Other mods that i using in the damaged save file: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.
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.Other mods that i using in the damaged save file: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.
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).
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 inAmazing, much needed core-mod imo, however, i feel like something isn't working;
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.
- 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);
- 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.
- 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.
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.There should be a tooltip with more information when you hover the cursor on "Remove unsafe connections" button on the quick action toolboxIs 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.
That does in fact explain everyYes, even without mod vehicles cannot switch lanes within intersection, but unlike in CS1, vehicles can change lane literally anywhere else
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!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