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Split phase timers? stop/yield configuration? (for ex. side streets yield to an avenue instead of traffic lights or 4 way stop.

Stop/yield management will be released in the upcoming update (assuming there won't be another vanilla patch that requires compatibility fixes in the mean time)

Split phase timers - suggest in:
 
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Ok, great, thank you!

Try searching for the crashdump file (.dmp) in or alternatively in %userprofile%/AppData/Local/Temp/Colossal Order/Cities Skylines II/Crashes%userprofile%\AppData\LocalLow\Colossal Order\Cities Skylines II\.cache\backtrace\crashpad\reports
Find a file which creation date match the time of the crash. It's really important for me, because I cannot reproduce that crash on my end and it has already been reported by few user but no one provided this file after the crash.
4 files with similar crash times don't know which one works for you and upload them
 

Attachments

  • Player.log
    74 KB · Views: 0
  • Traffic.Mod.log
    957 bytes · Views: 0
  • 69d97799-c0a6-436f-b380-f36a036cc4ea.dmp
    26,2 MB · Views: 0
  • 7146aaaa-9dc5-4c18-aef3-4748beba78f2.dmp
    15,9 MB · Views: 0
4 files with similar crash times don't know which one works for you and upload them

Please get rid of BepinEx and local version of Traffic Lights Enhancement. Use PDX version instead. TBH, I'm pretty sure that you are not aware you've got it installed, as it's incompatible with the current version of the game, and was incompatible with previous too, so it didn't work anyways.
 
Stop/yield management will be released in the upcoming update (assuming there won't be another vanilla patch that requires compatibility fixes in the mean time)

Split phase timers - suggest in:
@krzychu124 Perhaps it is a bit to late for my request. I was imagining a priority system, where you can select roads as highway -> arterial -> collector -> local road. Where the arterial and collector specification are most important. I really mis this feature in vanilla as it is very important in road hierarchy. Do you think creating such a system is possible? Right now it already works a bit if you connect a smaller road to a bigger road an remove the light, but it cannot identify two similar roads.
 
Another cool feature idea would be rules; service vehicle only roads or truck traffic bans. I'm not sure if truck traffic contributes to extra noise pollution as it did in the previous City Skylines game but if it does it would be nice to prevent large trucks from cutting through residential areas.
 
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Another cool feature idea would be rules; service vehicle only roads or truck traffic bans. I'm not sure if truck traffic contributes to extra noise pollution as it did in the previous City Skylines game but if it does it would be nice to prevent large trucks from cutting through residential areas.
yes, they do contribute to noise pollution. I've got something like that on my to-do list, though not earlier than after Priority signs or Speed limits, depends on how hard it will be to implement the latter. Any custom road restrictions will require pathfinding changes and I don't want to open another can of worms yet (requiremes huge time investment for understanding the current vanilla logic), so for now I'm trying to implement things that doesn't require significant changes in the code (when possible).

@krzychu124 Perhaps it is a bit to late for my request. I was imagining a priority system, where you can select roads as highway -> arterial -> collector -> local road. Where the arterial and collector specification are most important. I really mis this feature in vanilla as it is very important in road hierarchy. Do you think creating such a system is possible? Right now it already works a bit if you connect a smaller road to a bigger road an remove the light, but it cannot identify two similar roads.

Hmm, I think that might be solved once the Editor get proper support for creating custom networks (priority value is set in the asset, so game knows which has higher priority - width doesn't matter that much). I'll think about your suggestion once I'll finish current implementation (few bugs left waiting to be solved)
 
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yes, they do contribute to noise pollution. I've got something like that on my to-do list, though not earlier than after Priority signs or Speed limits, depends on how hard it will be to implement the latter. Any custom road restrictions will require pathfinding changes and I don't want to open another can of worms yet (requiremes huge time investment for understanding the current vanilla logic), so for now I'm trying to implement things that doesn't require significant changes in the code (when possible).



Hmm, I think that might be solved once the Editor get proper support for creating custom networks (priority value is set in the asset, so game knows which has higher priority - width doesn't matter that much). I'll think about your suggestion once I'll finish current implementation (few bugs left waiting to be solved)
Speed limits are going to be fun. I wonder if they increase the likely hood of traffic accidents if changed too high. I plan to change some of the 35mph roads to 40 and 45 mph and some highways might go autobahn mode ;)
 
I have a clean version of the game. Using only Traffic (0.1.9).
Start a new city;
Make a intersection (4 directions, medium inicial road on all sides);
Open the Traffic cone icon;
Click on the intersection;
Start drag the lane, game crashes on the middle of the drag;
 
I have a clean version of the game. Using only Traffic (0.1.9).
Start a new city;
Make a intersection (4 directions, medium inicial road on all sides);
Open the Traffic cone icon;
Click on the intersection;
Start drag the lane, game crashes on the middle of the drag;
Try searching for the crashdump file (.dmp) in %userprofile%/AppData/Local/Temp/Colossal Order/Cities Skylines II/Crashes or alternatively in %userprofile%\AppData\LocalLow\Colossal Order\Cities Skylines II\.cache\backtrace\crashpad\reports
Find a file which creation date match the time of the crash. It's really important for me, because I cannot reproduce that crash on my end and it has already been reported by few user but no one provided this file after the crash.

Also post logs (Player.log and Traffic.Mod.log). You can contact me on the mod Discord (link on the PDX mods page)
 
Try searching for the crashdump file (.dmp) in %userprofile%/AppData/Local/Temp/Colossal Order/Cities Skylines II/Crashes or alternatively in %userprofile%\AppData\LocalLow\Colossal Order\Cities Skylines II\.cache\backtrace\crashpad\reports
Find a file which creation date match the time of the crash. It's really important for me, because I cannot reproduce that crash on my end and it has already been reported by few user but no one provided this file after the crash.

Also post logs (Player.log and Traffic.Mod.log). You can contact me on the mod Discord (link on the PDX mods page)
 

Attachments

  • 9b899fbf-bfa3-41cd-9b72-9402f059db20.dmp
    28,2 MB · Views: 0
  • Player.log
    63 KB · Views: 0
  • Traffic.Mod.log
    1,4 KB · Views: 0
sorry if this has been mentioned before. I found an odd behavior where if you make say one half of the road have big sidewalks, and leave the other part vanilla, the space in between creates a lane node, which allows for naughty u turns. The same thing will happen if you convert part of the road to asymmetrical-the transition part will allow for u turns until you edit it. I'm guessing this is base behavior without the mod, but was hoping maybe there would be a way you could get the mod to set an option to never allow u-turns (unless one manually directs the intersection or node to do so) to prevent wonky driving
 
I enjoy the mod, but can you please prioritise the lane conectors for the roundabouts? I feel like that would hugely improve the traffic simulation in the game cause the roundabouts in vanilla style are super broken and lane connectors are a must.