• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

aubergine18

Major
16 Badges
Apr 9, 2015
548
418
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Cities: Skylines Industries
  • Prison Architect
  • Cities in Motion
  • Cities in Motion 2
  • Cities: Skylines Deluxe Edition
  • Age of Wonders III
A hotfix release for Traffic++ has just been published that fixes several crashing bugs, and the slow main menu bug, on the latest 1.1.0 release of Cities:Skylines.

Steam should update the mod automatically. If you encounter any problems with Traffic++ since the patch, please let us know here:

http://steamcommunity.com/workshop/filedetails/discussion/409184143/617335934150773305/

Also, we'll be releasing improved UI and new Speed Restrictions feature later this week....

(soon!) Improved vehicle restriction UI:

063ba3de-f7ea-11e4-9d64-fe73ce608a65.png


(soon!) New speed restriction feature:

91c40c7c-fe2d-11e4-9558-63dc7768d801.png
 
  • 2
Reactions:
You can't do that. You really can't. I want to keep my traffic manager with traffic light timing and sh't and now this. It's disgusting to let me choose. :(
 
  • 1
Reactions:
I hate how TM and T++ are competing with each other, I wish there could be a way for you guys to collaborate.

Traffic Manager is an excellent mod, however the timed traffic lights whilst very nice, are very awkward and time consuming to set up, and very difficult to sync with other intersections. If/when T++ does things with traffic lights, I personally think a more simplified approach needs to be taken. The priority settings are something I would like to see ported to traffic++, as these are essential for creating roundabouts and main routes.

Something I would really like to see is more road types (3-laned one ways, 2 laned highways, 4-laned medianless roads .etc), and IMO are something that would fit in with the theme of Traffic++, because they need to be baked into save files, and TM doesn't currently do that.
 
Yes, we wish the mods could be made compatible. But they are both overriding the same APIs - particularly things like pathfinder and vehicle AIs - and also they are both using different design patterns that aren't compatible with each other :/ There's a few other mods having similar issues.

Priority Lanes and Timed Traffic Lights are something I desperately want to use; priority lanes in particular would solve lots of traffic issues I have in my city (roundabouts!!!). I found the priority lanes UI to be very nice and easy to use in TM, but I struggled with the traffic lights - it just wasn't intuitive somehow, and it felt a bit cumbersome and longwinded having to do each step for each light.

There will likely be more roads in T++, but lots of subscribers are asking for priority lanes so that will probably be implemented first (still lots of discussion happening regarding the implementation approach - it won't be same as TM as there are plans to have priority routes auto-set traffic light timings+sync along the routes; in addition to any potential future plans to add extra traffic light customisation).
 
Well, that escalated quickly... It's cream your pants time:

In other great news, I've been in touch with the author of Traffic Manager and he is finishing work on a compatibility mode that disables his despawn and lane changer features, making our mods compatible. Keep an eye open for updates on his mod. ;)
 
  • 3
Reactions: