Cities: Skylines

Cities: Skylines

Despawn Manager
83 Comments
꧁Yallis꧂ 16 Jun, 2023 @ 7:45am 
hello, the update of the mods, it will be when
panamaus 7 Nov, 2022 @ 4:35pm 
Maybe it's time for a new PC, Ilion. The Green Cities update was released over five years ago.
nahuelma97 9 Oct, 2022 @ 4:33pm 
I see. Any plans for the future to remake it or something or should we just assume this is on an indefinite hiatus?
Ilion  [author] 9 Oct, 2022 @ 4:31pm 
I'm sorry that I *can't* update this to be compatible with Promenades -- ever since the Green Cities update, the base game (no DLC) locks up on my PC.
Darkangel 9 Oct, 2022 @ 2:17am 
WHAT A SHAME YOU DIDN'T UPDATE THIS TO PROMENADES LION! This was a great mod to get rid of dummy traffic especially the trains when i take of the despawn and then suddenly train queue 5 miles long because of masses off dummy trains not having anything to do with my city or importing trains when i don't want them and want my own goods instead of paying for imports on goods trains.
Darkangel 9 Oct, 2022 @ 2:11am 
Despawn Manager [Steam ID 2306554537] by Ilion

- 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
jisuai 6 Sep, 2022 @ 10:17pm 
I made a mistake while writing it

log error messages
despawnmanager :did not patch vehicle info for type PassengerCarAI

after
162log err
Ilion  [author] 5 Jun, 2022 @ 4:50pm 
I hope this mod helps you.
nahuelma97 4 Jun, 2022 @ 5:33pm 
Lol I just read the whole thing again. I was probably tired and needed a TL;DR version. I read it now and was able to understand. I think I'll give it a go if what I'm working on right now as a possible solution doesn't work.

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
Ilion  [author] 2 Jun, 2022 @ 8:07pm 
I don't know. I was reporting something I was *told*.

