Cities: Skylines

Cities: Skylines

TM:PE 11.8.0.0 STABLE (Traffic Manager: President Edition)
5,642 Comments
Kreed May 10 @ 9:09pm 
Hi,
i only have this and Harmony mod on a fresh install, however when i create a roundabout or manually remove pedestrian crossing the street still remains with the crossing stripes on it.
Do you need another mod to also get rid of the graphics?
Thanks!
Relax_take it easy May 10 @ 2:09pm 
Hell fellas, i had instance references null object error with my brand new save. I checked my output log, it seems that this error is related to this mod. Can anyone knowledgeable enough to check it for me? The link to the discussion is following: https://steamcommunity.com/workshop/filedetails/discussion/2862121823/4364628453797336532/
Spirit May 10 @ 4:44am 
i was wondering why the one i have (TMPE) is no longer available
now i know the answer
Guide Suprême May 6 @ 10:41pm 
Works well for me.
mjaa1105 May 6 @ 8:30am 
why does some of the banned vehicles & direction line stuff disappear? like after placing it on the road. its such a hassle when u have 2 do it all over again
Apples May 2 @ 10:14am 
yes, but you can get an achievement mod to counter it. :)
EdhyRa May 2 @ 9:58am 
beginner question: does it disable achievement if using mod?
HardSequencer [GER] Apr 29 @ 8:52am 
great!
SupernaturalSides Apr 29 @ 4:50am 
@danielegyed27 in case you havent found it yet, youre looking for node controller
Krzychu1245  [author] Apr 28 @ 3:24pm 
@AmazingPuff it's definitely not because of that mod.
AmazingPuff Apr 27 @ 7:56am 
when I use this mod I cant build a road or I cant use "move it" mod functions also I can't buy tiles etc. this mod makes my game unplayable and I dont know why
Krzychu1245  [author] Apr 23 @ 11:32am 
@rodnjan2012 what warning, where?
rodnjan2012 Apr 23 @ 8:55am 
hey guys this is not working becuase it keep on giving me an erroe saying that i can not use it
what do i do
RaiBlurblur Apr 23 @ 6:53am 
Nice
zeldslayer Apr 21 @ 4:18pm 
CS and CS2 are different games, it is not possible import this mod to CS2
cornchowder Apr 18 @ 8:25pm 
very good
jxvit Apr 10 @ 10:39am 
when in CS2
Karagar Apr 9 @ 4:38am 
I`m waiting for this mod in CS2
mr.use Apr 4 @ 6:10am 
any updates regarding this mod in Cities: Skylines 2? the Move It mod has been there in Paradox mods already.
danielegyed27 Apr 2 @ 2:29pm 
hey! i got this mod and it has helped me more than i expected! But initially i thought i could change the lanes, for example i have a runabout and the ai usses the insdie lanes to get off the first exit, and i wanted to edit that the outer lane get off on the first exit and so and so, can u reccomend a mod that does that as for i cannot find it?
Cemuvi Apr 2 @ 3:39am 
You think about this mod for CS2 or do you not support this CS because current state?
Krzychu1245  [author] Mar 31 @ 12:09pm 
@Summer, no, as you can see, last update was 12 Jun, 2023. I suggest opening your profile to see your subscriptions and filtering by last update.

@dsliesse 2. it's because it's way too expensive to check if path exists before selecting parking space, so the flow is: select parking space, then try finding path, so it's obvious they may clog certain road in front of restricted section because they "see" parking spots but they cannot reach them.
1. it usually means there are still empty parking spots/not occuptied where they want to go and the process is favoring closer spots (not necessarily the closest one) so they must be many in that area they ignore other parking locations (parking lot size doesn't matter)
dsliesse Mar 30 @ 12:41am 
I've noticed some abnormal behavior lately. If nothing else, just treat this as a data point.

