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If available, it would be helpful to know where most of the waiting civ's are going (i.e. the destination) to determine if an express line is needed to specific areas or to determine where they aren't going so those stops can be removed.
 
If available, it would be helpful to know where most of the waiting civ's are going (i.e. the destination) to determine if an express line is needed to specific areas or to determine where they aren't going so those stops can be removed.
it is a very good idea. i will think about how to achieve it.
thanks for your comment.
 
Is it possible to resize the window or scale to resolution? It's so tiny when using 4K resolution. Tho, it's a good mod and easy to find which station or stop is packed with people.
 
@Murcielagome can you please add a link to the source code, so i can mark it accordingly in Skyve?
 
If available, it would be helpful to know where most of the waiting civ's are going (i.e. the destination) to determine if an express line is needed to specific areas or to determine where they aren't going so those stops can be removed.
the new version of Game v1.2.0f1 has a feature of show the destination of the seleted vehcie or buiding, i think it is what we want. however the result isn't good enough...but i cannot find another better way to show what we want. my idea is to show the destinations on a individual map, but if there are no any other road networks or building information in map, the result would be worse.
 
the new version of Game v1.2.0f1 has a feature of show the destination of the seleted vehcie or buiding, i think it is what we want. however the result isn't good enough...but i cannot find another better way to show what we want. my idea is to show the destinations on a individual map, but if there are no any other road networks or building information in map, the result would be worse.
Your mod is a great support to solve traffic problems, thank you!

A solution could be less complicated. Although an individual map would be great it would already help me to see how many bus stops most of the passengers that wait on a bus stop want to go. Just the number.
 
Do you know how to solve the buses stuck in the stop? It leads the crowded stop or traffic jam because of long row of buses.
i have the same issue, and i use the mod "Better Bulldozer" to remove the blocker.
i think it's a bug of special version of the game.after i removed the several stucked vehiches, it never happen again.
 
hi all subscribers,
for some unknown reason i can not update this mod from my pc.so i have to delete this mod and upload a new mod which is the same name and same function. please desubscrib this mod and search " Crowded Stops" for the new version of this mod.
 
New version throws exception on startup and mod disables itself:

[2025-02-13 01:48:03,278] [ERROR] TransportUISystem: Error on state change, disabling system...
NullReferenceException: Object reference not set to an instance of an object
at CrowdedStation.TransportUISystem.GetSaveFileName () [0x0002c] in G:myprojectsCity2Mods 1.2CrowdedStationControlTransportUISystem.cs:270
at CrowdedStation.TransportUISystem.OnGameLoadingComplete (Colossal.Serialization.Entities.Purpose purpose, Game.GameMode mode) [0x00008] in G:myprojectsCity2Mods 1.2CrowdedStationControlTransportUISystem.cs:282
at Game.GameSystemBase.GameLoadingComplete (Colossal.Serialization.Entities.Purpose purpose, Game.GameMode mode) [0x00000] in <6e65e54690eb41eea5f5e22cc56bb1ac>:0
Game.GameSystemBase:GameLoadingComplete(Purpose, GameMode)
Game.SceneFlow.<Load>d__96:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Game.SceneFlow.<Execute>d__0:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Runtime.CompilerServices.YieldAwaiter:RunAction(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
 
New version throws exception on startup and mod disables itself:

[2025-02-13 01:48:03,278] [ERROR] TransportUISystem: Error on state change, disabling system...
NullReferenceException: Object reference not set to an instance of an object
at CrowdedStation.TransportUISystem.GetSaveFileName () [0x0002c] in G:myprojectsCity2Mods 1.2CrowdedStationControlTransportUISystem.cs:270
at CrowdedStation.TransportUISystem.OnGameLoadingComplete (Colossal.Serialization.Entities.Purpose purpose, Game.GameMode mode) [0x00008] in G:myprojectsCity2Mods 1.2CrowdedStationControlTransportUISystem.cs:282
at Game.GameSystemBase.GameLoadingComplete (Colossal.Serialization.Entities.Purpose purpose, Game.GameMode mode) [0x00000] in <6e65e54690eb41eea5f5e22cc56bb1ac>:0
Game.GameSystemBase:GameLoadingComplete(Purpose, GameMode)
Game.SceneFlow.<Load>d__96:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Game.SceneFlow.<Execute>d__0:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Runtime.CompilerServices.YieldAwaiter:RunAction(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
thanks for your report.
i have fixed the bug, please update it.