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.
nahuelma97 1 Jun, 2022 @ 6:51pm 
Hi Ilion! This mods seems to offer what might be the solution to a huge "returning to facility" trucks problem I have. I do see a long disclaimer about the recent version of the mod and TM:PE. I have the latest version of both the game and TM:PE and I'm not sure I could follow the thread on the description. If I'm not mistaken, this wouldn't work for me, then, right?
leighhobson89 11 Feb, 2022 @ 10:27pm 
Thank You for your feedback, some good ideas there; I´ll give them a try :)
Ilion  [author] 11 Feb, 2022 @ 1:24pm 
The only way I can think of to get a result along those lines is set up a route of some sort with a one-way road at the end (or, alternately, use TM:PE vehicle restrictions to prevent them from being able to get back to the overall network), such that the vehicles can't get back to their point-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.
leighhobson89 9 Feb, 2022 @ 11:48pm 
Hi Ilion, I am reaching out to ask you if you know of any way to place a marker on a road with prop anarchy or something, (similar to animal and smoke spawning markers), that causes traffic to despawn when it hits it. The objective is to have moving traffic along a road, that despawns when it reaches standing traffic car props waiting at an international border. It is for a detail build, so I don't need to worry about game mechanics so much, but I would like to have moving traffic on part of the road, but without it diverting or turning round when it hits a section of road blocked with TMPE for example. Maybe your mod can handle this, or you or anyone in the comments section know some way? Great work by the way.
Ilion  [author] 3 Dec, 2021 @ 6:07pm 
Not that I know of. Also, it doesn't do anything about despawning, one way or another, unless the player chooses to activate that function.
leftbehind 3 Dec, 2021 @ 3:17pm 
Is there anything in this mod which prevents vehicles despawning when swept away by water (which would result in permanently stranded vehicles on map)? More infos here: https://github.com/CitiesSkylinesMods/TMPE/issues/1208#issuecomment-985137422
Ilion  [author] 11 Nov, 2021 @ 9:23am 
I don't know.
Darkangel 11 Nov, 2021 @ 7:25am 
Ergo, in conclusion there is no mod to this date that allows for the increase of nodes like they increased the vehicle limits from 16 to 32 or more k. ? After 3 years skylines still haven't lifted their game limits, why is that? Also their was a mod editor that increased the limits from the default limit of 32256 k nodes to 32756 nodes? What is that mod where is it and do you know how to use it so you at least have 500 more nodes to play with without removing any and then finding blue roads or glitches?
Ilion  [author] 6 Nov, 2021 @ 12:22pm 
As far as I can tell, nearly every update has broken all manner of mods.
Darkangel 6 Nov, 2021 @ 7:11am 
I dont think their sunset or whatever dlc it was that included above ground subways ever had in mind penguins aesthetic interior tunnels in mind. Is this what you mean?
Ilion  [author] 6 Nov, 2021 @ 4:33am 
I think it tells you something about their mindset that the devs constantly break existing and popular mods when they update the game.
Darkangel 5 Nov, 2021 @ 11:31pm 
This is also why sim city 5 in 2013 sucked compared to Skylines because they had ignored everything the SC4 players were telling the devs in feedback. They corrected multiplayer and other stuffups but they still only had a very confined space to work in this time. Skylines I was overjoyed they has 81 tiles to play in but they dont tell you alot of that space cant be used because of their stupid game limits that they want us all confined in. I say buyer beware. If you notice your cpu or ram cant handle things and starts lagging then you have to make individual adjustments but dont all lob us in together. Another mistake Skylines made was they totally neglected bloody penguins brilliant metrooverhaul mod in that fact that they took his idea of creating subways above ground but neglected the other half of the deal in showing us the lovely tunnel structures when underground that penguin has. See once again the stupid slack skyline devs do everything in half slack measures.
Darkangel 5 Nov, 2021 @ 11:21pm 
The population is not as important to me as spreading out across the entire map as that is how it was in the good old sim city 4 and in fact not only in 2003 did that have the giant maps as well as the small ones to play on but they were also connected to each other so you played the neighbouring cities. I can't believe how brilliant the sim city 4 was compared to the lazy slackness of the skylines devs. I wonder if psychologically if the gamers that liked playing within 25 tiles coped better with lockdowns than the 81 tile players? Hmm. Who wants to be boxed in? Thus i refuse to play with realistic population mod as that is just a space confined situation and it doesn't look as good. I love having little villages on one side of a mountain where you need cable cars to get down them. In fact, using different terrains like the sea uses ferries and fish markets which adds variety. Otherwise you may as well just play with lego and build blocks that are all stacked on top of each other.
Darkangel 5 Nov, 2021 @ 11:18pm 
Get some space into things. I only have about 310k population but i really only start loving the game when i'm using the extent of the map & that's when limits hit. Moreover, i forgot why i quit this game 3 years ago and was only brought back because of lockdown that's soon finishing in Aus. Great they added more dlcs but the game limits have killed this game for me. 2.5 months abruptly finished.
Darkangel 5 Nov, 2021 @ 11:03pm 
Nodes are needed for traffic to change lanes as well as springing off roads from. However I noticed many times i must have made additional nodes because if i actually connected a road from the node it wouldn't end up straight to the destination road i was trying to project it to. Seems a shame to rip up all my water pipes and sewerage outlets and i'm not sure how many nodes that would recover. I hate how skylines never increased the node or segment road limit as they fixed the vehicle limit problem so why can't they also create a mod to fix the limits on nodes and segments as well? I think this is the end of my skylines gaming for a while the limits are a game killer and skyline devs are retarded morons for creating them. They only want you confined in 25 spaces and to hell if you love 81 tiles.
Ilion  [author] 5 Nov, 2021 @ 7:12pm 
You're welcome, and I hope the suggestions I made help you.

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).
Darkangel 5 Nov, 2021 @ 9:31am 
Thankyou Lion! :)
Ilion  [author] 5 Nov, 2021 @ 6:18am 
You're welcome.

At the same time, once you get passed that overwhelmed hurdle, TM:PE will become a must-have for you.
EvanBear 5 Nov, 2021 @ 4:57am 
I do not use TM:PE because the many features overwhelm me so I'm glad there's an alternative way of disabling despawning.
Ilion  [author] 4 Nov, 2021 @ 2:12pm 
Ah! "Network Multitool 1.2" ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2560782729 ) includes a function to remove nodes, thus merging segments.
Ilion  [author] 4 Nov, 2021 @ 2:10pm 
"Node Spacer" ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2085018096 ) sounds like what I had a vague recollection of.
Ilion  [author] 4 Nov, 2021 @ 2:05pm 
"Remove Need For Pipes" ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=576997275 ) -- I haven't used this one yet.

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.
Darkangel 4 Nov, 2021 @ 10:31am 
I will try and find those mods but if you find them first can you pls give me the links here cheers Lion.
Ilion  [author] 4 Nov, 2021 @ 9:16am 
Things to keep in mind:

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.
Ilion  [author] 4 Nov, 2021 @ 9:16am 
3) I have seen Youtubers referencing a node controller mod ... which I gather allows you to change segment lengths, and *may* allow you to "merge" existing segments. If this is the case, such a mod would allow you to lower your segment and node count.

