Split phase timers? stop/yield configuration? (for ex. side streets yield to an avenue instead of traffic lights or 4 way stop.
Split phase timers? stop/yield configuration? (for ex. side streets yield to an avenue instead of traffic lights or 4 way stop.
4 files with similar crash times don't know which one works for you and upload themOk, 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.
Some files can't be uploaded all at once4 files with similar crash times don't know which one works for you and upload them
4 files with similar crash times don't know which one works for you and upload them
Sweet!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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@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.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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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).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.
@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.
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 modeyes, 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)
Discord text chat, invite link is on the right side of the mod PDX Mods pagehey if you are looking for testers, i am willing to do so![]()
I'm not sure if I understand the question, could you elaborate?Any plans to bring back the ability to force lane rules? If you are turning left then turn left?
Try searching for the crashdump file (.dmp) inI 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;
%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
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)