Cities: Skylines

Cities: Skylines

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158 Komentar
𝕋ℍ𝔼ℝ𝔸 12 Mar 2016 @ 5:14am 
@Viesuliss Nah. If you want the version that is being updated, subscribe to Network Extensions and Traffic++ V2
Viesuliss 12 Mar 2016 @ 3:23am 
Are people still working on this mod? I hope it's not inactive.
ZpaceMag 22 Feb 2016 @ 11:59pm 
yeah. And 3 mods in one is just better
GordonDry 22 Feb 2016 @ 1:51pm 
That will be the mod with the most subscriptions when done.
Marbot 22 Feb 2016 @ 1:14pm 
@Katalyst6 :O I can't wait for that to get relased as one big mod =D
Katalyst6  [pembuat] 22 Feb 2016 @ 1:11pm 
@iMarbot
Yes! ...and Traffic Manager: President Edition
Marbot 22 Feb 2016 @ 12:33pm 
@Katalyst6 so that github is actually Network Extensions and Traffic++ V2 in one?
Katalyst6  [pembuat] 22 Feb 2016 @ 12:29pm 
@iMarbot
Traffic++ V2 and Network Extensions, are the base for TAM, we are slowly getting there, but we are still not there

Cheers!
Marbot 22 Feb 2016 @ 12:24pm 
@boformer https://github.com/Katalyst6/CSL.TransitAddonMod The last commit was about a day ago, so I find it hard to believe, its just that no one updates this workshop publication :/
boformer 22 Feb 2016 @ 11:38am 
This mod is no longer really relevant and not updated.

Network Extensions and Traffic++ V2 completely replace it, I think.
Marbot 22 Feb 2016 @ 7:23am 
I dont understand one thing, this mod is actively being updated and developed on GitHub, so I don't see why this workshop release doesnt get updated...?
ZpaceMag 21 Feb 2016 @ 7:49am 
use NEP and Traffic++ V2
Slachy 21 Feb 2016 @ 5:27am 
use network extentions instead this mod is not active anymore
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=478820060
Stars 21 Feb 2016 @ 5:20am 
This mod isn't actively monitor'd, since everything is now embedded into NEP. As far as I can tell from all the dev's statements : )
Alasken 21 Feb 2016 @ 1:26am 
HiHo some experience with snowfall?
𝕋ℍ𝔼ℝ𝔸 30 Jan 2016 @ 10:50am 
Katalyst, can you explain the situation with Aub?
GordonDry 30 Jan 2016 @ 10:21am 
allright
Katalyst6  [pembuat] 30 Jan 2016 @ 10:14am 
the Network Extensions team will take over this mod, if you have any related question, just post it there...
co-wie 30 Jan 2016 @ 6:25am 
@GordonDry: if it says "Last Online" and that's it, it means that their profile is private.
co-wie 30 Jan 2016 @ 6:24am 
Hmm he hasn't been active on Reddit for more than a month either...
GordonDry 29 Jan 2016 @ 3:44am 
You can't trust Steam.
Some people were online 2 minutes ago but Steam says 8 hours.
Or it says "last online " and that's it.
So nobody cay say when he was online the last time.
Siebren 28 Jan 2016 @ 11:11pm 
Is aubergine gone or what since he has been offline for like 48 days ??
ZpaceMag 16 Jan 2016 @ 10:33am 
Please look at my discussion. It's called: "It doesn't work. HELP!"

