• 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.
This mod is amazing, but for some reason, the more realistic your intersections are, the more congestion there is. In the vanilla game, you can have extremely un-safe intersections that work perfectly fine that can reduce traffic jam/flow. For example, in most cases, a "stop" signal will be pretty much useless because cars in the vanilla game will simply cut other cars, which means the flow is better BUT the intersection is unsafe. There's no consequences to unsafe intersections, so in most cases, it's better to leave the intersections unchanged...

I also tried to time a good and realistic intersection with 5 ways. Pedestrian right of way for 3 seconds (highschool nearby), green left turn only, green light, and so on... I mean, it's realistic, but in the "traffic" info panel, it's red as hell. Cars wait too long, which is alright in real life, but not in this game.
 
i really need help.... i stupidly "cleared traffic" using this mod before knowing that it would mess up the cargo trains on my map..... now all my cargo stations are filled with parts of cargo trains blocking the line and the connection points out side my map to connect to other cities have also blocked up.... does anyone have a fix for this...
ive tried deleting the staion - but the carriages float in mid air..... plus i cant get to the outside connection points to fix it, cause they are outside my map.....

can anyone please help, my huge city is now ruined
 
i really need help.... i stupidly "cleared traffic" using this mod before knowing that it would mess up the cargo trains on my map..... now all my cargo stations are filled with parts of cargo trains blocking the line and the connection points out side my map to connect to other cities have also blocked up.... does anyone have a fix for this...
ive tried deleting the staion - but the carriages float in mid air..... plus i cant get to the outside connection points to fix it, cause they are outside my map.....

can anyone please help, my huge city is now ruined

I had the same propblem. I talked to HappySoda, the creator of the Skylines Overwatch mod, about trying to figure out how to write a similar add-on to his Remove Seagulls mod, and he ended up just writing it for me. So... This: http://steamcommunity.com/sharedfiles/filedetails/?id=421028969 + This: http://steamcommunity.com/sharedfiles/filedetails/?id=428094792 = :D
 
I thought I fixed that, I'll look into it.

This mod is amazing, but for some reason, the more realistic your intersections are, the more congestion there is. In the vanilla game, you can have extremely un-safe intersections that work perfectly fine that can reduce traffic jam/flow. For example, in most cases, a "stop" signal will be pretty much useless because cars in the vanilla game will simply cut other cars, which means the flow is better BUT the intersection is unsafe. There's no consequences to unsafe intersections, so in most cases, it's better to leave the intersections unchanged...

I also tried to time a good and realistic intersection with 5 ways. Pedestrian right of way for 3 seconds (highschool nearby), green left turn only, green light, and so on... I mean, it's realistic, but in the "traffic" info panel, it's red as hell. Cars wait too long, which is alright in real life, but not in this game.

It's planned to make it so it 'lies' the traffic tool, so it shows red if cars disappear, not on the amount of cars, but I want to make sure first that everything is stable, before continuing on improving the features. (the code that calculates traffic congestion is actually in one of my modified functions, so it won't be that hard)
 
  • 1
Reactions:
I am having no luck with this mod - and would really like to use it! o_O I have no other traffic mods running, and with new and existing cities (before or after quit and loads):

1. I have to close the TM window and open it again each if I want to be able to select a function (and often several times)
2. Timed traffic lights simply countdown and below zero instead of changing
3. Stop/Give way settings don't work (I can set the icons but they have no effect)

I hope this gets worked out.
 
Allowed me to create really efficient roundabouts without the need for any tricks. With the lane changer, the cars use every lane, and the priority changer means they give way to cars already on the roundabout. It's great. Thanks a lot for the mod cbethax.

EDIT Just fixed a problem junction by adding another roundabout. They work so damn well with this! Although just down the road, a traffic light has gone negative. Ah well.
 
Last edited:
I had the same propblem. I talked to HappySoda, the creator of the Skylines Overwatch mod, about trying to figure out how to write a similar add-on to his Remove Seagulls mod, and he ended up just writing it for me. So... This: http://steamcommunity.com/sharedfiles/filedetails/?id=421028969 + This: http://steamcommunity.com/sharedfiles/filedetails/?id=428094792 = :D
thanks so much for your help... i gave it a go, but the shell of carriages still remain, however te trains can now use the station, its weird..... i guess at least they are functioning again..... thankx again :)
 
thanks so much for your help... i gave it a go, but the shell of carriages still remain, however te trains can now use the station, its weird..... i guess at least they are functioning again..... thankx again :)

Odd. Though when Soda originally published it, it was simply "Remove Stuck Trains"... he's since expanded it to "Vehicles", I wonder if he inadvertently broke it. I'll shoot him a note on reddit.
 
This mod should be split in several independent mods:
  • A mod with a button to clear traffic
  • A mod to disable despawn (or improve the existing one)
  • A mod to manage priority signs on intersections without traffic lights and traffic lights on intersections that have them
  • A mod to add and disable traffic lights (or improve the existing one)
  • A mod to manage lanes.
The reason is to divide pathfinding and AI sectors, extract functionality that already exist (to improve other mods also), and concentrate on these sectors independently.
Can this be done? I don't know the details of the xml save managing, but I can help with architecture design.
 
Is there any solution to control road lines on highway, because when I adjust using all 3 lines forward citizens use only one(center) line?

I make all my exit lanes turn only lanes. This forces the vehicles to use at least two lanes, and on busy stretches of the highway, they'll use all three.
 
  • 1
Reactions:
In the beginning I thought this mod would be awesome at least switching some of my intersections but now I'm rather a little disappointed. this mod causes more congestion as it has been mentioned before... :/
 
  • 1
Reactions:
Thats the wonderful thing about traffic micro management: if you put enough effort in it, you can create the most incredible and spread out gridlocks.
 
Traffic Manager and Traffic++ are now compatible. Make sure to restart the game if problems occur. You won't be able to enjoy 'despawn' and 'lane changer' while in compatibility mode, but the first was rarely used and the second is present in Traffic++. Have fun.
 
  • 2
  • 1
Reactions:
Thank's a lot. I'm a little bit sad about the no-despawner, because the one from the Traffic Manager worked better for me than the separate "No-Despawn-Mod". But doesn't really matter; i'm happy :-D