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- Unsubscribe would be wise. This has major issues:
* Not working with delivery vehicles from the Industries and Sunset Harbor DLCs.
* Settings menu getting messed up (close and reopen settings might help).
* Potentially incompatible with all mods that modify the Vehicle AI.
- Unsubscribe either this one or the following mod it's incompatible with:
* [Steam ID 2489276785] TM:PE 11.7.0.1 TEST
log error messages
despawnmanager :did not patch vehicle info for type PassengerCarAI
after
162log err
Btw, if you hadn't responded and I hadn't enabled notifications, I wouldn't have been able to find this mod again. I tried looking for it on my history and couldn't find it at all and was bummed out. I'll add it to favorites now so I can find it later. I've the latest everything, so I'll post here if I subscribe to it and find any problems. Hopefully everything turns out great :D
You could give this mod a try abd run the game for a few months. Then, if it turns out it causes you a problem, just restart at the older saved game.
Another idea is to use one-way roads anor/or TM:PE vehicle restrictions to prevent trucks being able to return to their points of origin.
I believe there are various assets which act as "magnets" for various vehicle types.
As an example, perhaps you could use the "Points of Interest" to attract Cims via road, but allow them no way to drive back into the city.
But, I am curious: *how* did you run up against the segments/nodes limit? That must be some massive city!
I haven't played in a few months, but I have a city of 250K and it's not close to those limits (it just runs really slowly).
At the same time, once you get passed that overwhelmed hurdle, TM:PE will become a must-have for you.
The author also has a "Remove Need For Power Lines" ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=572888650 ) -- I have used this one; it does the job.
1) In general, you want to keep your network segments as long as possible, to reduce both segment and node count.
As I recall, 12 units is max segment length -- almost always: sometimes, when you're drawing a relatively long section of road, some of the segments may end up being 13 units.
So, I typically draw my blocks as 24x10 units (the 10 being for the cross streets)
2) Try to connect ro existing nodes. Otherwise, the new connection will create an extra node and at least one extra segment.
4) The water/sewer network counts against your network segment and node limits.
4a) Thus, for a large city, "City Planner Plays" dictum to always place water/sewer under the roads could easily cause you to hit the limit.
5) There is a mod which allow you to eliminate all water/sewer lines, except stubs connecting to the facilities, so that they work. Using that mod would free up a large number of segments/nodes.
Have you considered making it physically impossible for vehicles to go to specific areas? Using one-way roads and/or TM:PE's vehicle restriction policy (with "aggressive" enforcement), you can force empty trucks to despawn after delivering their cargos.
1a) Create a foresty district. Select a portion (or all if you prefer) to be used for *harvest* only. Using either RICO assets or a mod which allows you to plop specific assets, you can ensure that *only* forestry harvesting buildings are allowed in this harvesting area.
1b) Using one-way roads and/or TM:PE's vehicle restriction policy, prohibit trucks from entering the harvesting area. However, trucks can leave the area: a) to go directly to a forestry *processing* area (which can be a separate district, if you prefer); b) to go to various means of export.
1c) Since the trucks leaving the forestry harvesting area are physically prevented for returning to their points of origin, they will despawn after delivering their goods.
2b) Using one-way roads and/or TM:PE's vehicle restriction policy, prohibit trucks from entering the forestry processing area ... *except* for those coming directly from the forestry harvesting area/district. If desired, this area/district can also contain rail depot(s), etc, to allow direct importation of raw materials and transportation within the city.
2c) Since the trucks leaving the forestry processing area are physically prevented for returning to their points of origin, they will despawn after delivering their goods.
4a) Create a generic industry district.
4b) Using one-way roads and/or TM:PE's vehicle restriction policy, prohibit trucks from entering the industrial district ... *except* for those coming directly from the various raw materials processing dstricts. If desired, this area/district can also contain rail depot(s), etc, to allow direct importation of raw materials and transportation within the city.
4c) Since the trucks leaving the generic industry district are physically prevented for returning to their points of origin, they will despawn after delivering their goods.
When I started making this mod, that is how I thought it do it, as that seems the most logical approach. However, I wasn't able to find out how to check for that condition.
My expectation is that this mod wouldn't work for vehicles spawned by Industries and Sunset Harbor buildings.
Is there any possible way to despawn ANY type of vehicle just as long as it has "Returning to facility" displayed in the info on it?
Perhaps, if enough people like the granularity of control that this mod gives, the TM:PE developers might incorporate these ideas into TM:PE.