy :steamhappy:.
Vimes 16 hours ago 
Yeah can be a little confusing.

If you create a district for the industry of Ore, as an example, and have that district over zero Ore deposits then you will only get the processors which refine that raw extracted Ore from the raw producers (mining extractors in this example) or import it.

I think that CO haven't helped as the notification is about "Raw Material" but that is not what the generic industrial factory is short of, it is the "Processed Product" that was needed.

Sometimes people get confused when they see Ore being imported and exported at the same time. But check the import and export tabs and see which type of building in the industrial sector is illuminated. That gives you an idea of what is going on, when you realise that there are two very different parts to the specialised industry process to feed generic industry.
BDN09 16 hours ago 
@Vimes You just explained my problem.

I wanted to craft my specialty districts and not have coal pits and oil derricks popping up all over the place haphazardly. I used the RICO mod to make all of my industrial buildings ploppable and set them to "extractor." I figured that all raw materials buildings would need that setting, and generic industry would just have the plain "industrial" setting. I didn't realize that buildings with the word "processor" in the title functioned differently. I changed the setting of one of these processors back to "industrial" and it started shipping to local industry.

Thank you so much!