Cities: Skylines

Cities: Skylines

TM:PE 11.9.3.0 STABLE (Traffic Manager: President Edition)
6.127 kommentarer
rob.luttge 28. okt. kl. 1:10 
Happy building everyone and thanks for your responses. Always check your assumed facts is indeed good advice.
black_panther559 27. okt. kl. 21:28 
@rob.luttge

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! :steamthumbsup::steamhappy:
Krzychu1245  [ophavsmand] 27. okt. kl. 11:42 
@rob.luttge you see... LLMs (in this case ChatGPT) can't play the game, or understands how it works, not to mention about mods.
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.
rob.luttge 27. okt. kl. 4:37 
ChatGTP claimes the following (I am trying to find out why my RCI is not balanced correctly and Chat claims it is caused by improper pathfindig): ✅ TM:PE logic is reversed

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?
wobblfnr 23. okt. kl. 2:57 
Please bring this Mod for Cities Skylines II in the Paradox Mods Launcher!!!!
Krzychu1245  [ophavsmand] 22. okt. kl. 16:29 
@iglooduh hearses are city service vehicles so the one with the recycle symbol.
black_panther559 21. okt. kl. 13:42 
@iglooduh

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! :steamthumbsup::steamhappy:
iglooduh 21. okt. kl. 9:30 
Hi! By chance, does anyone know what vehicle the hearse is represented as in the vehicle restrictions section? I am having issues with my hearses leaving the city to respond so far away and I need to restrict their highway access. Thank you for any help; I absolutely love this mod.
Krzychu1245  [ophavsmand] 20. okt. kl. 17:24 
If it still doesn't work or nothing is detected (highly unlikely if you follow the steps above), then share the savegame affected with that problem, so I could investigate if detection works correctly or not. I can't fix detector if I don't have anything that proves it is not working.
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.
Krzychu1245  [ophavsmand] 20. okt. kl. 17:21 
@ThePowerPal / @narunetto what you describe is exactly the result of the broken node (one or more, depending on how many pedestrian/bike paths you have in your city).

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
black_panther559 20. okt. kl. 4:55 
@ThePowerPal / @narunetto

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! :steamthumbsup::steamhappy:
black_panther559 20. okt. kl. 4:40 
@ThePowerPal / @narunetto

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! :steamthumbsup::steamhappy:
black_panther559 20. okt. kl. 4:16 
@ThePowerPal

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! :steamthumbsup::steamhappy:
ThePowerPal 20. okt. kl. 0:07 
@narunetto

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.
black_panther559 19. okt. kl. 23:12 
@Krzychu1245

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! :steamthumbsup::steamhappy:
narunetto 19. okt. kl. 21:15 
Thank you both for responding! I did install Broken Nodes Detector and it hasn't found any nodes that are broken. I will also say, usualy the initial issue with the new road being upgraded and then cars not traversing through it fixes itself with a game reload. This is new behaviour.I also did make sure the mod was unsubbed and resubbed and also verified. Still have the same issues.
Krzychu1245  [ophavsmand] 19. okt. kl. 16:22 
@narunetto use Broken Nodes Detector mod once you notice cars slowing down. There's a bug in vanilla which can be triggered when you use a lot of bike and/or pedestrian paths. It is breaking TM:PE pathfinding (path cannot be calculated if network is constantly updated) and causing a soft infinite loop in the simulation, which usually slows it down to crawl.
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.
black_panther559 19. okt. kl. 16:19 
@narunetto

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! :steamthumbsup::steamhappy:
narunetto 19. okt. kl. 15:33 
After the recent update I'm having some peculiar problems. Vehicles are not following the lane locations (like a car turning left when the path isnt allowed) and when changing a road let say like changing the type or deleting a segment and replacing it, cars slow down to a crawl and then disappear where the road has changed. has anyone else had this issue?
Krzychu1245  [ophavsmand] 19. okt. kl. 15:23 
@enne333 I have no idea what do you mean by that. Harmony is actually one of the mods that I doubt you can break - it's literally zero maintenance, no settings or any configuration, just subscribe and forget.

