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I have an update to the situation of this mod.
While playtesting my other mods, I discovered a taxi getting stuck due to the "citizen runaway problem". This is something I did not expect/anticipate; perhaps CO's fix was not about this problem.
Combined with the situation surrounding long trains, the easiest way out is to resurrect this mod. I'm sorry for the confusion this update may cause to you all.
Will update soon-ish.
But, while this feature currently still exists in this mod, in the longer run it seems best to move it to Better Train Boarding, since both are train-related.
I finally have time to get back to this, and realized @ProfessorHen was right: this mod is obsolete as of patch 1.17.1-f2, which was about 2 years ago.
Thank you all for your support over the years!
Might want to put that in the description. Just a heads up.
Thank you for incorporating my request into your mod.
For "random node in the network", definitely not related to this mod. This mod is related to the trains etc getting stuck while at stations.
If the detailed explanation is confusing, you can take this TLDR: the trains etc may get stuck at stations because they are confused why some passengers said they would get onto the train but actually did not.
Then, for each type of transport, there is a range such that, if rogue passengers are in range, they are allowed a chance to move towards (but not move away from) the vehicles.
Hopefully this is not EBS blocking the tram from departing...
Finally, "link removed"...
is there any other mods that limit the function of despawning rogue citizen. i do use most of the essential mods; TMPE, algernon's more limit, Real Time, EML, etc?
Maybe helps with reducing the amount pf people mong a long way to the correct train vehicle
If all else does not work, try reinstalling the mods:
- uninstall mod, start game to title screen
- install mod again, start game to title screen
- load your save
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1863889142
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1516576624
The 16-car shinkansen trainsets are roughly 400m in length (in comparison, the maximum permissible length of a station segment in CSL is 168m, meaning these trains are over double the length of vanilla train station).
However, the vehicle "softlock" also occurs with comparatively shorter trains, such as the JNR 485 Series (9car) and the Chu-Kuang Express (8-car)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1920707682
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2450153726
These vehicles barely overhang (by less than half a car length, but also suffer the same issue. The only vehicles that did not seem to have issues were very short trains (i.e. 4-car consists), but admittedly, I wasn't paying too much attention to them.
I pick this for testing:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2647021785&searchtext=mtr
I estimate that about 30% of the train is hanging outside of the vanilla station length, although in my test/play city, all stations are vanilla length. There are no extra-long train stations.
I will still have to allow cims to walk some time when eg in vanilla, cims might just walk the entire length of the platform before entering the train (Better Train Boarding improves this, but still, this is still possible). IMO, over-capacity vanilla trains in vanilla capacity has to be relevant.
I'll just test this with a long train for real
Thank you so much for implementing my request! I really appreciate it. However, after playing and testing the mod for awhile, I've noticed a few serious issues.
The first is that this mod seems to soft-lock any public transit that overhangs the station platform, regardless of ridership. I can see the passengers walk out and despawn, but the train doesn't move even after the platform is completely empty. It's not a 100% hardlock (complete prevention of train dispatch), but it's pretty close: I despawned every existing train, literally left the game running overnight, and by the next morning all trains were more or less all stuck waiting.
The second issue is that trying to spawn any new train faces a similar issue: new trains literally take 10 minutes (or more) to spawn.
I've taken the time to verify that it is, unfortunately, specifically this mod that is the problem (I ran two simulations, one with this new mod, and one without). Please check.
https://github.com/Vectorial1024/PublicTransportUnstucker/issues/6
Know that the stuff is being tracked, but then IRL can distract me from fixing the issue.
Never used that mod before, but I think has no problem
Our exchange was a while ago, so I'm not sure I can remember everything. But, do consider using Better Train Boarding so that CIMs may have a shorter walking distance when using trains most of the time. More info on their side.
Therefore, regarding ANY question about load order, my suggestion is always to uninstall and then reinstall. This will put the mod at the end of the existing load order, which will solve most of the dependency problems (and maybe other strange stuff).
Please reconsider my request to include a time-based despawn mechanism. If this mod only addresses a bug that only appears once every 15-60 minutes, this mod can potentially encompass so much more, as long vehicles consistently takes a long time to board (if passengers have to walk all the way to the end carriages—nearly 10 minutes in real time, not game time). I know you said you've introduced a distance-based mechanic, but after numerous tests, it does not seem to work.
On this topic, I have to ask, should this mod be loaded in a particular order or have any conflicts? I test-loaded it before TMPE and found that even short trains would get stuck during boarding.
That helps. I'll download mod and see if i have any changes in simulation.
Thanks.
I am just adding another fallback action if vanilla failed to do that
---
Not sure if I have enabled the logs in the live version, but supposedly every time this happens, I print once to the log to help with debugging.
I never actively counted how frequent this occurs, but apparently when I notice unexplained traffic congestion (my playstyle is heavy public transport), it means this problem is happening. I would estimate to be once every 15-60 mins, and usually it would be stuck for a while before I noticed
Can you make some statistics about how often that happens live in the game?
But that's not the problem of this mod Public Transport Unstucker.
Based on what I can see for now, this mod supposedly only activates when 1) it detects a citizen is "stuck" or 2) when boarding cims have deviated from the station platform a certain distance.
My main points are 1) how does the mod detect a cim is "stuck" and 2) the distance despawn either does not work, or the threshold is set too far. (Cims boarding a 600m long train still spend nearly 10 minutes in real-time walking the length of a train)
Because of these factors, I stick by my original suggestion that implementing a timer would drastically simplify the mechanics and improve the reliability and applicability of this mod.
A lot of planes needs a lot of time to take off or to take load/passangers
Should be possible (assuming that it is a runaway cim problem)
Perhaps after a few hours of running, the train got a runaway cim, and gets stuck. This mod fixes that.
Gotta try it first, I can't e sure of all the specific things
there will always be a Karen somewhere in your city. And in every city.
In my city there is some entitle bixxx who always park on the railroad tracks. :)
I can then start something new and see if I can improve this mod in any way that reduces the annoyance. (Usually there is a way; I just need to decide on the details to make it work on both sides, for me and for the user.)
It is just a coincidence that both mods aim to solve 2 different problems that look similar, and also have 2 different effects that also look similar.
There are technical details, but for the laymen/to explain things quickly, this explanation should be enough.