Cities: Skylines

Cities: Skylines

28,140 vurderinger
TM:PE 11.9.3.0 STABLE (Traffic Manager: President Edition)
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9.035 MB
27. jan. 2019 kl. 15:32
5. okt. kl. 15:33
50 ændringsbemærkninger ( vis )

Abonner for at downloade
TM:PE 11.9.3.0 STABLE (Traffic Manager: President Edition)

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



⠀⠀⠀⠀⠀⠀⠀⠀User Guide[doc.tmpe.me]⠀⠀⠀⠀Report Bugs[doc.tmpe.me]⠀⠀⠀⠀Discord Chat[discord.gg]

Vehicles despawning or stopped moving 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]

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀[doc.tmpe.me]
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[doc.tmpe.me] to help us track down the bug.

Workshop search keywords: Traffic Manager: President Edition, pathfind, AI
Populære diskussioner Vis alle (287)
4
10. aug. kl. 14:21
Log trucks do not use U-turns
Kroll
9
5. dec. 2024 kl. 7:06
How to adjust the railway speed more than 180km/h?
LanYou_1250
12
23. jan. kl. 10:45
Traffic Manager mod detected an error while loading saved data.
axilleaskaratzas
6.127 kommentarer
rob.luttge For 19 timer siden 
Happy building everyone and thanks for your responses. Always check your assumed facts is indeed good advice.
black_panther559 For 23 timer siden 
@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