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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).
Is this implemented yet or is it coming? I can't tell from your wording sorry.
 
Is this implemented yet or is it coming? I can't tell from your wording sorry.
Sorry, I mean it’s the next feature I will start on. I’ll try to start tomorrow or the day after. I estimate it will take 1 - 3 weeks, depending on much I am able to get away with neglecting my actual job.
 
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Made some progress showing all incoming routes to a target. Hope to publish this within the next few days, then will start on computing routes passing through a node that may not be the end destination (this is the hardest part; the simulation does not store entity data in a form optimized for this)
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Thanks everyone; new version is now published, with these features:

* Highlight routes of all objects en-route to the selected building
* Highlight routes all of passengers when clicking a public transit vehicle (transit support is still experimental)
* Added in-game overlay menu to easily turn highlighting options on/off

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I really like this update. Good work... but can you maybe avaid the jump of the button to the left when one activates the button?


Aufzeichnung 2024-04-08 154645.gif
 
I really like this update. Good work... but can you maybe avaid the jump of the button to the left when one activates the button?


View attachment 1113199
Thanks everyone.

Regarding the menu, I'm not sure how to change it yet. I tried, but I think all menus open in that direction (at least by default). It wouldn't be an issue on the left side of the screen, but then it covers up the selection panel. I'll try to figure out a way.
 
Thanks everyone.

Regarding the menu, I'm not sure how to change it yet. I tried, but I think all menus open in that direction (at least by default). It wouldn't be an issue on the left side of the screen, but then it covers up the selection panel. I'll try to figure out a way.
Maybe the other modders in Cities: Skylines Modding discord have more Infos about this for you.

I can't remember, but have you already addedan Option to hide the Button completely? I have it setup the way I need it and had so far no need to change any more.

I just use the mod massively with Same settings . Thanks again for this really helpful Mod.

Other topic: If you want a custom button icon, please feel free to contact me.
 
This is such a fantastic improvement on the game. Thank you!

Some things to consider:
1) Adjust the route line thickness/opacity/hue to indicate how much traffic is flowing over a given segment. e.g. if selecting a hospital where 75% of the traffic arrives via one particular street, show the segments on that street as having the bulk of the traffic, while still showing other paths with less prominence. It seems to be using opacity already when showing underground routes being taken as "less prominent" than the over-ground routes, so this might be challenging.
2) Are both shift-e and shift-v used for different purposes? I think so based on the mod readme but I'm having a hard time figuring out which does what. Whatever their function, can you add that function to your overlay menu so it's more obvious as to what they do and when they're enabled?
3) If I understand it right, the routes that get highlighted in the current version are showing the actively in use routes, i.e. if a resident is currently traveling to their work. I think that's the right default behavior, but I think a really helpful option, especially if you agree with my idea in #1 above, would be to show all routes taken for the last X days or whatever period makes sense. That way people can get a better feel for total traffic from/to a building vs just the in-the-moment traffic. I feel like that's what is really missing right now from being able to properly consider whether routes are well-planned for major destinations like universities, where, as of now, all buildings do get highlighted, but not the routes unless they're currently in use.
4) To make the route analysis more useful, it would help if there were a way to include an indication if the route is a public transportation one vs people driving cars. In my hospital example above, if I see 75% of the traffic is all on one 2-lane road, that could be fantastic if nearly all of that is on bus routes, or it could be really bad if it's all individuals driving their car. I'm not sure the best way to do this, but maybe a striped pattern to the route line if it's public transportation or something?

Just some thoughts - really love the direction this is heading!
 
This is such a fantastic improvement on the game. Thank you!

Some things to consider:
1) Adjust the route line thickness/opacity/hue to indicate how much traffic is flowing over a given segment. e.g. if selecting a hospital where 75% of the traffic arrives via one particular street, show the segments on that street as having the bulk of the traffic, while still showing other paths with less prominence. It seems to be using opacity already when showing underground routes being taken as "less prominent" than the over-ground routes, so this might be challenging.
2) Are both shift-e and shift-v used for different purposes? I think so based on the mod readme but I'm having a hard time figuring out which does what. Whatever their function, can you add that function to your overlay menu so it's more obvious as to what they do and when they're enabled?
3) If I understand it right, the routes that get highlighted in the current version are showing the actively in use routes, i.e. if a resident is currently traveling to their work. I think that's the right default behavior, but I think a really helpful option, especially if you agree with my idea in #1 above, would be to show all routes taken for the last X days or whatever period makes sense. That way people can get a better feel for total traffic from/to a building vs just the in-the-moment traffic. I feel like that's what is really missing right now from being able to properly consider whether routes are well-planned for major destinations like universities, where, as of now, all buildings do get highlighted, but not the routes unless they're currently in use.
4) To make the route analysis more useful, it would help if there were a way to include an indication if the route is a public transportation one vs people driving cars. In my hospital example above, if I see 75% of the traffic is all on one 2-lane road, that could be fantastic if nearly all of that is on bus routes, or it could be really bad if it's all individuals driving their car. I'm not sure the best way to do this, but maybe a striped pattern to the route line if it's public transportation or something?