Link to the discussion: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/543703997/451850849189906161/
boformer 14 Jan 2016 @ 2:16pm 
Looks like the 8L-Avenue with median was added to the GitHub repo :)
cegerton 14 Jan 2016 @ 1:10pm 
Excitedly waiting for the AI update. Great to hear that you've sorted the T++ performance issues.
Glowstrontium 27 Des 2015 @ 8:17am 
Also, I'd like to add that further testing seems to indicate that the Heavy Roads Icon seems to only disappear when BloodyPenguin's Isolated Failures mod is enabled.
Glowstrontium 27 Des 2015 @ 8:12am 
Well, here in the UK, a mini-roundabout is simply a "give way to the right" intersection (4-way stops are very rare here). Many are painted onto existing intersections, and as such often do not have enough room to drive around even for cars.
boformer 27 Des 2015 @ 1:26am 
@Exiri IRL, buses often drive right over the roundabout (like a normal intersection). Maybe that could be handled as well, with priority for the buses.
D R F E 24 Des 2015 @ 5:57am 
Any ETA for Beta 2? Because NExt currently have the bridges for small heavy roads, while not yet in TAM, which is pretty sucks because i use those roads a lot for boulevards :(
Marbot 24 Des 2015 @ 3:56am 
Hmmm, I see what you mean. London is full of micro-roundabouts and buses and it works but idk how well the game would handle it.
Stars 24 Des 2015 @ 3:15am 
Problem with micro-roundabouts though: One bus will *munch* up the entire section of road. Even more so when you have custom busses(assuming no trucks, micro-round's usually found in residential low-density zones). Imagine a 40-foot bus trying to turn on a 10 feet stretch of road. ..... Exactly, it will run over some pedestrians in its path. And since busses don't do that in Cities Skylines, I'm afraid a micro-roundabout will lead into an infinite traffic jam behind a bus...

Unless, modders teleport the bus across instead! (taken the idea from my train station to teleport stuff instead of have them walk all over the place)

Just saying ^^
-Xiri
Marbot 23 Des 2015 @ 6:06pm 
Micro-roundabouts would be great for those low density but high traffic intersections where a normal sized roundabout would be overkill or just to big.
boformer 23 Des 2015 @ 5:10pm 
Maybe a talented modder will create a micro roundabout mod for intersections in the future ;)
GordonDry 23 Des 2015 @ 4:35pm 
Absolutely off topic, but I was on holidays in Portugal and had more roundabouts than the years before at home.
No roundabout is the same - in shape or size.
It's fun to drive there.
Also becuase of the serpentines, the bad roads and the lack of road signs here and there.
Stars 15 Des 2015 @ 2:16am 
Finally had the time to put this first beta to the test(thanks again for the invite all three friends in that little shiny list).

Pro: Actually functions a HELL of a lot better than NEP and Traffic++ combined.
Pro: Doesn't mess up any other mods because of the coding you guys did.

Con: slows processing speed of a city more than it should, not sure what line of code is causing this, but my bet is on the lane-assignment function somewhere.

Suggestion: To make TAM the very pinnacle of C:S enhancement mods, is there any way to incorporate a road colour/texture changer into TAM?
Suggestion: Delivery trucks have their own pathing right? On several stretches of road I noticed mine just randomly switching lane by making a 90-degree turn, while they had no reason to. Not sure what causes this behaviour, but might end up being something cool if you guys manage to puzzle through that AI ^^

My two cents, don't code too much though, your brain will melt!
-Xiri
Blackdragonbird 12 Des 2015 @ 2:24am 
Same here. Stopped playing a little until beta 2 is released.

Had little bugs and issues so far with beta 1.

Great work guys. =)
Flint 10 Des 2015 @ 12:18pm 
Just wondering what the ETA of beta 2 is? In the bug reports thread it said "Beta 2 should be released this weekend" and that was posted november 12. I understand this stuff takes time, but I am still curios as to what the next version will be.
Glowstrontium 5 Des 2015 @ 12:15pm 
I'm having an issue where the game just freezes after about a few minutes into the game, and the output log has this: "StackOverflowException:
The requested operation caused a stack overflow.",
with this repeated constantly until I force quit:
"at ColossalFramework.UI.UIComponent.get_isEnabled () [0x00000] in <filename unknown>:0"