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.
Darkangel 4 Nov, 2021 @ 6:43am 
As i was getting on top of things sadly i now cant make any more roads as i've hit my node limit. What i'm pissed with i've hit it at the lower level of default limit rather than max size which is 700 more nodes or roads so how do i get the max limit of nodes?
Darkangel 1 Nov, 2021 @ 3:08am 
I have usually used the old town policy for many a over busy industry area. I also hate cars if I've bothered to set up lots of public transport including busses going their way so car restriction is first to go in those areas. I didn't realise about aggressive policy i remember i increased it for the damn trucks and cars having the gall to use my bus lanes because the bus lane has the preferred going left direction and sometimes the middle lane only has a straight arrow direction. So i correct the arrows then make it more agro. I will try one way arrows i just hope it doesn't backfire in another way. Just like i put vip policy for the disaster shelters yet n one is bothering to evacuate in my evac buses or go into my shelter. I've heard its conflicting with a traffic mod.
Ilion  [author] 28 Oct, 2021 @ 11:49am 
Well, no, that function of that mod doesn't distinguish between empty trucks and non-empty trucks.

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.
Ilion  [author] 28 Oct, 2021 @ 11:49am 
For example, before I wrote this mod, here is how I might control traffic for forestry harvesting --> processing --> industry --> commerce:

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.
Ilion  [author] 28 Oct, 2021 @ 11:48am 
2a) Select a forestry *processing* area of the forestry district (or a separate district, if you prefer). Using RICO and/or plopping of assets, place only forestry processing assets in this area/district.

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.
Ilion  [author] 28 Oct, 2021 @ 11:48am 
3) Create similar extraction and processing districts for the other raw materials.

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.
Darkangel 28 Oct, 2021 @ 2:36am 
ok I will try it because you recommend it and i will see how it goes.
Darkangel 28 Oct, 2021 @ 2:34am 
Yes I am right. The thing you are misunderstanding is that mod only lets you select different colors and types of cars or trucks for aesthetic purposes only. I couldn't care less if its a ferrari or a shit box mini minor, all I'm interested in is despawning empty trucks returning to their workplace or ones travelling to ridiculous lengths to get to a processor where there are heaps next to that extractor trucks business.I'm summizing that the game mechanism will have to reevaluate its pathfinding if its unable to travel long distances now because there is a smart game player overiding the stupid CS mechanics that the pot smoking devs put in as default.
Ilion  [author] 28 Oct, 2021 @ 2:31am 
You can choose to clear *all* traffic (and/or *all* parked vehicles). Or, you can choose to clear only instances of a specific type (either moving or parked). For instance, you could choose to clear all farm trucks while leaving all other traffic unaffected. You could choose to clear all parked and.or driving instances of a specific *model* of passenger car, while leaving all other vehicles unaffected.
Darkangel 28 Oct, 2021 @ 2:23am 
Lion, as I say I don't want one that clears all traffic as I have that already don't I with the traffic manager that supposed to interfere with your mod remember. What I need is one that gives me a choice of what vehicles I can actually reject. That Advance vehicle option says it clears all traffic not specific vehicles or am i incorrect? I will read it again.
Ilion  [author] 27 Oct, 2021 @ 8:28am 
The "Advanced Vehicle Options (Sunset Harbor)" mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1548831935 ) has a function that will allow you to force despawn all driving (or parked) instances of specific vehicles.
Darkangel 27 Oct, 2021 @ 2:34am 
I keep floating back to your mod like a ghost to an old mansion as I cant find any other alternative. I want to despawn just trucks without clearing all traffic to work out better pathfinding because of the idiocy of CS playing on 81 tiles. I've seen extractors giving to processors on the other side of 81 tiles when the damn thing was right next to it. Did skylines deliberately make it so logic was not employed with just delivering to places nearby to stop wasting time on long extended day drives or do they just like looking at traffic forever driving in winding circles like an never ending Escher painting? I cant find a despawn trucks only mod anywhere. I want to just clear trucks so my public transport has a chance to work better momentarily whilst stupid skylines works out better pathfinding or will i just be as sad after clearing trucks to find the inbuilt default pathfinding of CS is to deliberately deliver things as far away as possible because of the aesthetics of traffic jams?
Ilion  [author] 16 Oct, 2021 @ 6:24am 
@David, ==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?==

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.
david 15 Oct, 2021 @ 10:06pm 
I've got your mod to work now by changing the mod load order. I still seem to be having problems with despawning Delivery, Scrap Metal, Oil, Ore, Farm, Forestry, Livestock and Fish trucks coming from the Industries and Sunset Harbor DLC.

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?
Ilion  [author] 1 Oct, 2021 @ 1:59am 
Yes, it's a shame, and I can't.

Perhaps, if enough people like the granularity of control that this mod gives, the TM:PE developers might incorporate these ideas into TM:PE.