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Thanks for the support.

I have gotten a rough version of highlighting everything passing through a selected node. It still needs optimization and UI improvements before I publish it. It seems a bit difficult to make sense of the data.
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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.
Sorry to hear. Your take your time, I'm happy just to see effort on such a feature everyone loved in the first.
 
Thanks for the support.

I have gotten a rough version of highlighting everything passing through a selected node. It still needs optimization and UI improvements before I publish it. It seems a bit difficult to make sense of the data.View attachment 1128517
Also I had to say, this still looks crazy good. I smiled the moment I saw this. Confusing, maybe a little, but not compared to making dart shots at what the traffic thinks now. Your efforts appricated.
 
I love this mod. I however do not find the new bulk route tool. Could you explain where I can find it exactly, or what the hotkey is?


Never mind! After restarting the game the option plopped up. I was probably just too fast. This tool is so useful, I've been waiting for it since release. Thank you so much!
 

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Thanks for the support.

I have gotten a rough version of highlighting everything passing through a selected node. It still needs optimization and UI improvements before I publish it. It seems a bit difficult to make sense of the data.View attachment 1128517

Thanks for this much-needed information; a thing I would suggest is a way to see routes in only one direction through a selected segment, as usually vehicles are in a traffic jam going in only one of the two directions. This would also increase performance as it wouldn't be showing bi-directional paths.
 
Thanks for the support.

I have gotten a rough version of highlighting everything passing through a selected node. It still needs optimization and UI improvements before I publish it. It seems a bit difficult to make sense of the data.View attachment 1128517
Just open the game and saw a new icon... and was this. Amazing job!!!
 
Yes, the new version with highlighting everything passing through a selected segment / object (road, ped path, transit building / parking lot, etc) is now published. It's highly experimental and needs drastic performance improvements, and needs work on my formula for how bright each line is made when multiple agents overlap the segment (it seems like it only has two brightnesses right now -- not bright, and 100% bright -- it's supposed to be much more clear how busy a specific route is compared to others).

I suppose I could also soon add per-direction or per-lane highlighting as suggested above.
 
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Yes, the new version with highlighting everything passing through a selected segment / object (road, ped path, transit building / parking lot, etc) is now published. It's highly experimental and needs drastic performance improvements, and needs work on my formula for how bright each line is made when multiple agents overlap the segment (it seems like it only has two brightnesses right now -- not bright, and 100% bright -- it's supposed to be much more clear how busy a specific route is compared to others).

I suppose I could also soon add per-direction or per-lane highlighting as suggested above.
If you can't change the brightness would making the color change be easier? IE: Apply the value you're getting for the overlap & map it to an RBB value instead of brightness. Thank you for your work- I can't imagine playing without it.
 
getting severe fps lag from this mod being enabled on the recent update, even when on main menu before loading save. disabling instantly fixes
Which update? The latest update at the time of your post was almost 2 months prior. Could it have been a coincidence?

Possible to add/display the route cost?
Good idea, I'll look into this possibility, thanks.

; I have added an update with a prototype of selecting which lane to highlight when clicking a road.
 
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Could you please add an option to disable the mod when clicking on a building, but keep it working when clicking on sim or vehicle? Buildings have severe fps lag on large cities.
This option should already exist in the options menu, as “incoming routes” option.
Amazing mods thanks! Is there are key to the colour coding of routes and what they represent?
Not comprehensively documented, but I can list them here:

* green (on roads): vehicle pathing for up to 8 upcoming lane choices (each vehicle only computes 8 lanes ahead, then the remainder of a path only stores the road itself). these 8 are continuously updated as the vehicle crosses through each node
* yellow: the non lane-specific path stored by vehicles, further than 8 lanes ahead
* blue: pedestrian pathing
* pink: public transit
* green (off-road): misc pathing, such as crossing surfaces in building property that don’t have lanes directly associated with them i think
 
Thanks for this mod! Would it be possible to show the destinations of the people waiting at selected bus stop?
It's supposed to, it's a bug that it's not -- I'll fix that. Do you want it to only show the paths/destinations of those waiting at the stop, or cims that are getting off at the top as well? For example when currently clicking a subway station the mod shows both (as well as cims that will use the station at any future point in their planned route, even if they're not yet waiting at it).