it is a very good idea. i will think about how to achieve it.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.
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.
thanks, later i will update it to be more suitable on 4k.I just came here to say the exact same. the user interface is TINY on 4K
thanks, later i will update it to be more suitable on 4k.I just came here to say the exact same. the user interface is TINY on 4K
@greatbenben @LachlanMatt
what is the problem? i and my friends do not find any causing crashes issues. and could you please provide more information such as language setting, screen resolution...@Murcielagome I am under the impression that this mod is causing crashes since 1.2.0f1. Could you please check it out? This mod is the best
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.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.
Your mod is a great support to solve traffic problems, thank you!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.
i have the same issue, and i use the mod "Better Bulldozer" to remove the blocker.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.
thanks for your report.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()