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Cargo station pathfinding to reduce traffic jams does not work as expected



Ofcourse. There are many functional lanes on the cargo area but trucks only use the closest one.

They should make the pathfinding cost equal within one building so that they use all lanes\loading areas on the building.
 
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Author of the post, please post them in Bug Reports, maybe they will finally do something about it because I've been waiting for this fix for a month but I haven't received it. :( (Great recording material !!!! THANKS )

Next case "railway freight station" . Take a look at what's going on. Cars enter from different sides, half of them drive around the entire building to enter the same place. Maybe it's worth recording too?. This takes a lot of time and creates additional traffic jams because there is a large queue around the building. (Cars inside the building can also disappear)
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They still don't care for high schools.... after yesterday's patch I've let the game run for 9 in-game days (months) now.

View attachment 1079299

Graduation time at my high school says 22 (!) months.
Did you try setting education budget to 150%? I always set that as I think it improves grad times. Plus: I always have 2 billion in cash anyway so there is no downside finantially.
 
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So can I assume that this doesn't fix the issue of not being able to build most networks over a seaway? That being an issue due to too many pillars being placed after a "fix" was added in a previous patch.
  • Improved parking space searching
Thankyou sooooo much!
Not being able to build bridges over a seaway is a feature. Look at bridges in major shipping areas like NYC (all the bridges over the East and Hudson), San Francisco (golden gate and bay bridge are high for container ships vs the bridges down the bay) or even Tampa (sunshine skyway) and Miami (no bridges on the way to their port at all). Ships are big dude.
 
I started a new City, 10k cims.
With V1.0.19 it seems to me that CS2 is at its inflection point.
It has been 3 hard months, but the light is seen at the end of the tunnel. Good job Mariina @co_martsu and team.
 
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Why is the max fund you can have is 2 billion? In CS:1 I am at 16.8 billion right now. Does this have anything to do with Steam being 32-bit and since the max 32-bit integer is 2.1 billion? It has a rich presence, so I am guessing it is the 32-bit barrier of steam, right?
Steam is the platform, the game runs it's own process in 64 bits, so.. unsure if that's related. Steam has many games and apps in there and 32 bit is a great limiter, but we don't have problems with it.
 
Not being able to build bridges over a seaway is a feature. Look at bridges in major shipping areas like NYC (all the bridges over the East and Hudson), San Francisco (golden gate and bay bridge are high for container ships vs the bridges down the bay) or even Tampa (sunshine skyway) and Miami (no bridges on the way to their port at all). Ships are big dude.
Yep, I know that, but there are plenty of bridges around the world that take trains over shipping lanes and there are zero now available within CS2. Ergo we need either specific accommodation for train networks (hacky) or something like the arched girder bridge but with a double train track network on the deck rather than a roadway one.
 
Hi everyone! Patch 1.0.19f1 is ready for you. As always, please note that simulation fixes are expected to take a little while to properly take effect, so the game will need to run for a while. Similarly, fixes to buildings may need the buildings to be rebuilt.

If you experience any new issues or still have trouble with something that's been fixed, we'd appreciate a bug report on the forum with the save and Player.log (found here: C:\Users\%username%\AppData\LocalLow\Colossal Order\Cities Skylines II) attached. It helps us pinpoint the cause and we greatly appreciate you taking the time to report issues you come across.