@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.
CitesSkyliner 19. okt. kl. 9:23 
The parking AI is still really stupid after all this time. Could you make it better possibly?
Clunk 13. okt. kl. 19:14 
"Remove this vehicle" button moved - Goodbye to 10 years or muscle-memory. Make these things optional FFS.
enne333 13. okt. kl. 15:28 
Harmony isn't working for me so I can't use this mod. How is everyone using it?
Krzychu1245  [ophavsmand] 13. okt. kl. 11:35 
@A_Casual69 in short: impossible, there's nothing like that in TM:PE.
black_panther559 13. okt. kl. 2:39 
@ฅ⎛⎝Yummy π⎠⎞ฅ

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! :steamthumbsup::steamhappy:
black_panther559 13. okt. kl. 2:33 
@A_Casual69

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! :steamthumbsup::steamhappy:
A_Casual69 13. okt. kl. 2:03 
Mod is making everything like 5x as expensive?? super weird, is there some setting I toggled accidentally?
ฅ⎛⎝Yummy π⎠⎞ฅ 12. okt. kl. 15:31 
@black_panther559
I will have to try this in the morning, Hopefully it works, ta in advance you legend!
black_panther559 12. okt. kl. 12:29 
@ฅ⎛⎝Yummy π⎠⎞ฅ

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! :steamthumbsup::steamhappy:
black_panther559 12. okt. kl. 12:22 
@ฅ⎛⎝Yummy π⎠⎞ฅ

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! :steamthumbsup::steamhappy:
ฅ⎛⎝Yummy π⎠⎞ฅ 12. okt. kl. 12:04 
@black_panther559, bummer oh well, ta though.
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
black_panther559 12. okt. kl. 5:51 
ฅ⎛⎝Yummy π⎠⎞ฅ

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! :steamthumbsup::steamhappy:
ฅ⎛⎝Yummy π⎠⎞ฅ 12. okt. kl. 5:32 
@Krzychu1245 Nope, that didnt work, the timed lights are stuck
Krzychu1245  [ophavsmand] 11. okt. kl. 13:35 
@ฅ⎛⎝Yummy π⎠⎞ฅ try disabling all mod features after loading a savegame (at maintenance tab), save the game under new file, restart game, load that new savegame and enable features again.
ฅ⎛⎝Yummy π⎠⎞ฅ 11. okt. kl. 9:54 
Is there a way to reset the whole city, as in remove all of my modifications, times lights and custom junction things.
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.
Seb 11. okt. kl. 4:29 
Best mod for this game
crazyewok 11. okt. kl. 3:19 
Is there a written guide? I'm not looking for a youtube guide. I mean a written guide?
Emma 8. okt. kl. 1:36 
I could not imagine playing this game without this mod, so thank you for this wonderful mod and updating so often!
katapage 6. okt. kl. 13:22 
Thanks for updating and keeping the mod going.
xXHairforceOneXx 5. okt. kl. 23:54 
the best traffic mod
FeliscatusX 5. okt. kl. 23:37 
Thank you for the continuous upkeep for this mod!
autumnferret3 5. okt. kl. 17:41 
Thank you so much for updating this! I appreciate all the hard work!!
Krzychu1245  [ophavsmand] 5. okt. kl. 15:49 
New version 11.9.3.0 has been released.
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.
black_panther559 5. okt. kl. 4:34 
Just adding a note, not sure why anyone wouldn't want to experience this mod at its highest potential, as if done correctly, you would really be able to work wonders with your traffic flow. Just saying, and I believe the biggest part of any user's problem, is not fully understanding HOW to use the mod. That's where the main issue really is, in my opinion.


Happy city building everyone! :steamthumbsup::steamhappy:
FeliscatusX 5. okt. kl. 0:28 
Thank you! Setting the simulation level to High in TMPE mod did solve the glitch.
Krzychu1245  [ophavsmand] 4. okt. kl. 8:04 
@FeliscatusX so read my previous comment.. and one from coaii_
FeliscatusX 4. okt. kl. 6:59 
Updated to the latest version and a lot of my trams started to malfunction, won't budge at some intersections with the yield signs
Krzychu1245  [ophavsmand] 3. okt. kl. 17:40 
@coaii_ ok, thanks. So it looks like some kind of strange conflict with that mod since you are another user reporting this specific problem. I'll see what can be done, for now, leave the simulation accuracy at "high"

@black_panther559 thanks.
習近平没有妈妈 29. sep. kl. 23:58 
Problem solved, just Crash with another mod.
習近平没有妈妈 29. sep. kl. 8:59 
Population declining after use TM:PE, how can i fix it?