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Don't know if this is a bug or a game limitation. When I click on the Train Cargo or Tram Maintenance Bay buildings, it shows all transportation paths as expected (i.e. train routes to and from the cargo station), but it does not highlight any of the residential buildings where cargo station or tram maintenance employees live.
 
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Don't know if this is a bug or a game limitation. When I click on the Train Cargo or Tram Maintenance Bay buildings, it shows all transportation paths as expected (i.e. train routes to and from the cargo station), but it does not highlight any of the residential buildings where cargo station or tram maintenance employees live.
Thanks for finding this. I checked the entity structure for the cargo station, and it has a different component layout than normal buildings (normal buildings assume the company is renting the building, so it searches for citizens by renter object -> company object -> employee list; whereas public service buildings appear to just have the employee list directly and no company (and I guess the government owns the building). I can fix this soon.

What does it show if I click on a MIX building?
It should highlight the employee residence and the residents' employers.

Can you make a mod that allows us to control road names? this was in CS1 but sadly, that feture hadent returned. like being able to control where and what types of roads are named
Maybe the road names and addresses mod would be a better place for this functionality?
 
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Latest Update:
* added lane-level route display instead of highlighting the entire road object
* pedestrian segments within routes will be shown the color blue (green is cars).

Next tasks:
* Address the above-mentioned issues
* Address issue where entire segment is highlighted even if the agent only needs to partially move through the segment (mainly an issue when parking)
* Add configurable options UI for the highlighting appearance and behavior
* Support train track / subway track route highlighting
* Allow option to auto-focus to select the driver of a car after the car parks so that it's easier to maintain seamless transitions between car/pedestrian segments

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Yea! This i was really missig! I Added now already Compatibility Data and Review to Skyve :)
 
Thanks, what does this mean? I’m not yet familiar with Skyve.
Skyve inform players If mods are working, compatible, have issues and so on... Ist the complete modmanager for C:S and CSII
 
Since the first hour of cs2, I've been wanting to see this information to understand better what is going on. Many many thanks for producing this mod. It's so useful! This is why the modding community is awesome.
 
Do you have plans to add selection of a segment to see from which start point to which destination the vehicles on that segment travel? This would e.g. help to decide where to setup Public Transport routes.
 
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How much of an impact should this have on performance?
Not sure, honestly. It’s not doing anything particularly intensive, since the entire list of path segments is available directly on the vehicle object, there’s nothing the mod has to do other than draw them and misc cleanup. If the path is ever recalculated, it’s done by the Pathing system and the mod automatically sees the new result.

Do you have plans to add selection of a segment to see from which start point to which destination the vehicles on that segment travel? This would e.g. help to decide where to setup Public Transport routes.
I think this can be done. I added it to the Task List in the OP.
Since the first hour of cs2, I've been wanting to see this information to understand better what is going on. Many many thanks for producing this mod. It's so useful! This is why the modding community is awesome.
Thanks, I felt this same way.
 
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Is like the Traffic Routes View from CS1? if not, seems like you'd be the man to make it
I don’t have much experience with CS1 and am more acquainted with SC4 — what does CS1 traffic routes do? This mod only shows routes of vehicles/pedestrians currently moving. If they’re in a building it just shows their home/workplaces.

Doing more than that will take more thought, but if you explain in more detail I can try it.
 
Will we get a system similar to C:S 1 where you could click on a road and see every car that currently has a route that goes onto that road? I think it fits well with the mod and find it very useful for figuring out traffic flow.
 
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I don’t have much experience with CS1 and am more acquainted with SC4 — what does CS1 traffic routes do? This mod only shows routes of vehicles/pedestrians currently moving. If they’re in a building it just shows their home/workplaces.

Doing more than that will take more thought, but if you explain in more detail I can try it.
I believe what ezie_e is talking about is what I detailed in my above message.
 
Will we get a system similar to C:S 1 where you could click on a road and see every car that currently has a route that goes onto that road? I think it fits well with the mod and find it very useful for figuring out traffic flow.

Yes, this appears to be possible as long as the vehicle is currently in-transit. I’m not sure how performant it will be. I will try it and see what happens.

From what I understand of the code so far, I anticipate the easiest solution to be really slow performance; a better solution might take longer. I can try to get the easy way working quickly and put it behind a settings toggle so people can try it and let me know if it’s what they want, then I’ll work on a long term fix (it might take several weeks).
 
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