Cities: Skylines

Cities: Skylines

TM:PE 11.9.1.0 TEST
175 Comments
18224831104 20 Dec, 2024 @ 5:32am 
大佬,我想问一下为什么我开了mod以后灵车没了,满城是运不走的尸体
Krzychu1245  [author] 3 Dec, 2024 @ 11:27am 
@Fly_away it must be something on your side, make sure you use the latest version of the mod with the latest version of the game. Any other version combination wil not work correctly.
Fly_away 3 Dec, 2024 @ 7:23am 
didn't work in the new ver
Ini Teh Susu 31 Mar, 2024 @ 3:38am 
This is a lifetime best mod to fix traffic issue
♕ SzpiegV 💔 16 Jan, 2024 @ 3:18am 
Very good mod
sylu2501 7 Nov, 2023 @ 10:51am 
Very good mod for this game
Krzychu1245  [author] 19 Oct, 2023 @ 5:24am 
@Jim (Eagle Enthusiast) Bushrod, yes, like anything you subscribe on the workshop. Use a mod do enable achievements.
Jim (Eagle Enthusiast) Bushrod 15 Oct, 2023 @ 5:51pm 
does this mod disable achievements?
wraithrider 9 Jul, 2023 @ 4:40am 
Yeah, I've been playing the test version for the longest time. I tried using the main version but one of the updates (I think it was the financial one though I can't exactly recall) wouldn't allow it to work so I went back to the test version and it's been smooth sailing since.
Dewa 8 Jul, 2023 @ 8:36pm 
that's interesting then. I've rebuilt my entire traffic network on the test version after switching to it and it's worked smoothly so far without any issues
Krzychu1245  [author] 8 Jul, 2023 @ 1:22pm 
@Dewa It's exactly the same version . The difference is the name you see in game.
Dewa 8 Jul, 2023 @ 9:02am 
Switching to the test version saved my save file that regular TM:PE broke (no service vehicles were spawning), not sure what exactly you changed, but thank you
Nakano Miku 1 Jul, 2023 @ 5:56pm 
very good
linyina96 1 Jul, 2023 @ 12:43pm 
好的,谢谢
Krzychu1245  [author] 25 Jun, 2023 @ 2:19pm 
@linyina96 No. If you use custom map (e.g.: from the workshop) you might need to enable missing features at Maintenance tab in the options where you can activate and deactivate particular mod features.
linyina96 25 Jun, 2023 @ 7:09am 
大佬,请问一下,红绿灯定时器已经被删除了吗?
wraithrider 12 Jun, 2023 @ 5:44am 
Thanks Krzychu1245. So today a Treasure Hunt update that might knock mods again (my computer is currently patching CS as I type)? Tomorrow is also another infamous GTA 5 update. This could be quite the week for gamers! Ode to joy! :steammocking:
Krzychu1245  [author] 12 Jun, 2023 @ 3:40am 
Released compatibility patch for the mod. Make sure you use v.11.8.0.0
Krzychu1245  [author] 29 May, 2023 @ 7:08am 
@The Mountain_MAN those are completely separate issues. problem with Policy Menu can be solved by subscribing to Loading Screen Mod (which you should do anyways to save some RAM), for the other problem I'll need log files. You can find all info where to find files etc in the mod Wiki pages.
StayHungryStayFoolish 28 May, 2023 @ 3:05am 
@The Mountain_MAN I would like to help, if I can know your modlist. I still recommend unsubscribing from ALL mods you have and resubscribing for the Hotels & Retreats compatible modlist.
The Mountain_MAN 27 May, 2023 @ 7:43pm 
Hi im experiencing a bug where my Policy Menu wont open but only a X appears in the bottom right corner. I used the Skyve mod and this is what I got out of it:
Simulation error: Object reference not set to an instance of an object
at TrafficManager.Lifecycle.ThreadingExtension.OnBeforeSimulationFrame ()
at ThreadingWrapper.OnBeforeSimulationFrame ()
at SimulationManager.SimulationStep ()
at SimulationManager.SimulationThread () [Core]