I have two main problems:

1. I use BIG parking lots, and although I have the intelligent parking turned on drivers won't park in them. They'll drive straight through them, to get to another street, but they won't park. In addition, vehicles despawn in the parking lot even though they haven't yet tried 10 parking places. I'd suspect this is a problem with the BIG assets, and I'm still investigating, but...

2. While trying to figure out number 1, I noticed that vehicles are driving down a street they're banned from with TMPE vehicle restrictions. Should be limited to emergency and service vehicles, but private vehicles are clogging the road.

I'll continue my troubleshooting, but thought it might be worthwhile bringing this up. I'm not in the game every day, so don't expect it by tomorrow, but I will update if I find something more definite.
Summer Mar 28 @ 9:28pm 
Hello, I'm getting Simulation failed: EndDeserialize(PathManager) tag mismatch. Are there any updates made recently? Thanks!
Krzychu1245  [author] Mar 27 @ 12:54pm 
ch6215 From the mod destription (above):
Vehicles despawning or stopped moving after altering roads or rails? Use Broken Nodes Detector to find and fix some common game bugs!
ch6215 Mar 27 @ 5:07am 
@matty_b_raps_420 I too have been experiencing a error for a few weeks. When I connect a new road to an existing road or change a road, the cars disappear or stop front of new road. When I saved and reopen save file, there is no problem. It wasn't just my problem.
Yumylp Mar 25 @ 12:39pm 
@Lion +1
Lion Mar 25 @ 12:00pm 
Pls make this for Cities Skylines 2
It needs this mod so bad.
if the devs cant make it the modding community can,
Krzychu1245  [author] Mar 15 @ 12:00pm 
@matty_b_raps_420 nothing has changed in the past 9 moths, neither game was updated nor the mod. The mod is subscribed by 2.6M people and you are the first one reporting this issue.
matty_b_raps_420 Mar 14 @ 11:26pm 
It seems that this mod is now broken; I have enabled/ disabled it, and every-time it's enabled traffic stops coming to the city altogether. When it's on; population growth goes to zero and factories run out of resources. When It's off and the games run for a couple mins the population growth goes to triple digits. It's a great mod so I hope it gets fixed soon!
Krzychu1245  [author] Mar 13 @ 1:10pm 
@lucasantalm97 what are you talking about?
It works perfectly fine, it's compatible with the latest version of the game (and only that version). Last game update was ~9 months ago.
lucasantalm97 Mar 13 @ 4:17am 
It's broken! Can anyone updated this mod?
Sabretooth78 Mar 9 @ 8:37am 
Could it be made possible to have granularity in the despawn options? For instance, increase or decrease the threshold - perhaps a sliding scale of aggression; 0% = vanilla default and 100% = despawn off.

For example - I generally play with despawn OFF, but will occasionally allow pax cars to despawn (only) when I get backups that just won't clear. Sometimes I just want an easy way out and not have to overbuild everything for a worst-case scenario, because that's not realistic either.

With despawn on, pax cars will despawn even if I don't consider them to be "stuck". In such a situation it would be convenient to increase the threshold so that they don't.

One could then therefore retain the ability to play in "hard mode" while not having to drop everything to fix a issues when some fluke event happens - if say a debunching bus blocks an intersection for longer than normal or every business on a block just happens to receive deliveries at the same time, etc.
Krzychu1245  [author] Mar 4 @ 1:31pm 
@Grikgod no, make sure that all mods you subsrcribe are enabled, there's no missing dependencies and they work correctly (without obvious errors), then check if there are no broken nodes in the city (broken nodes detector mod).
Grikgod Mar 3 @ 12:28pm 
could this mod be the reason that crosswalks are disabled by default when i build new intersections ?
MurzynekPL Mar 2 @ 7:53am 
jeden z najlepszych modów do cities skylines
the_wombat Feb 28 @ 3:58pm 
Never mind, just realized that I had Realistic Parking AI turned off XD.
the_wombat Feb 28 @ 3:03pm 
That hasn't been my experience. In my previous save, no cars despawned whatsoever, unless there was a pathing error which happened only very rarely. In my new save, cars are despawning at the destination, then when I delete the apartment I built, everyone respawns their cars. The reason I liked the no despawn feature was so more people used parking spaces. I did some testing and people moving into low residential will always park whereas for high residential, only less than 10% of the people moving in will park while the rest will despawn their cars. The problem might be a mod conflict: I have optimized outside connections installed and many people said they have problems with that so I will try loading the save without that mod.
Krzychu1245  [author] Feb 28 @ 12:56pm 
@the_wombat check again, since that's the only known reason (assuming you are not trying to force vehicles to use specific route). Despawn at the destination, e.g.: delivery truck means there was no valid route to return. Disabled despawning works only for vehicles "on route". If they finished route or new path cannot be found they should despawn.
the_wombat Feb 28 @ 12:33pm 
Anyone having a problem where cars are despawning at the destination when despawning is disabled? I checked for broken nodes and there were none.
Ignasi Feb 27 @ 10:46pm 
Thanks @Krzychu1245, I forgot to mention that I had to lower the vehicles' aggression parameter to low according the hints.