Just some thoughts - really love the direction this is heading!
Thanks for the feedback

1. There is an option in the settings menu for the route thickness and opacity (for vehicle paths and pedestrian paths separately). It’s also set up such that if there are multiple entities crossing over the same node/lane/path type triple, it makes that section more opaque rather than draw over each other. The opacity multiplier is not configurable right now but if that would be helpful I can add it.

2. Originally this mod only highlighted where employees worked when/lived when clicking on a building; routes came after. Shift+e turns off everything, shift+v turns off routes (but since adding the overlay menu I haven’t paid as much attention to the hot keys). The hot keys are different from the menu because they don’t permanently change the settings, they’re just quick toggles; the overlay menu’s options persist across game restarts. I can reflect this in the overlay menu.

3. Yes, your understanding of the current behavior is correct. Adding historical routes is difficult; the data is not stored anywhere I can see — the mod would have to manually track and persist it; there are performance implications to this (it will have to continuously process paths in the background rather than just when you click on an object), as well as complications in supporting save games (it would all have to be written to the save file otherwise none of the path history would be available when reloading), and complications when altering road networks (what should it do with history if the roads change?). It’s probably possible but it will take some time and design planning to do efficiently. The solution I will come up with with likely be some sort of aggregate display, but I’m open to any suggestions.

4. The different route types are distinguished by color — green is personal vehicles, pink is public transit, blue is pedestrian. However there is a bug where if a personal vehicle drives over a road lane that has a tram track, it colors it pink. If a route has multiple transit types (almost all do, because the final segment of any trip is usually walking from the vehicle to the building entrance), it highlights each segment according to the transit type for that segment of the trip. Are you seeing all bus traffic highlighted the same color as personal vehicles?
 
I'm very happy with the evolution of this mod and very grateful by your work.
It helpes a lot to see what cims do in game. I found for example a cim that catch the bus, do 1.5km trip and walk 7 streets instead of walking 8 streets from the bus stop in first place. That's crazy.
 
Thanks for the quick replies! Adding more thoughts below.

1. There is an option in the settings menu for the route thickness and opacity (for vehicle paths and pedestrian paths separately). It’s also set up such that if there are multiple entities crossing over the same node/lane/path type triple, it makes that section more opaque rather than draw over each other. The opacity multiplier is not configurable right now but if that would be helpful I can add it.

Thanks for the clarification there. I've left mine with defaults at the moment, but I have some observations on that:
a) Underground routes are less opaque than overground routes, which I think is probably not as helpful as just using the same opacity everywhere such that opacity will always mean the same thing. See example below for what I mean - the route on the bridge is a bus with 197 Cims using it vs the translucent line through the water which is a subway with 492 Cims.
b) Route popularity isn't really coming through for me with the current method of using opacity. If it's getting to 100% opaque once a few Cims are using that route (if that's what you're saying?) then it would appear that non-similar routes will be equally popular. I could be misunderstanding but one thing that comes to mind is to collect all the routes, determine the min and max # of Cims using each route, then set opacity according to proportion for each route. For example, if you have 3 people going on one route and 3000 people going on another, set opacity to 1% for the 3 person route and 100% for the 3000 person route, with other values within that scale. That way you always have meaningful delineations among routes. Of course this means that a single-family house would have a 100% opacity line over the route that that single person takes, but I think that is what would make sense anyway.

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2. Originally this mod only highlighted where employees worked when/lived when clicking on a building; routes came after. Shift+e turns off everything, shift+v turns off routes (but since adding the overlay menu I haven’t paid as much attention to the hot keys). The hot keys are different from the menu because they don’t permanently change the settings, they’re just quick toggles; the overlay menu’s options persist across game restarts. I can reflect this in the overlay menu.

Sorry if I misunderstood again but is there a way to turn on/off everything using just mouse clicks? I didn't see an option to toggle it on in the overlay so I've just been using shift-e. Anyway yeah I personally would find it more clear if something in that overlay were toggling on and off with the use of whichever hot keys have functionality (and so people can toggle on/off with their mouse rather than remembering hot keys).

3. Yes, your understanding of the current behavior is correct. Adding historical routes is difficult; the data is not stored anywhere
...

Ahh, great points. Maybe it's not worth the extra effort and performance hits then.

4. The different route types are distinguished by color — green is personal vehicles, pink is public transit, blue is pedestrian. However there is a bug where if a personal vehicle drives over a road lane that has a tram track, it colors it pink. If a route has multiple transit types (almost all do, because the final segment of any trip is usually walking from the vehicle to the building entrance), it highlights each segment according to the transit type for that segment of the trip. Are you seeing all bus traffic highlighted the same color as personal vehicles?

