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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).
both if I have vote ;)
 
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).
I'm not sure, at the moment I'm only interested in the cims waiting there. At the bus stop I'm most interested in that's already 250 cims.
 
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Great mod! Can you include an option to disable per public transport type? When high capacity vehicles such as subway trains are selected, the framerate drastically drops as it shows all 1000+ routes in a busy train/subway. Thanks.
 
The Github link actually points to a Mod called Employment Tracker, by Vexal???
Vexal is the name I use everywhere except here since it was taken when I made the account.

EmploymentTracker is the name of the directory in the repo because originally this mod only highlighted the buildings people work in or are commuting to, but not the routes themselves. I renamed the mod after adding the route highlighting but not the directory in the repo or the visual studio project.
Great mod! Can you include an option to disable per public transport type? When high capacity vehicles such as subway trains are selected, the framerate drastically drops as it shows all 1000+ routes in a busy train/subway. Thanks.
Yes, I can add that. I’m working on some other mods currently but I will get back to updating this one as soon as I can.
 
Could we please get custom key bindings? I don't use WASD, I use ESDF but I still want to use shift for fast camera movement. Of course every time I move forward, it turns the highlighting on and off.
 
Where can I find information on what the colors mean? What does white mean?
Vehicles: For route segments that are far enough to not know the specific lane, the color starts at yellow and becomes whiter the more vehicles are planning to take that same path segment. It’s a ratio of the number across segment highlighted. For segments where the specific page is known, it’s always green.

Pedestrians: starts at blue, becomes whiter the more pedestrians are planning to use the same the segment.

Pink is public transit.
 
Could we please get custom key bindings? I don't use WASD, I use ESDF but I still want to use shift for fast camera movement. Of course every time I move forward, it turns the highlighting on and off.
I have now published an update with key bindings.

Additionally, it now shows the number of cims en-route to a selected building on the building's info panel.
 
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I had found that I was struggling with this game my low-to-mid-spec PC. The interface would become unresponsive for 5-10sec every time I clicked on or off a building. The CPU and GPU load would decrease during this unresponsiveness.
When I disabled just the Cim Route Highlighter mod, the unresponsiveness disappeared.
This mod provides so much detail not available elsewhere in the game so I am hesitant to remove it, but the game is much more difficult to play right now with this mod in its current state.
 
I had found that I was struggling with this game my low-to-mid-spec PC. The interface would become unresponsive for 5-10sec every time I clicked on or off a building. The CPU and GPU load would decrease during this unresponsiveness.
When I disabled just the Cim Route Highlighter mod, the unresponsiveness disappeared.
This mod provides so much detail not available elsewhere in the game so I am hesitant to remove it, but the game is much more difficult to play right now with this mod in its current state.

Apologies, my issues seem to be more complicated than that. This mod has not made a difference to the periods of unresponsiveness, but they are clearly getting longer the longer I stay playing a single session. I will keep investigating.
 
Are there any features remaining in this mod that are not yet covered by the new built-in route tool? I’m trying to decide whether to retire it completely, or rename it to cover the rest of the features.
 
Are there any features remaining in this mod that are not yet covered by the new built-in route tool? I’m trying to decide whether to retire it completely, or rename it to cover the rest of the features.
Being able to click on a residential building and see where they are travelling to (highlighting the buildings), and click on a destination building and see where travellers are starting from - I don't think CO have that functionality, and it's really really useful functionality!
 
Being able to click on a residential building and see where they are travelling to (highlighting the buildings), and click on a destination building and see where travellers are starting from - I don't think CO have that functionality, and it's really really useful functionality!
You can do this in vanilla by selecting a building and then clicking the route button at the top-left.
 
You can do this in vanilla by selecting a building and then clicking the route button at the top-left.
What I noticed in testing is the new vanilla tool doesn’t show routes that use more than one transportation method. For example if you click on a parking lot it shows cars coming to park, but does not show where the drivers will walk to after parking. Here is a comparison sceeenshot between the vanilla tool and my mod — the mod shows a blue line where the driver will walk to the house after parking.
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