To your point, the broken nodes, ghosts and other checks didn't highlight anything so it is quite painful to check where are the issues. I suspect this happens mostly when transitioning from 2 to 4 lanes, and junctions of course.

Mod is awesome, great job BTW!!
Krzychu1245  [author] Feb 27 @ 3:24pm 
@Ignasi when disabling lane connectors helped it clearly means you've made lane connections in such way that vehicles cannot find path at some point. Keep in mind that vehicle can only change lanes if you put lane connections between them. If you connect a lane with only one other lane they won't "see" any other lanes so by manual lane connections you are limiting possible transitions between lanes. It's strict, there is only one exception - emergency vehicles with light signals active can sometimes ignore lane connections.
Lane arrows work differently, vehicles can ignore them sometimes unless you force "Strict" rule of Vehicle Restrictions Aggression in the mod settings.
Ignasi Feb 27 @ 2:05pm 
Hi all, I also found issues with multiple despawn and cars/trucks taking weird paths. After several tests (and unsuccessful broken node review) what it worked for me was to disable the lane connectors (Policies --> Maintenance).
NedK Feb 24 @ 12:58pm 
@Krzychu1245 Thanks, I'll check that out.
Krzychu1245  [author] Feb 20 @ 11:55am 
@Георгий I doubt that's true. I'd say you are trying to use the mod on older/outdated version of the game. This mod is compatible with the latest version of the game (1.17.1-f4), and pretty much only with the latest version (definitely won't work with anything earlier than 1.17.1-f2).
Георгий Feb 19 @ 7:23pm 
Необходимо исправить ошибку, при загрузке сохранения или новой игры, выскакивает ошибка: данный мод устарел или не работает для версии 1.17.1-f4, из-за этого игра бывает крашится.
Krzychu1245  [author] Feb 14 @ 2:27pm 
@uvaash
check for broken nodes (Broken Nodes Detector mod). If vehicle cannot find the path it will despawn but also if game is struggling with brone nodes somewhere on the map.

@Afrikaan Kommanda this mod can be unsubscribed at anytime, unless you also have other mods that require it, like Hide Crossings, Node Controller, Adaptive Networks etc.

@NedK yes, read the tooltip, it should clearly say that you can change settings only after loading existing savegame or starting new game.
uvaash Feb 14 @ 1:04am 
Lane Connector no longer works on most intersections after my city hit ~75k pop. I have to reset the game AND destroy and rebuild all the street segments abutting the intersection if I want to 'fix' the issue. Otherwise vehicles will either disregard the lane connectors or completely avoid the intersection and the street segment turn lane options will be grayed out. I need help...
Afrikaan Kommanda Feb 11 @ 3:29pm 
I unsubscribed from this mod and now I can't even load into the game anymore
So its either Im stuck with this mod but I get stuttering, or I cant load at all
NedK Feb 10 @ 11:22am 
I can't set additional options in any of the tabs in this mod except the first one. Am I missing something?