I completely misunderstood what the colors meant. I thought that since it was using the same colors as the residential/commercial/office, the lines were related to those destinations or something. Your explanation makes a ton of sense then (maybe if you get time, add this color code in the mod page and/or in-game overlay, if it's not already there somewhere). I still think my note about #1b above would help with the original confusion I had though regarding route popularity. It's just hard to tell whether a many-unit building for example has people mostly walking to their destination or taking a car when the opacity seems high even for just a few people using it. Here's an example where the only vehicle appears to be the postal van and the green line is nearly opaque, even when compared to the pedestrian traffic to the right which has something like 15 more people using it.

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Anyway thanks for listening to my suggestions and for helping me understand how to use the mod as it is. This is super helpful!!
 
Maybe the other modders in Cities: Skylines Modding discord have more Infos about this for you.

I can't remember, but have you already addedan Option to hide the Button completely? I have it setup the way I need it and had so far no need to change any more.

I just use the mod massively with Same settings . Thanks again for this really helpful Mod.

Other topic: If you want a custom button icon, please feel free to contact me.
Thanks; the main issue with the icon is no matter what I do, it turns blue if it's in that position. It was supposed to be the car icon. The only way I could get it not blue was by making a React button from scratch, of which the result is clunky and inconsistent with the rest of the UI behavior.

Thanks for the quick replies! Adding more thoughts below.



Thanks for the clarification there. I've left mine with defaults at the moment, but I have some observations on that:
a) Underground routes are less opaque than overground routes, which I think is probably not as helpful as just using the same opacity everywhere such that opacity will always mean the same thing. See example below for what I mean - the route on the bridge is a bus with 197 Cims using it vs the translucent line through the water which is a subway with 492 Cims.
b) Route popularity isn't really coming through for me with the current method of using opacity. If it's getting to 100% opaque once a few Cims are using that route (if that's what you're saying?) then it would appear that non-similar routes will be equally popular. I could be misunderstanding but one thing that comes to mind is to collect all the routes, determine the min and max # of Cims using each route, then set opacity according to proportion for each route. For example, if you have 3 people going on one route and 3000 people going on another, set opacity to 1% for the 3 person route and 100% for the 3000 person route, with other values within that scale. That way you always have meaningful delineations among routes. Of course this means that a single-family house would have a 100% opacity line over the route that that single person takes, but I think that is what would make sense anyway.

View attachment 1118528



Sorry if I misunderstood again but is there a way to turn on/off everything using just mouse clicks? I didn't see an option to toggle it on in the overlay so I've just been using shift-e. Anyway yeah I personally would find it more clear if something in that overlay were toggling on and off with the use of whichever hot keys have functionality (and so people can toggle on/off with their mouse rather than remembering hot keys).



Ahh, great points. Maybe it's not worth the extra effort and performance hits then.



I completely misunderstood what the colors meant. I thought that since it was using the same colors as the residential/commercial/office, the lines were related to those destinations or something. Your explanation makes a ton of sense then (maybe if you get time, add this color code in the mod page and/or in-game overlay, if it's not already there somewhere). I still think my note about #1b above would help with the original confusion I had though regarding route popularity. It's just hard to tell whether a many-unit building for example has people mostly walking to their destination or taking a car when the opacity seems high even for just a few people using it. Here's an example where the only vehicle appears to be the postal van and the green line is nearly opaque, even when compared to the pedestrian traffic to the right which has something like 15 more people using it.

View attachment 1118533

Anyway thanks for listening to my suggestions and for helping me understand how to use the mod as it is. This is super helpful!!
a) Underground routes become less opaque automatically, I didn't set them to that. I'm not sure if I can change it but I will check.

b) Normalizing the opacity in some way is a better idea than what I was doing.

Mouse clicks -- I'll update the overlay menu and the hotkeys.

I am working on an update to include these and some other fixes, plus translations for some languages. I will try to have it done today or tomorrow.
 
Love the mod, but by any chance can you allow us to select roads and get the data from them instead of each person/car individualy? We had that in the prior game, and it was really useful to just click on a road and see what traffic was flowing through it and where they all were going at once rather than singles.

I know that's probably the goal, but just wanted to ask how difficult and possible this is. I'm glad in general to see someone working on this despite setbacks. Thanks.
 
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Love the mod, but by any chance can you allow us to select roads and get the data from them instead of each person/car individualy? We had that in the prior game, and it was really useful to just click on a road and see what traffic was flowing through it and where they all were going at once rather than singles.

I know that's probably the goal, but just wanted to ask how difficult and possible this is. I'm glad in general to see someone working on this despite setbacks. Thanks.
I've been meaning to start working on this this week; the main bottleneck is my real-life job requires me to work on work they assign me, even when I would rather be working on this mod.

I don't expect it to take very long, nor be particularly difficult, but I also do not expect it to be very performant. Hopefully we will find out this week.
 
The concept here, is that we greatly appreciate your mod, yea dude, well done! And that you should never feel pressure to deliver anything. Any update you give to all of us, whenever your feel like coding in your spare time, as a hobby, is an amazing bonus to the community! thx.
 
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