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I know very few assets actually have built-in underground parking but for the ones that do, if I use the dev tool to view developer info, I do not see the parking spaces increases for the assets I have that I know for sure have underground parking. I love the other features and love the idea of this one but can't seem to see the results. The ones that have underground parking never increase in space capacity, at least according to the dev info tool.

Many thanks for such an amazing mod!
That's weird, it's working on my end. Did you make sure that the Parking Minimums checkbox is enabled, and that you clicked on the Set Garage Capacities button? The garage capacity change doesn't work automatically on load, you have to click on the button first. I might add the feature so that it sets on load now that I think about it though!
 
There's an issue with the parking spaces calculation. With the factor of 1.2 spaces per household, most of the lots have a correct amount of spaces, except for a couple, that have twice as much. I've checked, most of the lots have 2 spaces originally, and those lots result in correct amount of spaces. Those that have an issue, have 4 spaces initially. The function seems to factor in the original spaces amount.
 
There's an issue with the parking spaces calculation. With the factor of 1.2 spaces per household, most of the lots have a correct amount of spaces, except for a couple, that have twice as much. I've checked, most of the lots have 2 spaces originally, and those lots result in correct amount of spaces. Those that have an issue, have 4 spaces initially. The function seems to factor in the original spaces amount.
Are you sure those aren't mixed zoning buildings with the worker count also being taken into consideration? I'll take a look when I can though.
 
I think that this mod might be causing an issue with my Taxi depots (and possibly other service buildings) because when Taxi's are returning to the depot and looking for parking, they are freezing in front of already full spots. If I delete out the vehicle taking the spot, then they'll park there, but they refuse to reroute on already full spots. I've only noticed this issue with Taxi depots so far. Do you know of any way to verify this or which setting could be adjusted to test? Happy to do whatever may assist in troubleshooting.
 
I think that this mod might be causing an issue with my Taxi depots (and possibly other service buildings) because when Taxi's are returning to the depot and looking for parking, they are freezing in front of already full spots. If I delete out the vehicle taking the spot, then they'll park there, but they refuse to reroute on already full spots. I've only noticed this issue with Taxi depots so far. Do you know of any way to verify this or which setting could be adjusted to test? Happy to do whatever may assist in troubleshooting.
I've noticed that bug occasionally too, but I didn't think that it would be due to my mod because I've seen it happen to other service buildings such as trains and trams too, and my mod doesn't affect any of the pathfinding for those. Does the bug go away when you remove my mod?
 
Mod is fantastic, before I installed it I did notice the traffic jams and constant U turns of vehicles looking for a parking spot, then after installing this mod the traffic cleared right up.
 
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I think that this mod might be causing an issue with my Taxi depots (and possibly other service buildings) because when Taxi's are returning to the depot and looking for parking, they are freezing in front of already full spots. If I delete out the vehicle taking the spot, then they'll park there, but they refuse to reroute on already full spots. I've only noticed this issue with Taxi depots so far. Do you know of any way to verify this or which setting could be adjusted to test? Happy to do whatever may assist in troubleshooting.
I've noticed that bug occasionally too, but I didn't think that it would be due to my mod because I've seen it happen to other service buildings such as trains and trams too, and my mod doesn't affect any of the pathfinding for those. Does the bug go away when you remove my mod?
I've had the same issue with two different train station. The problem was resolve as soon as I removed the mod.
 
I think that this mod might be causing an issue with my Taxi depots (and possibly other service buildings) because when Taxi's are returning to the depot and looking for parking, they are freezing in front of already full spots. If I delete out the vehicle taking the spot, then they'll park there, but they refuse to reroute on already full spots. I've only noticed this issue with Taxi depots so far. Do you know of any way to verify this or which setting could be adjusted to test? Happy to do whatever may assist in troubleshooting.
I've noticed that bug occasionally too, but I didn't think that it would be due to my mod because I've seen it happen to other service buildings such as trains and trams too, and my mod doesn't affect any of the pathfinding for those. Does the bug go away when you remove my mod?
I've had the same issue with two different train station. The problem was resolve as soon as I removed the mod.

I have also had this issue with both taxi depots and creamatoriums and bus depots. and yes issue resolves when mod is removed. This is also the only mod I use that affects parking. And I only have this issue on updated service buildings with the service parking spots added. Service buildings pre Service Vehicle Parking Update have no issues.
 
Hm, that's interesting. I'll go more in depth to try to see what's going on, but I'm a little busy with classes right now though, so it might be a little bit before I can.
In the meantime if anyone encounters this bug, you can just use the better bulldozer mod to delete the vehicle that's stuck (if it's inside a building you can use the radius mode and drag over where the stuck vehicle would be at).
 
hello, sadly i just have literally no clue what does each setting mean, is there any recommendations? i can barely understand these reroute distances and stuff since they're not affecting anything it seems.
so far haven't met any bugs and i HOPE i will not meet after i write this comment, as it usually happens
 
hello, sadly i just have literally no clue what does each setting mean, is there any recommendations? i can barely understand these reroute distances and stuff since they're not affecting anything it seems.
so far haven't met any bugs and i HOPE i will not meet after i write this comment, as it usually happens
Each setting has a little description on the side when you hover over it, I think that should help you get a start. The default settings should be fine too if you don’t want to look into that.
 
I’ve looked over the update and there seems to be no changes on my modded files, so the mod should run fine without an update!

I apologize for not being able to look over the bug I talked about before, I’ve been so caught up with schoolwork. Like I mentioned before, it’s easily fixable with the Better Bulldozer mod, but I’ll try to find some time in the coming weeks to look over my code.
 
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There's an issue with the parking spaces calculation. With the factor of 1.2 spaces per household, most of the lots have a correct amount of spaces, except for a couple, that have twice as much. I've checked, most of the lots have 2 spaces originally, and those lots result in correct amount of spaces. Those that have an issue, have 4 spaces initially. The function seems to factor in the original spaces amount.
Are you sure those aren't mixed zoning buildings with the worker count also being taken into consideration? I'll take a look when I can though.

Mixed Zone buildings don't appear to have any lots anymore? Some of the Low Rent High Density doe the same.
 
Hmm. This mod doesn't make integrated parking lots for Mixed Housing buildings either.
 

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Hmm. This mod doesn't make integrated parking lots for Mixed Housing buildings either.
Mixed Zone buildings don't appear to have any lots anymore? Some of the Low Rent High Density doe the same.
As mentioned in the description, this mod doesn't add any parking garages to buildings that don't already come with it, as that is an asset-side issue, not a code issue, and this mod is only a code mod. Adding parking garages to assets would require a totally different approach than what this mod does.