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I have certain intersections that keep resetting my custom lane connections. One in particular is in a part of a map I haven't touched for a dozen hours of gameplay, except to keep switching the lane connections back what I want it to be. How do I stop this intersection from resetting?
If it's built using Road Builder roads, make sure they are loaded properly (reload the savegame to see if connections were loaded correctly). Changed roads will result in connection reset.
If it doesn't help, create a savegame pointing affected intersection and simply share it on pdx mods (load savegame -> more options -> share) and put a link here or on my Discord text chat (invite link is on the mod page), so I could load it and investigate what happened they reset.
 
This mod doesn't seem to be working for me anymore, when I click " lane connector tool " then the intersection, the lines to change the lane direction does not appear. Any known issue with this?
Make sure you are running the latest version of the mod, as well as the game and also check if you didn't delete key binding from Apply Tool Action and Cancel Tool Action on the Key Bindings tab in the mod options by chance.
If still doesn't work, share the log files (Player.log and Traffic.Mod.log) here, or preferably on the Discord text chat (invite link is on the mod page, there's a dedicated support channel, as well as I'm responding much quicker there than here)
 
Im having an issue were ill choose a lane to add or delete and complete it but the tool will keep holding onto that line and wont let go. This makes it were I have to exit the tool and go back into lane connector just to let go of the lane I just edited I have tried all buttons. I think it should let go of the lane once I do my edit but it doesnt.
 
Im having an issue were ill choose a lane to add or delete and complete it but the tool will keep holding onto that line and wont let go. This makes it were I have to exit the tool and go back into lane connector just to let go of the lane I just edited I have tried all buttons. I think it should let go of the lane once I do my edit but it doesnt.
What you described should never happen (the tool is holding starting point, but it should never lock itself on the one you select as target). Try right mouse click to unselect it (in all tools it works as "exit current state", up to the point where the mod turns itself off (after few mouse right clicks)).
Also please check the Traffic.Mod.log. See if mod was loaded once or more - you should see only one occurrence of "(timestamp) [INFO] OnLoad ...", at the beginning of the file (I've seen that happen in other user logs but I can't reproduce it, can't understand why and what are the actual consequences within the mod when running in that state)
 
Im having an issue were ill choose a lane to add or delete and complete it but the tool will keep holding onto that line and wont let go. This makes it were I have to exit the tool and go back into lane connector just to let go of the lane I just edited I have tried all buttons. I think it should let go of the lane once I do my edit but it doesnt.
What you described should never happen (the tool is holding starting point, but it should never lock itself on the one you select as target). Try right mouse click to unselect it (in all tools it works as 'exit current state', up to the point where the mod turns itself off (after few mouse right clicks)).
Also please check the Traffic.Mod.log. See if mod was loaded once or more - you should see only one occurrence of '(timestamp) [INFO] OnLoad ...', at the beginning of the file (I've seen that happen in other user logs but I can't reproduce it, can't understand why and what are the actual consequences within the mod when running in that state)

I just reinstalled the mod to try and fix the issue, but its still happening for me. the .Log text is to much it wont let me send here, so ill send the file through the Compatability area/Request review, lmk if you dont get it.
 
Hello, I am getting a message and I think this mod is the cause :
Object reference not set to an instance of an object

NullReferenceException: Object reference not set to an instance of an object
at Colossal.Logging.UnityLogger.Internal_WriteStream (UnityEngine.Object context, Colossal.Logging.Level level, System.String format, System.Exception exception, System.IO.TextWriter stdStream) [0x0001e] in <deb8569fd9ea41f59f02d04c69584d28>:0
at Colossal.Logging.CustomLogHandler.PostProcessFormat (UnityEngine.LogType logType, Colossal.Logging.Level level, UnityEngine.Object context, System.String format, Colossal.Logging.ILog log, System.Exception exception) [0x000d3] in <deb8569fd9ea41f59f02d04c69584d28>:0
at Colossal.Logging.CustomLogHandler.LogFormat (UnityEngine.LogType logType, UnityEngine.Object context, System.String format, System.Object[] args) [0x0005e] in <deb8569fd9ea41f59f02d04c69584d28>:0
Colossal.Logging.CustomLogHandler:LogException(Exception, Object)
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:InfoFormat(String, Object, Object)
Game.Input.<>c__DisplayClass25_0:<AddAction>b__0(TimeSpan)
Colossal.PerformanceCounter:Dispose()
Game.Input.ProxyActionMap:AddAction(Info, Boolean)
Game.Input.InputManager:AddActions(Info[])
Game.Modding.ModSetting:RegisterKeyBindings()
Traffic.Mod:OnLoad(UpdateSystem) (at D:ModdingCities Skylines IIReleaseTrafficCodeMod.cs:56)
Game.Modding.ModInfo:OnLoad(UpdateSystem)
Game.Modding.ModInfo:Load(UpdateSystem)
Game.Modding.ModManager:InitializeMods(UpdateSystem)
Game.Modding.ModManager:Initialize(UpdateSystem)
Game.SceneFlow.GameManager:InitializeModManager(Boolean)
Game.SceneFlow.<<RegisterPdxSdk>g__RegisterDatabase|9>d:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<<RegisterPdxSdk>g__RegisterDatabase|9>d&)
Game.SceneFlow.<>c__DisplayClass106_1:<RegisterPdxSdk>g__RegisterDatabase|9()
Game.SceneFlow.<<RegisterPdxSdk>b__4>d:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Colossal.PSI.PdxSdk.<SyncMods>d__153:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(Boolean)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Boolean)
Colossal.PSI.PdxSdk.<IsLoggedIn>d__58:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.<>c:<.cctor>b__7_0(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
 
