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Thank you so much! I can't wait until you add even more features. Roundabout control will be awesome once available. I also miss speed limit control and full traffic light control from TM:pE CS1
 
its a must have mod, but i wish you could change the lane restrictions for the entire length of a road and not just at a junction. it kind of defeats the point when people stay in their lane at a junction, just to block traffic by switching lanes the moment they clear the junction. hopefully this gets fixed soon
 
I used the traffic light mod, and then I installed the traffic mod. All changes on intersections had copy from the traffic light savegame to the traffic mod by the mod, and I saved at the point in a new savegame, and I have don´t uninstalled the traffic light mod.

After some hours of playing and ca. 3 to 5 times I loaded the gamefile, it is not displayed in the main menu.
 
I used the traffic light mod, and then I installed the traffic mod. All changes on intersections had copy from the traffic light savegame to the traffic mod by the mod, and I saved at the point in a new savegame, and I have don´t uninstalled the traffic light mod.

After some hours of playing and ca. 3 to 5 times I loaded the gamefile, it is not displayed in the main menu.
Other mods that i using in the damaged save file:
School Capacity Balancer
Traffic Lights Enhancement Alpha
529 Tiles
Unified icon Libary (because of Anarchy)
I18 EveryWhere (because of Anarchy)
Anarchy
Depot Capacity Changer
Magical Hearse
Magical Garbage Truck
GTA 5 Map (With Roads, Rail and Subway lines).
 
I used the traffic light mod, and then I installed the traffic mod. All changes on intersections had copy from the traffic light savegame to the traffic mod by the mod, and I saved at the point in a new savegame, and I have don´t uninstalled the traffic light mod.

After some hours of playing and ca. 3 to 5 times I loaded the gamefile, it is not displayed in the main menu.
Other mods that i using in the damaged save file:
School Capacity Balancer
Traffic Lights Enhancement Alpha
529 Tiles
Unified icon Libary (because of Anarchy)
I18 EveryWhere (because of Anarchy)
Anarchy
Depot Capacity Changer
Magical Hearse
Magical Garbage Truck
GTA 5 Map (With Roads, Rail and Subway lines).
Before a few days to a week city skylines two don´t load with mods, I uninstallled manuelly the mods and reinstalled the game and not all mods that I have installed before the crache.

Thank you for the mod I hope you can fix the bugs.
 
Hello there everyone. I've downloaded this mod and once I get to the map editor and start laying my roads the roads seem all grey they I place connect or upgrade ten delete the road it the game crashes even while in my save game it does that too. I have the traffic alpha mod. Is that why it's doing that?
 
For all users having issues with random crashes, make sure you use the latest version (v.0.2.22 at the moment) of Traffic Lights Enhancement Alpha if you have that mod subscribed. If you used web version of PDX it's possible to specify version when subscribing and PDX mods client won't change it even if new version is available, so make sure it's the latest (you can manage playsets on the web PDX Mods too)
 
Amazing, much needed core-mod imo, however, i feel like something isn't working;

  1. Vehicle's still change lane's -- in-between the intersection nodes -- to reach their destination; (they do respect the lane direction within(!) the intersection, but not outside of it);
    1. So the traffic flow will often grind to a hold because they want to merge before the newly customized intersection, even if the intersection (or road with multiple segments) before it has the correct lanes; even if it's in-between two customized sections, they will use the in-between section to make sure they will reach their desired next lane at the upcoming segment.
  2. When there are no real deviating directions possible, the game and the mod will correctly (visually) connect the lane-points to show it will only go straight forward (even when manually setting it up that way). This seems correct, however, the vehicles still feel free to change lanes at those points (non intersections). It seems to ignore the instructions outside of clear intersections nodes with multiple directions/lanes.
I don't know any of the underlying technical workings, but it feels like the vehicles are allowed to choose on their own to change lanes / control their behavior outside of intersections.
Everything is working as it should, it's not a bug. In these two points you simply described how the vanilla works. Yes, even without mod vehicles cannot switch lanes within intersection, but unlike in CS1, vehicles can change lane literally anywhere else. The lane connector tool is for managing connections at intersections (or nodes in general), but I plan to provide ways to block lane changes in other places too(if possible). I need to experiment with these settings. It's very easy to break pathfinding and allowing users block lane changes anywhere may lead to many unintended behaviors, so the tool needs to be designed with that in mind - it should allow for flexibility but the user cannot break the game logic too easily. Ofc, just like in TM:PE in CS1, if you want you most like will be able to such things (if possible), but the user should to be always informed about consequences of these actions. It will save me and the user a lot of trouble.
 
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I have an odd one, and i wonder if it is related to the Traffic Mod.

I built an office park just north of this road. I noticed that in the mornings, this office park would attract a lot of traffic coming from the highway (just north of the roundabout) and then take the left turn into the office park. I used the Traffic Mod to change the intersection in the screenshot as described there, with 2 lanes as left turn lanes, along with a road upgrade to provide 3 total lanes instead of the original 2, with the third lane acting as the sole straight lane.

This all worked swimmingly. Lots of traffic appears in morning all going to work, but due to the left turn lane, the traffic passes through pretty smoothly and causes no problems.

A little later on (hours after I upgraded this intersection) I started work on this area again, and wanted to add additional commercial and residential space to the south, as well as a tramline, and I wanted to upgrade the roundabout intersection with bigger roads, slip lanes, and other improvements..... but noticed that I could not upgrade. Besides not being able to upgrade, I cannot bulldoze any of the roads going to the roundabout, including the incoming highway itself. I could also not delete the roundabout itself at all.

But what happened? I can't edit anything on the roundabout with this mod because it shows a red box.....not able to edit.

So, In decided to "disable" (but not remove) the Traffic Mod..... and that worked. Well, at least, I could delete all the roads in that area, and start again......

Screenshot:

Wbu2mWk.jpeg
 
Hi. I have encountered the same issue as maarten_714. As of today, I was suddenly unable to delete any segments or even buildings in a large area near a roundabout and was only able to fix it by resetting all custom lane connections.
20240505113329_1.jpg
 
Is there any more information available on what "unsafe" connections are? What's the difference between them and regular/safe connections? I'm not sure when I should be using unsafe.
 
Is there any more information available on what "unsafe" connections are? What's the difference between them and regular/safe connections? I'm not sure when I should be using unsafe.
There should be a tooltip with more information when you hover the cursor on "Remove unsafe connections" button on the quick action toolbox
 
Yes, even without mod vehicles cannot switch lanes within intersection, but unlike in CS1, vehicles can change lane literally anywhere else
That does in fact explain every odd 'normal' behavior I have seen in regards to vehicles having free will outside of intersections. Good to hear the same from the mod author since Reddit claimed the same. It's probably only an issue if you are used to the old ways of the previous game and expect the same behavior now..

but I plan to provide ways to block lane changes in other places too(if possible) [..] It's very easy to break pathfinding and allowing users block lane changes anywhere may lead to many unintended behaviors
That would be amazing, but it does indeed sound like messing with low-level / core-systems, so we (the players) should probably not expect that too soon or at all. Thanks for the in-depth info!