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Hi, can u please help me, when I am clicking any buttons like lane connector tool or priorities tool, nothing is happening, also pressing ctrl + r does not pop-up anything like shown in Screenshots, please help, my version is 1.2.5f1
 
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The mod was not working for me for days. I would enable the mod, load my city, and see the buttons for the mod, but it would not function.

The issue is was not the game version.

Unlike other mods I've installed, I had to restart CS2 for this mod to work. I now see there was a message on the main menu, but it was easily missed.
I'm just commenting to advise others to do the same if they're new to Paradox mods like me.

I'm excited to use the mod. Thanks for making it!
 
Unlike other mods I've installed, I had to restart CS2 for this mod to work. I now see there was a message on the main menu, but it was easily missed.
I'm just commenting to advise others to do the same if they're new to Paradox mods like me.

I'm not sure what you mean by that.
You always have to restart the game in any of the following conditions:
  • active playset was changed to a different one,
  • enabled/disabled any mod in current playset,
  • (un)subscribe a mod to current playset.
You should see this notification after doing any of the above:
1750891077666.png

If you don't see it, then it's a bug, but not in the mod code, but somewhere in the game modding handler.

If you (or anyone else) are still having problems with the mod, please share the logs (Player.log and Traffic.Mod.log) here or better on the mod Discord text chat (invite link in on the mod page, there's a dedicated Support channel).
If you don't include logs, I won't be able to help - I can't read minds, I can't see your screen and I don't have remote access to your PC.
The mod has almost 600k subscriptions, if the mod would really require any update, this forum would be flooded with messages, while there's roughly one per week or less, mostly questions about features or new feature requests.
 
I recently added a new mod created by ELIPPTU called Advanced Traffic Sync mod and was wondering if both of these traffic mods may conflict with each other. They seem very similar to each other.
 
I recently added a new mod created by ELIPPTU called Advanced Traffic Sync mod and was wondering if both of these traffic mods may conflict with each other. They seem very similar to each other.

Traffic mod doesn't touch any traffic light code (yet) so it is compatible but there are so many problems with mentioned mod that I don't know where to start.

First: that mod is broken (throws error on load which makes it unusable in-game). Even if the error is fixed (it's a trivial problem) it doesn't do anything. Sure it has something that looks like it might affect traffic lights in the city but even if it worked (it's not properly initialized) it's not even close to what it says in the description.
The logic in that mod boils down to:
  1. every frame (regardless of whether simulation is running or not),
  2. take all traffic lights props (regardless of whether they are on regular road traffic lights or level crossing),
  3. test if 15 seconds passed from the last state change (state is either green or red signal) if so, swap the state
  4. overwrite props data with the calculated state (doesn't matter if changed or not).

What you will see (assuming all initialization problems are fixed) is all traffic light props (vehicles, pedestrian and level crossing in the city) changing their visual/animation state randomly between green and red, but not affecting the actual traffic light simulation (actual simulation will be running but visible state will be messed up by forcing the state partially, state transitions will be visually broken and probably green might not be green but red and the other way around).

Yes that's all it does (at the moment?).

And here is the description of Advanced Traffic Sync Mod:
Advanced Traffic Sync Mod introduces intelligent synchronization for traffic lights and pedestrian crossings. It aims to reduce congestion by optimizing green/red phases across intersections, improving overall city traffic efficiency. Includes customizable settings for timing and behavior.
IMO, it looks like someone published a mod experiment by mistake. Comments are disabled, there is no link to source code (github or other platform), it seem to be a first mod from the author and finally, after checking the code, it doesn't even do anything remotely close to what it says in the description which only reinforces my belief.
 
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I recently added a new mod created by ELIPPTU called Advanced Traffic Sync mod and was wondering if both of these traffic mods may conflict with each other. They seem very similar to each other.

Traffic mod doesn't touch any traffic light code (yet) so it is compatible but there are so many problems with mentioned mod that I don't know where to start.

First: that mod is broken (throws error on load which makes it unusable in-game). Even if the error is fixed (it's a trivial problem) it doesn't do anything. Sure it has something that looks like it might affect traffic lights in the city but even if it worked (it's not properly initialized) it's not even close to what it says in the description.
The logic in that mod boils down to:
  1. every frame (regardless of whether simulation is running or not),
  2. take all traffic lights props (regardless of whether they are on regular road traffic lights or level crossing),
  3. test if 15 seconds passed from the last state change (state is either green or red signal) if so, swap the state
  4. overwrite props data with the calculated state (doesn't matter if changed or not).

What you will see (assuming all initialization problems are fixed) is all traffic light props (vehicles, pedestrian and level crossing in the city) changing their visual/animation state randomly between green and red, but not affecting the actual traffic light simulation (actual simulation will be running but visible state will be messed up by forcing the state partially, state transitions will be visually broken and probably green might not be green but red and the other way around).

Yes that's all it does (at the moment?).

And here is the description of Advanced Traffic Sync Mod:
Advanced Traffic Sync Mod introduces intelligent synchronization for traffic lights and pedestrian crossings. It aims to reduce congestion by optimizing green/red phases across intersections, improving overall city traffic efficiency. Includes customizable settings for timing and behavior.
IMO, it looks like someone published a mod experiment by mistake. Comments are disabled, there is no link to source code (github or other platform), it seem to be a first mod from the author and finally, after checking the code, it doesn't even do anything remotely close to what it says in the description which only reinforces my belief.

so I will stick with yours as I like what is does to control traffic. Thank you and continue creating new mods and updating the old one.