Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem






In addition, as we say in the old school (GEN Z) way, "there's no brain, like the human mind."
I have never trusted technology to think for me, and I NEVER will. It doesn't have my brain, so how can it think for me, and tell me what I need to do for something that it's NEVER experienced before? That's just like someone trying to tell someone else how it feels to be drunk, but never drank alcohol before, or how it feels to be high, but never actually took drugs before.
Think about it...🤔
Happy city building everyone!
Nice quote I've seen recently: (...) their sole function is to confidently produce text in response to an input that resembles the kinds of real, human-made text that exists in its training dataset, so it's not capable of telling the truth, just things that look like truth
You've just shown example that it knows very little about the mod but produced response that looks correct.
No. The logic is not reversed. The game is despawning vehicles if they are stationary for too long and the mod can disable this behavior (almost completely).
Does it make any impact on RCI? Definitely not a direct, unless you wanted to trigger the resource teleport because vehicles couldn't reach their destination (resource transport and availability affects demand).
Never trust the LLM/GPT.
For the setting “Disable despawning”, the checkbox works the opposite of what you’d expect:
Checkbox status Meaning
EMPTY (like in your case) ✅ Despawning is DISABLED → bad
CHECKED ✅ Despawning is ENABLED → good
TM:PE uses negative logic here:
“Disable despawning” OFF = you have actually disabled despawning
“Disable despawning” ON = you are disabling the disabling → so despawning works normally again
Weird? Yes 🤦♂️— but that’s how it was coded.
Can anyone confirm this claim?
The hearse, as with in RL, is death care. So, anytime you see skull / cross-bone, then your hearse goes to pick them up.
Happy city building everyone!
So far, in all cases where I have a chance to test broken user savegame reporting the issue, the mod was able to find broken nodes.
It's even mentioned as one of the first things you can read in the description of this mod.
It says: Vehicles despawning or stopped moving after altering roads or rails? Use Broken Nodes Detector to find and fix some common game bugs!
Again, Broken Nodes Detector won't be able to find broken node(s) if it's not there (yet).
It usually happens when you start modifying networks after loading saved game. You have to do something to trigger the problem, like e.g.: mentioned road modification. Once you notice that things break, open that mod menu and run the detection (the first one), then rebuild or bulldoze everything it finds.
Also check your mods with Skyve, it can tell you if you have incompatible/missing mods
Not sure how much this will help, but you can try unsub and resub to TM:PE after using the in-game maintenance first to see if that may help. Again, just trying to see if you can avoid having to go that long route using the POE (Process Of Elimination) method.
https://steamcommunity.com/sharedfiles/filedetails/?id=3585902155
Happy city building everyone!
Being transparent, I have to also admit that maybe my style of gameplay is completely different from everyone (I assume) because I DON'T actually care about detailing my cities heavily, nor do I care about them riding bikes and walking much, being why I NEVER saw this particular problem, as I stated in my comment below to the creator.
While everyone likes to see people walking and biking, I prefer to see everyone using my PT system, packing my buses and trains to the extreme. I prioritize metro (MOM sub'd and working properly as well, along with stops and stations mod) and bus over anything else, and I use a system of the Pedestrian roads (Res. and Com., but I like to see trucks in Ind.), to enforce little to NO car usage as possible. They have to use it, and I LOVE it!
https://steamcommunity.com/sharedfiles/filedetails/?id=2390998999
Happy city building everyone!
Well, this is the price we all have to pay for using a modded game, especially if many of our mods / assets are not of the same update as the ones that are. Although, it's a MUST DO if you wanna see where the problem mod is and have it removed, so you won't have to do the process that you're going through.
Then, there's always the good ol' fashioned VANILLA style gameplay! 😁 The choice is yours...
Happy city building everyone!
