[RELEASE] Traffic++: Speed limits, vehicle restrictions, and more...

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aubergine18

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Get it while it's hot!

Workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=409184143

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Workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=409184143
 
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RustyCool

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I am having problems with this. By the way, it is the only mod enabled in my game.

The problem is that no matter what type of car I select for a road, all cars go by. So, it's like there was no mod. It jsut does nothing. The speed restrictions do work.

Is there a way to fix it?
 

REDDQ

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Thanks so much! This mod is a piece of art.

I am having problems with this. By the way, it is the only mod enabled in my game.

The problem is that no matter what type of car I select for a road, all cars go by. So, it's like there was no mod. It jsut does nothing. The speed restrictions do work.

Is there a way to fix it?

You need to wait a bit, changes take some time ;)
 
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aubergine18

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Yes, for now we recommend using Traffic Manager to despawn vehicles if you want to see changes more immediately. Note to self: I should probably add a note to the docs about that.

At some point we want to have traffic intelligently update it's pathfinding when roads are customised - so vehicles on or about to enter the road update immediately, and vehicles further away get added to a queue ordered by their distance from where the customisation was made.
 
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esteboatan

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Absolutely brilliant mate! I have been waiting for it to be compatible with a lot of other mods like traffic manager and IPT -Improved public transport.

This mod selection really allows micro-managing of the roads and transportation network. Thanks.
 

ivmichael

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I had this installed and working a while back then Unsubscribed. When I re-subscribe today I see the download complete but when I launch the game the Mod is nowhere to be seen, any idea why this is happening and what the fix might be ?
(Mac OSX 10.10.4 Mac Pro 5,1 24GB RAM)

Update: Ok Verified the Game Cache in Steam and it's fixed this issue :)
 
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slornie

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At some point we want to have traffic intelligently update it's pathfinding when roads are customised - so vehicles on or about to enter the road update immediately, and vehicles further away get added to a queue ordered by their distance from where the customisation was made.
If you manage to get that working it will be interesting to see the level of impact it has on the game's performance. Maybe then you can feedback to @co_martsu and @TotalyMoo and it can feed into their discussions about tweaks to the traffic AI. :)
 

Sotrax

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Does anyone know how much this mod slows down the game?
Since you can't load a map without it, it can't be measured. My problem is, that my town with only 40.000 inhabitants is god damn slow, it's disgusting. And I don't know the cause. Is it the mod, the european buildings?
 

Stuaz

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Are there any plans to do more road variations? Such as a four lane road (no divider) or a four lane one way? Especially now that CO have said they aren't doing any new road variations.

The utopia of course would be to be able to do just have a blank canvas and specify X number of lanes as you go, you could have for example, two lanes one way, 1 lane the other way, make one lane, bus and it applies the bus lane surface, etc, not sure if thats out scope for this mod but it seems kinda the direction you are heading with the ability to specify what can go in what lane, along with speeds......
 

Vimes

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I was just about to ask, regarding the multi-track enabler, if you need to stand alone mod installed as well as the functionality provided by Traffic++. But then I noted you have asked the same....

When using with Traffic++, do we need to also have this mod enabled to place multi-track stations? (just updating documentation and wasn't sure)

...If you find out could you please post back :)

Thanks.
 

Stuaz

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Oh No! When did they say this? Please tell me we're not stuck with separate highways and 3 bridge types!

In the AMA someone asked the question and they said it was not something they were working on.

-------

User:

1) Roads! I think you can agree that roads make up a big chunk of the city builder genre. Although the current range of roadtypes provided by the game are a good basement, there are endless possiblities and ideas on increasing the variety (road textures, road(-side) decorations, lane management, bus lanes, speed limits, pedestrian areas, ...). Do you have any plans on working on that? Maybe even giving the community tools like an asset editor for roads?

CO answer

1) We love roads. Unfortunately having to go too deep with the roads can start feeling too much micromanagement and therefore we're not planning to go too much into details with them. However a couple of things we have discussed and are looking into: naming the roads, new road options/policies and figuring out if the roads could be made moddable. I have no eta on any of these, just telling you guys what we are thinking would be cool.

Another question:
-------
Thanks for the AMA!!! C:S is awesome and you guys are awesome for making it.
1) Any plans on adding other public services to the game beyond garbage/water/power/health/police/fire, like postal services? I don't think I've seen a city builder with post offices before.
2) The districts in C:S are a great idea and something I think we'd all like to see expanded. Any insight about what we can expect in the future with districts, like entertainment district, museum district, European/W2W district, pedestrian only, national parks, historic district, etc.
3) 4-lane one way roads in the future? Yes/no? :)
4) Any plans to add more park options? Zonable parks, national parks, streams (drawable like paths), outdoor recreation, etc are just a couple ideas.
5) The european style W2W buildings are awesome! Can we expect any other world architectures to be represented in game? Asian, russian, middle eastern, etc.

co_martsu
1) Not in the near future, but you have nice idea there. 2) We're looking into working with the districts more. 3) Maybe, we don't have plans to add new roads currently, but in the future why not. 4) Good ideas, adding to the wishlist. 5) I would love that, though the asset heavy stuff take quite a lot of time.

------

So I think the most you are going to get is probably a road being modable which I guess is better really.... personally I would rather they put effort into what is a game feature, than the purely decorative feature of naming roads.
 

Mr Maison

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In the AMA someone asked the question and they said it was not something they were working on.

-------
CO answer

1) We love roads. Unfortunately having to go too deep with the roads can start feeling too much micromanagement and therefore we're not planning to go too much into details with them. However a couple of things we have discussed and are looking into: naming the roads, new road options/policies and figuring out if the roads could be made moddable. I have no eta on any of these, just telling you guys what we are thinking would be cool.

co_martsu
1) Not in the near future, but you have nice idea there. 2) We're looking into working with the districts more. 3) Maybe, we don't have plans to add new roads currently, but in the future why not. 4) Good ideas, adding to the wishlist. 5) I would love that, though the asset heavy stuff take quite a lot of time..
At least it sounds like they are open for change in the future and didn't say it just wont happen. That can be looked at with optimism.
 

aubergine18

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@Vimes: You don't need the separate multi-track station enabler mod (Sims Firehouse who made the mod gave us the source code to Traffic++ now has the functionality built in as standard).

For anyone making multi-track stations, either mod will work; you only need one of them - if both are installed, the original multi-track station enabler mod will deactivate itself and the T++ mod will be used instead.

There's a guide to making multi-track stations here:

http://steamcommunity.com/workshop/filedetails/discussion/442957897/613958868352039116/
 
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