Cities: Skylines

Cities: Skylines

TM:PE 11.9.1.0 STABLE (Traffic Manager: President Edition)
Krzychu1245  [developer] 30 Jan, 2019 @ 2:05pm
New features and improvements - Ideas
Here you can post your ideas and feature requests:

Just after confirmation that major bugs were fixed would be great to put even more improvements and features to this amazing mod.

Here is my idea ;)

I have an idea to separate some existing features to make sure you subscribe only to content you want to use/have and improve performace in case you don't want to use custom AI or other features.
Most likely it would be new workshop item, maybe something like Traffic Manager Lite (most performant version with most popular features).
First thing I would like to achive is to make that totally new version work with old savegames. I know that some of you put large amount of time to configure traffic lights, lane connections etc...

I know it's possible and quite big part of mod is more or less ready for that (even now you can turn off some features in mod options) .
I don't know how much time it will take and how much effort I have to put to properly separate some features and make them pluggable.

What do you guys think about it?
If you like it, what features should be placed in base mod and what as plugins (separated workshop items as selectable extensions to base mod)
Last edited by Krzychu1245; 30 Jan, 2019 @ 2:06pm
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Showing 1-15 of 257 comments
t1a2l 30 Jan, 2019 @ 4:08pm 
Roads with median in the middle will have seperate traffic lights for pedestrains - per way instead of per road.
DAV 31 Jan, 2019 @ 8:41am 
Priority signs in Train lines (you can place them but, afaik, they are ignored)
t1a2l 31 Jan, 2019 @ 1:42pm 
@Krzychu1245 - you can also take a look at the issues of the github of TMPE
Krzychu1245  [developer] 31 Jan, 2019 @ 2:13pm 
@t1a2l I can see that you were the author of one :steamhappy: I am aware of issues posted on the github of TMPE but I have no idea if they are still actual. Some of them were fixed but lot of them are highly related with user savegame which isn't there uploaded and subcribed mods (conflicts). It's very hard to reproduce some of that bugs/issues with so low amount informations :/
t1a2l 31 Jan, 2019 @ 3:01pm 
@Krzychu1245 - Did you understand the feature i am talking about?
Krzychu1245  [developer] 31 Jan, 2019 @ 3:43pm 
You simply want to have possibility to add pedestrian traffic lights to stop pedestrians in the middle of the road with median (red areas[i.imgur.com]) to let them wait for green light like irl ? I have to check how pathfinding works on crosswalks because it could be hard to implement if pedestrians go straight from one edge to the other (there is no node in the middle to create stop, I think)
t1a2l 31 Jan, 2019 @ 4:47pm 
@Krzychu1245 - Yes exactly. I think it is possible because if you use a road with tram and there is a station in the middle of the road the pedestrain walk to the middle of the road and then to the station. (I hope I explanied it correctly).
leftbehind  [developer] 1 Feb, 2019 @ 10:58am 
Posted 11 ideas in github repo: https://github.com/krzychu124/Cities-Skylines-Traffic-Manager-President-Edition/issues

Regarding the waiting at median (traffic lights thing) issue #8 might help with configuring it.
Krzychu1245  [developer] 1 Feb, 2019 @ 11:20am 
@aubergine18 I' am currently reading that stuff. I love that idea about Conflict point visualisation and creating traffic light based on it. It will be a lot of work but it will greatly improve user experience of this feature. I will try to investigate possibility of creating them and split them to appropriate milestones. Great work :steamhappy:
M.S.Referee 2 Feb, 2019 @ 3:56am 
"Lane connector"

This function is node by node connect. So it should make like "Speed Limit", when hold Shift to click, it will connect the whole road nodes of ONE lane.

And for junctions, can select more connection point at same time to with two function,
1 selected connection point all to one of select lane.
2 selected connection point all to each correspond lane.
pcfantasy 5 Feb, 2019 @ 7:40am 
There is todo list in orginal author

Todo list
I would like to investigate why yellow traffic lights sometimes are not properly rendered.
I would like to implement traffic light templates so that you would not need to manually set up individual steps for common junction patterns.
Stop signs should be more useful. Drivers should act more realistically/confident when stop/yield signs and traffic jams meet together.
Adaptive Timed Traffic Lights: Currently only vehicles on the road segment next to the junction are being measured. I would like to expand the traffic measurement to 2 segments.
When switching between control modes, the UI starts to ignore user mouse input. This is annoying. I will hopefully fix that.
We could measure if there is traffic backing up after a timed traffic light. If it is the case (that is: cars having a green light do not move) the next timed step could be activated.
There are still some issues with crossings and pedestrain crossing lights (missing textures, double crosswalks). Let's see what can be done.
For new users it takes some time to understand how the mod works. Having something like a (video) manual would be great. Or just a better UI.

Upcoming changes
Code optimization & refactoring
Timed Traffic Light Templates (ready-to-use directional traffic light patterns)
leftbehind  [developer] 5 Feb, 2019 @ 9:05am 
I'm not sure timed traffic light templates are such a good idea, particularly as they'd have to deal with lane connections, different delays, vehicle restrictions and all sorts of other things. Timed traffic lights UI is already very confusing and cumbersome; adding templates will just make things worse IMO.

There are discussions about adding conflict detection[github.com], which would in turn open up possibility of much better default traffic light behaviour. In addition, traffic lights should be factoring in, by default, the lane arrows/connections, vehicle restrictions and stop/yield/priority signs.

So, it should be possible to have traffic lights work great by default. And timed traffic lights could then become a simple matter of choosing which sets of lights are linked together (and even that could be defaulted along road routes or priority routes).
leftbehind  [developer] 5 Feb, 2019 @ 9:13am 
Originally posted by M.S.Referee:
Lane connector"

This function is node by node connect. So it should make like "Speed Limit", when hold Shift to click, it will connect the whole road nodes of ONE lane.

That won't work too well as often a lane connector at junction will connect not only to the 'straight ahead' route, but also to a side road, and small side roads are often slower than main roads or avenues.

I think what would be better is an easier way to set default speeds for different types of roads like this[github.com].
Last edited by leftbehind; 5 Feb, 2019 @ 9:14am
Predatorian 10 Feb, 2019 @ 12:00pm 
Car accidents.
They have increased probability with higher traffic, less maintained roads and dangerous crossings. When they happen, they generate long traffic lines and require police/health services to be dismissed.
Krzychu1245  [developer] 10 Feb, 2019 @ 12:25pm 
Haha, nice, but I have no idea how it is related to helping with managing traffic xD
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