Gameplay
  • Fixed crash to desktop when selecting "moving in" household
  • Fixed crash to desktop when modifying road with pedestrian path connected in specific way
  • Fixed crash to desktop after modifying roads with citizen group at specific stat
  • Fixed velocity map not loaded properly when starting the game Paused
  • Fixed ResourceAvailabilitySystem causing some wrong data when loading the game
  • Fix for some industrial material taxes may randomly start charging money in the opposite way than it is set.
  • Fixed warehouses not levelling up
  • Fixed a potential error during saving process related to XP
  • Fixed an issue where building Extra Incinerator Furnace upgrade to Incinerator Plant would cause the Incinerator Plant to produce less electricity.
  • Fixed coverage of the City Services buildings exclusive for the pedestrians is not affecting part of the one-way roads
  • Fixed Maintenance vehicles getting stuck.
  • Fixed train & ship vehicle Selected Info Panel not labeled with correct destination name
  • Fixed building relocation incorrectly changing refund amount for bulldozing
  • Fixed objects with stacked parts (cranes, pillars) missing collision in some cases
  • More fixes for forgotten dogs
  • Fixed some photo/cinematic camera properties missing localization
  • Fixed One of Everything achievement requiring medieval castle
  • Fixed Wide Variety achievement
  • Statistics fixes & improvements:
    • Fixed bug in statistics panel whereby chart data was not updating properly when manipulating the time scale slider
    • Fixed bug where Water fees were shown incorrectly in Budget tab of Economy panel.
    • Fixed garbage and public transport fees not being recorded in statistics
    • Fixed age statistic not being displayed correctly.
    • Fixed District Selected Info Panel showing incorrect amount of residents
    • Fixed incorrect amounts being shown for taxation estimates in Economy Panel
    • Fixed bug whereby changing the timescale caused some data to display incorrectly
    • Fixed incorrect money amount in 1st sample
    • Fixed mismatched position of samples in chart
    • Fixed incorrect progress amount in under-construction section
    • Statistics panel menu items remember their expanded state based on selected stats upon re-opening the statistics panel.
    • Changed Income and (hidden) TaxableIncome statistic type from Point to Daily (shows the cumulative amount for the past day)
    • Hide Households in Selected Info Panel and Household sidebar until they move in.
    • Added an extra data point outside the visible range, and used it to interpolate the position of the first point in the chart, thus avoiding gaps and visual stutters (fixes half of the chart being used only)
    • Make datapoints clamp to chart area(avoid line extending outside chart)
    • Deleted Budget group since it is not needed, and moved Income and Expense groups directly in Finances category
    • Hid money statistic from panel when playing with Unlimited Money option
    • Reorganized statistics menu
  • Land value improvements
    • Land value will be affected by ground pollution. The ground pollution will first slowly reduce the land value increasing, and when the pollution gets worse it will start to decrease the land value.
    • Land value won't decrease to 0 even with heavily polluted land.
    • Land value will increase according to the industrial company's profitability value.
  • Improved parking space searching
  • Adjust the teens & children spawn rates to balance the lack of teens in education
  • Adjust the enter probability to allow more teens to enter high school
  • Cargo station pathfinding update to reduce traffic jams when accessing the buildings.
  • Forced no word wrap on tutorial page label to fix layout breaking in some tutorials on 2560x1440 resolution
  • Increased A Little Bit of TLC achievement increment step from 1 to 1000, and fixed achievement progress buffer only updating an achievement if the progress hits exactly a multiple of the increment step
  • Added more user-friendly message when account linking functions fail due to a network error
  • Added new translations (missing text, text fixes, translations).
  • Added support for overriding "switch user" action hint for platforms that do not support switching users (ie. Steam, Epic) with added support for Steam overlay

Performance
  • Added SchoolSeekerCooldown to avoid too many pathfinding queries when the city doesn't have enough schools
  • Improved shadow culling optimization
  • Faster and more stable simulation speed in very large cities
  • Minor optimization and leak fix for pathfinding
  • Optimization: Reordered some rendering-related systems to reduce waiting in the main thread
  • Optimization: Eliminated unnecessary main thread waiting in ModificationEndBarrier

Graphics
  • Added snow on impostors (trees)
  • Changed outline color and fill color of districts for better visibility.
  • Changed the color of Mailbox- and Bus Stop markers. Changed the bus stop, Busline and Routetool icon colors to correspond new marker colors. Adjusted the district area colors for better visibility in bright snow
  • Tweaked road/rail shadows to be less aggressive
  • Fixed bus shelter icon color and default bus line color to be consistent with other bus line icons
  • Fixed visibility distance calculation bug (Mostly affecting power cable shadows with certain camera angles)
  • Fixed the texture of the Nuclear Power Plant's concrete floor can extend beyond the building into a conical shape
  • Fixed terraforming, propping, and pedestrian access for multiple assets.
  • Fixed floating props on Technical University

Please wait a couple of minutes for the patch to land on your computer!
Awesome sauce! Any news concerning land value bug?
 
Awesome sauce! Any news concerning land value bug?


If you are open to installing mods, while we wait for an update, I suggest you try the Land Value Overhaul mod. I started playing again after installing this, as my cities work much better. Here is just one of the items fixed "Extremely high profit/income from property renters will no longer cause extremely high land value (e.g. 10 million).".

Hopefully, as soon as there is an "Official" mod site this one will be posted there also. It's also "nonbreaking" in that, if CO does fix this issue, then all you would have to do is disable that mod. No need to rebuild anything.
 
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Ground Earth, Oil Refinery, and Dairy House still don't work.

How do I have a thousand students or employees at a particular place and no cars in the parking lot midday?
 
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Appreciate the continuous work going into the game, but looking at the patch notes, it appears you've been working through the lack of "high school students" in comparison to the elementary school. I know in the dev diary it mentioned needing to run the game awhile, but I'm definitely not seeing any different after playing several hours post patch. In a city of 14 thousand cims, I've got around 3000 elementary school students and 89 high school students. Guessing there is more work to go on this. Keep up the good work. We appreciate it.
 
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