Cities: Skylines

Cities: Skylines

22,877 ratings
TM:PE 11.7.5.0 STABLE (Traffic Manager: President Edition)
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File Size
Posted
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8.616 MB
Jan 27, 2019 @ 3:32pm
May 24 @ 9:17am
45 Change Notes ( view )

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TM:PE 11.7.5.0 STABLE (Traffic Manager: President Edition)

Description
Improve lane and parking usage. and customise junctions, roads, and rails! This is the stable release with tested features.



⠀⠀⠀⠀⠀⠀⠀⠀User Guide[github.com]⠀⠀⠀⠀Report Bugs[github.com]⠀⠀⠀⠀Discord Chat[discord.gg]

Vehicles despawning after altering roads or rails? Use Broken Nodes Detector to find and fix some common game bugs!

Make sure you only have one version of TM:PE subscribed at a time (disabling other versions = causes error, you must completely unsubscribe all other versions).

⠀⠀⠀⠀⠀⠀⠀[discord.gg] [github.com]

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀[github.com]
Supported languages: Arabic, Chinese Simplified, Chinese Traditional, Czech, Dutch, US & UK English, French, German, Hungarian, Indonesian, Italian, Japanese, Korean, Occitan, Polish, Portuguese, Romanian, Russian, Slovak, Spanish, Thai, Turkish, Ukrainian.

Huge THANK YOU! to our team of 80+ translators and everyone who contributed since the first version in March 2015[github.com]


Not working since the last DLC update? Make sure Steam downloaded the latest version properly (look in sidebar of mod options). If not, unsubscribe then resubscribe. If Steam still doesn't download the correct version, try changing "Download Region" in Steam settings, then unsubscribe and resubscribe again.

If you need support, upload your log files[github.com] to help us track down the bug.

Workshop search keywords: Traffic Manager: President Edition, pathfind, AI,
Popular Discussions View All (246)
3
Jun 5 @ 3:40am
Vehicle / Road Path Issue
Björn
9
Jun 5 @ 11:49am
Mod causing all Public Transport lanes to disconnect
jacobthegreat
2
Jun 1 @ 12:19am
When I activate realistic parking in TMPE electric vehicle spawn too much.
Ssinda_Bluecar
< >
5,237 Comments
es.shafer 4 hours ago 
@doc.zak reported this problem on May 30. and i'm having the same issue. When I build new roads, cars go extremely slow on them, like 5mph Also, bus stops can't get added on the new sections, says unable to find path. I quit game and return to desktop, and restart the game. Problem is gone on previous road built but occurs again when l I build another road. Unsure if this Mod is the culprit, been trying to isolate what mod is giving the issue.
Krzychu1245  [author] 12 hours ago 
@Night thank you for suggestion, but such feature (emergency evasion) was considered and it was also in workings for some time, but the amount of bugs and other issues has completely stopped further developement. It's very hard to implement right, way harder than one might think. It's like, to implement this feature we would have to implement multiple other features first.
Night 19 hours ago 
Although I do understand what you're getting at as well in regards to parking selection in advance as well as all these other issues.***
Night 19 hours ago 
I just got off work so I was slow to reply. For now, all I can think of in regards to these 'benefits' -- brings me to the concept of: "Police" & "Emergency" services, like when you hear a siren coming your way from behind / ahead of you, you always want to pull over to the side to let the emergency vehicles through. -- However, when you have vehicles on the side of you, you can't really do this. So if let's say you force parked vehicles to not be there during the day, this would open up the roads on wider roads, allowing citizens to pull off to the side and allow emergency vehicles to get to their destination a lot quicker than having to wait behind vehicles. (In short, making sure firefighters get to fires quicker, or helping speed up ambulances to get the injured people, or police for criminals...etc) -- I just feel like this would be more 'immersive'. -- Although I do understand what you're getting at as well in regards to parking selection in advance.
Krzychu1245  [author] Jun 6 @ 10:23am 
@Night what would you do with parked vehicles after the time passed (say only night time or limited)? Citizens use car only to move between point A to B, they don't move at all (stay at home) if they don't have/want to go somewhere so option to re-park vehicle or something similar is not really possible (too much work compared to potential benefits). What if someone turned off night time? What if there are no free parking spots? What if they decided to park somewhere (say they selected parking in advance - yes, they can do that) but they reached it when the parking become "illegal"?
Night Jun 6 @ 3:08am 
I feel like there should be 'timed or 'specific' parking for certain roads.
- (like only at a specified time, can the citizen park at this location.) Like in the day, citizens cannot park, but they can at night, or even for a limited time. (Meter parking)
- (As for the 'specified' parking, make it so only certain cars can park, but not for very long.) Like Taxies pulling over to drop off citizens, or Fire Trucks for fire / hydrants...etc.

Although I haven't tried this mod out yet, if this is not already implemented, I would love to see it in future updates.
meda22 Jun 5 @ 1:35pm 
Bird Jun 5 @ 12:53pm 
How does one go about lowering max walking distance?
Krzychu1245  [author] Jun 5 @ 10:33am 
@dog rich no forget it's not a mod issue... Here what you could do yourself:

// IO Error 112L
// ERROR_DISK_FULL
// MessageText:
// There is not enough space on the disk.
dog rich no forget Jun 5 @ 7:42am 
The Mod D:\Program Files (x86)\steamapps\workshop\content\255710\2489276785 [CSUtil.CameraControl.dll, CSUtil.Commons.dll, TMPE.API.dll, TrafficManager.dll] has caused an error [ModException]

Details:
System.IO.IOException: Win32 IO returned 112. Path: D:\Program Files (x86)\steamapps\common\Cities_Skylines\Cities_Data\TMPE.log
at System.IO.FileStream.FlushBuffer (System.IO.Stream st) [0x00000] in <filename unknown>:0
at System.IO.FileStream.FlushBuffer () [0x00000] in <filename unknown>:0
at System.IO.FileStream.Flush () [0x00000] in <filename unknown>:0
at System.IO.StreamWriter.Flush () [0x00000] in <filename unknown>:0
at System.IO.StreamWriter.Dispose (Boolean disposing) [0x00000] in <filename unknown>:0