I don't think it's this mod causing it, but if "disabled" mods are still being loaded into the memory (which is completely broken IMO), is it possible that Network Extensions or Traffic++ is affecting it due to still being subscribed but disabled?
Marbot 4 Des 2015 @ 3:59pm 
@Katalyst6 I am not sure what you mean. In the content manager I already had Network Extensions unticked (what I mean by disabled) and the issue was happening, when I unsubbed from Network Extensions the issue dissapeared.
Katalyst6  [pembuat] 4 Des 2015 @ 1:57pm 
@iMarbot
unsubscribed does not mean disabled

That's the workaround for now,
we will take a look a that bug soon...
Marbot 4 Des 2015 @ 12:17pm 
@Katalyst6 Thanks for the reply, yeah I've already sorted it, but I'm wondering if you know why even when one of the mods is disabled it would still cause this?
Katalyst6  [pembuat] 4 Des 2015 @ 11:27am 
@iMarbot
There has been an update of NetworkExtensions yesterday evening, that roughly contains the same code that TAM Beta, so you might want to have only one of those two mods subscribed at the same time...
Marbot 4 Des 2015 @ 8:24am 
Nevermind now, I unsubscribed from Network Extensions Mod and it fixed it. A bit confused why the error occured considering the mod was not even enabled and why I didnt occur till before today but yeah.
Marbot 4 Des 2015 @ 7:44am 
Today I launched my game and got this error straight away: http://pastebin.com/5gMM9gKp I have no idea why its happening, also the the mod list menu the mod has an error string where the name usually is.
leftbehind  [pembuat] 4 Des 2015 @ 2:30am 
As TAM beta testing is likely to run in to the new year, we've deciced to release some of the new roads, rendered tunnels and mac/linux support to the Network Extensions mod: https://www.reddit.com/r/CitiesSkylines/comments/3vedq5/release_tam_rendered_tunnels_added_to_network/

Mod link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=478820060
leftbehind  [pembuat] 4 Des 2015 @ 2:28am 
@Scratch: There are plans for a traffic light toggler in TAM, but not sure if that will make it in to v1 or be a v2 feature. There is currently a separate mod for toggling traffic lights which still seems to work: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=411833858

We're investigating ways to add control of traffic light sequences at intersections, but it's still early days yet. We want to avoid the issues that existed with the way Traffic Manager did it (both technial and UI) and that's going to take some time to develop. That being said, we've developed some code that allows traffic light control over individual lanes rather than entire roads, and with no noticeable performance drop, so that's looking promising - not sure when the full feature will be available though.

I'm not sure if we'll see anything regarding priority routes until TAM v2. The traffic light stuff will be required before we can implement it properly.
Scratch 29 Nov 2015 @ 1:13pm 
Adding and removing traffic lights plus priotrity signs are very important, as it is now without the ability to remove a traffic light a side street from a residential area can cause huge traffic jams on an avenue.

This is what i mean by having to make silly compromises, having to funnel large residential areas to 1 or 2 streets to control the influx onto an avenue, when it would make more sense to have 5 or 6 side streets with low priority traffic slowly trickling onto the avenue.I tried the seperate mod for disabling stop lights but found that caused problems when saving the game.

Timed traffic lights can make a huge difference to the city too. Imagine the city you live in IRL with 8 second traffic lights without any advanced left turns. I don't think they were a niche thing, I think the GUI for them was probably intimidating and it took me quite a while to get the hang of it.

Thanks for all the work you've been putting into the mod.
stuax 29 Nov 2015 @ 11:14am 
Ah yes priority signs. Forgot about them. Tbh with the enhanced AI mod I found traffic issues were easier to handle. I imagine the TAM team would look at priority signs but I think Timed lights could do with improving the interface but that takes time...
Marbot 29 Nov 2015 @ 10:02am 
@stuax Timed traffic lights (plus disabling them ) and priority signs is what I personally use it for.
stuax 29 Nov 2015 @ 9:07am 
@scratch what part of TM do you need? I use to use it but aside from timed lights TAM does everything else. Timed lights are quite a niche thing really.