Is there any connection or is this completely seperate problem?
Krzychu1245  [author] 24 May, 2023 @ 9:37am 
Workshop item has been updated to version 11.7.5.0 , Make sure you see that one in the Content Manager in game.
If not downloaded then close game and try unsubscribing and subsrcibing again or instead of this, use Stable version from link above. Both versions are currently exactly the same.
Z 23 May, 2023 @ 6:21am 
Yes, ignore it。Be cBe careful not to save in old files
wraithrider 23 May, 2023 @ 2:42am 
Wow, that was lightning fast! Krzychu1245, You are the epitome of efficiency. Very much appreciated. Thanks. :steamhappy:
Krzychu1245  [author] 23 May, 2023 @ 1:07am 
The mod has already been tested with the latest update (1.17). Everything works as it should. Ignore error/warning about possible incompatibility with the game.
I'll update the mod, with other small improvements later today or tomorrow.
Mampelmo 1 May, 2023 @ 11:41am 
@Krzychu1245
Does it work:??
„I'm slowly working on Timed Traffic Lights that allows setting separate signal for each lane if needed,…“ ???
Mr. Xuan 6 Jan, 2023 @ 1:50am 
Hello, boss! Please visit here to recommend some interesting maps: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2901994173
xMsDosx 26 Dec, 2022 @ 1:08pm 
JAK To pobrać :(
Krzychu1245  [author] 23 Dec, 2022 @ 12:33pm 
Workshop item has been updated to v.11.7.3.1 Make sure Steam client downloaded it and you see that version in the in-game Content Manager

- fixed issues with the Bank vans not recognized correctly in certain situations
Krzychu1245  [author] 23 Dec, 2022 @ 10:43am 
@Wheatley it is possible, but without proper simulation data (e.g.: signal per lane) which props can then read and react accordingly showing correct signal it's just pointless.
I'm slowly working on Timed Traffic Lights that allows setting separate signal for each lane if needed, so once implemented, improvements to Traffic lights props will have much more sense.
Anyways it can already be faked with multiple props with a bit of modding but not without performance hit, which in some situation is already pretty big.
Brandon200815 23 Dec, 2022 @ 10:36am 
@Krzychu1245 Is it possible? Ive seen it done before on yole's youtube channel (Author of the city drive mod)
Krzychu1245  [author] 23 Dec, 2022 @ 7:04am 
@Wheatley not with the current data. Vanilla traffic lights are showing single state for the whole segment and traffic light prop is set based on that state. I will require complete redesign of simulation data as well as completely new shader which can handle multiple states in props.
Brandon200815 22 Dec, 2022 @ 1:04pm 
Can you make it so the Arrow lights show up on the actual traffic light model?
Krzychu1245  [author] 13 Dec, 2022 @ 1:20am 
Workshop item has been updated to v. 11.7.3.0 , changelog as always, available in-game and on the mod changelogs page above
Make sure that Steam client downloaded the update before you complain it's not compatible!
isplumm 17 Nov, 2022 @ 8:34am 
@Krychul1245 its weird - If I load up the stable version it crashes the game - use the beta version - it works - no idea why!
Krzychu1245  [author] 12 Nov, 2022 @ 11:54am 
@isplumm both version are 100% the same.
isplumm 12 Nov, 2022 @ 8:13am 
this version seems to work on the M1 Mac - whereas the stable version doesn't?
Krzychu1245  [author] 16 Oct, 2022 @ 7:11am 
@PunderBay not yet and also roads with pedestrian pavement on one side cause a lot of problems so adding that feature would only increase chance you notice them.
PunderBay 15 Oct, 2022 @ 3:18pm 
Is it possible to add pedestrians to the restrict vehicle menu? i'm running a pedestrian road parallel to a normal one and don't want them to be able to use the sidewalk on that side of the street
Krzychu1245  [author] 12 Oct, 2022 @ 4:31am 
Workshop item has been updated to 11.7.1.2
Necko 6 Oct, 2022 @ 6:37am 
@wraithrider seems like road network issue, more number of lanes doesnt mean better traffic
wraithrider 5 Oct, 2022 @ 6:42pm 
Everything seems to be working okay except the A.I. traffic is driving me insane! Cim drivers are A-holes! Put down a six or eight lane one-way expressway and I swear everyone are all driving to the exact same place! Eight lanes on an expressway and every single effin' car is lined up in only one lane. Sorry, but they're not ALL going to the same freakin' place! At intersections everybody is turning right, or everybody is turning left, or everybody is going straight. Everybody is going one way but never either of the other two. Maddening! :steamfacepalm:
Blood-PawWerewolf 5 Oct, 2022 @ 5:27pm 
i just used Broken Nodes Detector and found a few stuck citizens, but they eventually fix themselves and a second scan either two results happen:

more appear, while the older ones are gone.
or no stuck citizens are found even though there was a few just seconds ago.
Krzychu1245  [author] 5 Oct, 2022 @ 4:39pm 
@Blood-PawWerewolf try Broken Nodes Detector (i really need to change that name since it has a lot of other tools already) and see if it can detect stuck citizens

@Splifsend thanks, I'll try to find some time for investigation
Blood-PawWerewolf 5 Oct, 2022 @ 4:12pm 
same here. i had to enable despawning just to ease the path unit issues, since i don’t want to keep turning off the better parking AI and clear traffic every time i needed to get the path units down since they don’t clear even when despawning only parked vehicles
Splifsend 5 Oct, 2022 @ 4:02pm 
If you think you could fix it or at least find out what has been causing the problem that would be awesome, I really mean that. and I have cash for the help. The city is already on the workshop I posted a stripped-down version of it months ago, its only needs the essential mods like harmony railways and UK road pack. It only have around 50K path units used on this save, but the error is in there somewhere.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2773910953
Krzychu1245  [author] 5 Oct, 2022 @ 3:20pm 
@Splifsend no, it's not how it works and there is no chance for a "leak" of Path Units you described with only TM:PE enabled. I've seen a lot of poorly designed mods on the workshop that do a lot of harm to simulation data, including path units leaking, ghost vehicles mainly because inexperienced modder took over big/popular mod to make an improved version and failed on basics that require knowledge how things work in game.
How many assets you use in the city, how big is the population, game limits or maybe you share the savegame for tests? I really doubt it's TM:PE but I have tools to see what might be wrong. Path Units are used to build a path, The path is used to create the driving path to parking spot (then it's released when car reach the spot or gets despawned) and walking path from parking spot to where citizen actually wanna go. That's all. Everything else is vanilla (path management is also vanilla btw).
Splifsend 5 Oct, 2022 @ 2:52pm 
I have done all that, it is an issue but then no-one but me plays the same city for thousands of hours. When I say I have checked, I mean thoroughly with several mods to check, I have been trying to pin it down for over a year asking on forums an such. I even got Algernon to make the path unit mod to see if it helped. What I believe is happening is, a parked car creates a path unit and when the car is used again it creates a new and doesn't delete the old. Correct me if i am wrong.
Krzychu1245  [author] 5 Oct, 2022 @ 2:14pm 
@Splifsend why do you think that Parking AI cause issues with path units? Just turn it off and see if there's a difference (should be immediate). If there is none then it's not Parking AI. Check for stuck cims with Broken Nodes Detector mod. Stuck citizens may spam pathfinding so take up a lot of path units.
Splifsend 5 Oct, 2022 @ 1:59pm 
Is there a way you can stop realistic parking from making more path units? After about 2000 hour on 1 city the realistic parking has killed my save.