I've been having the same issue for the past few days. It's taken me until not its something with TMPE's update that conflicts with one of the mods I have. What happens is that whenever I upgrade or add a road, the game doesn't register it as even being there. All buildings lose connection and nothing can be placed on it, and all cars stop and de-spawn as if the road had been deleted. However, saving the game, exiting out completely, and reloading in seems to reset the road and fix any issues, but I'd have to do this every time I add or edit a road. I would really dread having to go through each and every one of my mods to see what the issue is, and I've already verified the integrity of the game files along with re-downloading the mod itself.
Now, that's a new one for me. I actually never had that issue. Now, I know. I guess you actually do learn something everyday. I can add that to my knowledge inventory. 🤣
@narunetto
Which goes back to my original theory, it usually is a mod conflict. You will probably have to do the long process of removing your mods, installing only this one, and then installing the rest one by one to see what if that's the case.
Happy city building everyone!
Some pedestrian or bike path node on the map can "break" randomly and the game cannot accurately calculate its new position, so you have to touch that node manually (dragging a little bit with Move It mod) or bulldoze it and create again.
It sounds like you just need to unsub and resub the mod again, and then do the verify files on the game to be sure. It's nothing wrong with the mod at all. Maybe there's a mod conflict somewhere. You'll have to find it.
Then, make sure that you set your simulation to Very HIGH and STRICT on the rules, because the cars won't always follow what is said if you have it on NORMAL or LOW simulation. Also, there's the feature of the Reckless Drivers Percentage, where that will most certainly cause havoc in cars not following rules.
So, just some things to consider...
Happy city building everyone!
@CitesSkyliner no because there's no reasonable way to parallelize that process and it's very hard problem to solve, knowing how citizens and vehicles symulation work.
Hey, I do what I can to take some of the stress / strain on these creators. I really appreciate the accolade! 🙏🏾
Although, first, make sure it worked for you. Don't thank me yet. LOL😆
Happy city building everyone!
I'm MOST CERTAIN that you're in the wrong thread with this one. A traffic managing mod has NOTHING to do with anything "FISCAL" at all in the game engine. It LITERALLY only deals with the AI of traffic behavior.
@Krzychu1245, unless you have a hidden feature that no one knows about which relates to monetary adjustments, I am most certain this mod only deals with traffic influentials. Am I correct on this or no? LOL 🤔
Happy city building everyone!
I will have to try this in the morning, Hopefully it works, ta in advance you legend!
KEY NOTE: Be sure to visit this tab in your in-game pause menu under TM:PE to ensure you have all configs and stats removed before doing the unsub/resub process. Click all of them.
https://steamcommunity.com/sharedfiles/filedetails/?id=3585902155
Happy city building everyone!
It's really not hard at all. Everything always sounds worst than it really is. It's actually a matter of a few steps...
1. Unsub the mod from Steam.
2. Load the game.
3. Save the game with a different title.
4. Resub the mod.
5. Load the new game file saved.
6. Enjoy the game with the new config that you desired.
Now, you can redesign all the junctions how you wanted to. Isn't that what you were requesting? I may be misunderstanding you now if that wasn't the case.
Happy city building everyone!
I like the mod, just wanted to rest the city so I can go back through and up it accordingly, ill have to do it the hard way
You can't actually just disable the mod. You would have to unsub the mod completely, then do that process. It still recognizes the mod(s) with just disabling it. So, you would have to completely remove all of the stats of the mod from the game. It should work that way.
Happy city building everyone!
I over time of building my city have made so many edits its actually a disaster.
Especially timed lights, as you have to go into a whole 5 step process to remove each one.
Please don't ask me if you don't see it in-game. It's a problem between your PC and the Steam client/workshop, There's nothing I can do about it. Try resubscribing.
@coaii_ @FeliscatusX make sure you use latest version and then you can change simulation accuracy to very high again - it turned out that Reversible Tram AI mod was always slightly incompatible but recent change in TM:PE which improved detection of vehicle position made incompatibility with RT AI way more visible. All fixed now.
Happy city building everyone!
@black_panther559 thanks.