Hello, I am getting a message and I think this mod is the cause :
Object reference not set to an instance of an object

NullReferenceException: Object reference not set to an instance of an object
at Colossal.Logging.UnityLogger.Internal_WriteStream (UnityEngine.Object context, Colossal.Logging.Level level, System.String format, System.Exception exception, System.IO.TextWriter stdStream) [0x0001e] in <deb8569fd9ea41f59f02d04c69584d28>:0
at Colossal.Logging.CustomLogHandler.PostProcessFormat (UnityEngine.LogType logType, Colossal.Logging.Level level, UnityEngine.Object context, System.String format, Colossal.Logging.ILog log, System.Exception exception) [0x000d3] in <deb8569fd9ea41f59f02d04c69584d28>:0
at Colossal.Logging.CustomLogHandler.LogFormat (UnityEngine.LogType logType, UnityEngine.Object context, System.String format, System.Object[] args) [0x0005e] in <deb8569fd9ea41f59f02d04c69584d28>:0
Colossal.Logging.CustomLogHandler:LogException(Exception, Object)
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:InfoFormat(String, Object, Object)
Game.Input.<>c__DisplayClass25_0:<AddAction>b__0(TimeSpan)
Colossal.PerformanceCounter:Dispose()
Game.Input.ProxyActionMap:AddAction(Info, Boolean)
Game.Input.InputManager:AddActions(Info[])
Game.Modding.ModSetting:RegisterKeyBindings()
Traffic.Mod:OnLoad(UpdateSystem) (at D:ModdingCities Skylines IIReleaseTrafficCodeMod.cs:56)
Game.Modding.ModInfo:OnLoad(UpdateSystem)
Game.Modding.ModInfo:Load(UpdateSystem)
Game.Modding.ModManager:InitializeMods(UpdateSystem)
Game.Modding.ModManager:Initialize(UpdateSystem)
Game.SceneFlow.GameManager:InitializeModManager(Boolean)
Game.SceneFlow.<<RegisterPdxSdk>g__RegisterDatabase|9>d:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<<RegisterPdxSdk>g__RegisterDatabase|9>d&)
Game.SceneFlow.<>c__DisplayClass106_1:<RegisterPdxSdk>g__RegisterDatabase|9()
Game.SceneFlow.<<RegisterPdxSdk>b__4>d:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Colossal.PSI.PdxSdk.<SyncMods>d__153:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(Boolean)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Boolean)
Colossal.PSI.PdxSdk.<IsLoggedIn>d__58:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.<>c:<.cctor>b__7_0(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
Not really, this error is random, triggered most likely when the game cannot access to the log file to write some message. I've seen many reports, from completely random places, but I've never encountered the error myself. Maybe write is interrupted by antivirus? Hard to say. Restart the game and if anything, you will see similar error but mentioning completely different source.
 
I'm having a lot of issues of lane switching at a Traffic Light when it goes green, is there any way or tip to resolve or minimize this? i know this is not probably related to the mod itself.
If you changed lane connections recently, it's normal - vehicles didn't have a chance to react earlier so they are forced to adjust to new connections (it should improve after a while). It might appear they change lanes at intersection but it is actually happening just right before entering intersection lane and the Traffic mod can do nothing about it. It's not CS1, here vehicles can change lane anywhere, sadly they are little bit dumb when intersection doesn't have enough throughput to meet the demand.
If you divide turn lanes from forward with use of divider/median (using Road Builder mod) they will react better, since vehicles cannot cross divider on a road segment.