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Cities: Skylines - Traffic Manager: President Edition

A work-in-progress modification for Cities: Skylines to add additional road traffic control

Changelog

1.4.2, 01/16/2016

  • Several major performance improvements (thanks to @sci302 for pointing out those issues)
  • Improved the way traffic lights are saved/loaded
  • Lane-wise traffic density is only measured if Advanced AI is activated
  • Bugfix: AI did not consider speed limits/road types during path calculation (thanks to @bhanhart, @sa62039 for pointing out this problem)
  • Connecting a city road to a highway road that does not supply enough lanes for merging leads to behavior people do not understand (see manual). Option added to disable highway rules.
  • Bugfix: Vehicles were stopping in front of green traffic lights
  • Bugfix: Stop/Yield signs were not working properly (thanks to @GordonDry, @Glowstrontium for pointing out this problem)
  • Bugfix: Cargo trucks were ignoring the "Heavy ban" policy, they should do now (thanks to @Scratch for pointing out this problem)

1.4.1, 01/15/2016

  • Bugfix: Path-finding near junctions fixed

1.4.0, 01/15/2016

  • Introducing Advanced Vehicle AI (disabled by default! Go to "Options" and enable it if you want to use it.)
  • Bugfix: Traffic lights were popping up in the middle of roads
  • Bugfix: Fixed the lane changer for left-hand traffic systems (thanks to @Phishie for pointing out this problem)
  • Bugfix: Traffic lights on invalid nodes are not saved anymore

1.3.24, 01/13/2016

  • Improved handling of priority signs
  • Priority signs: After adding two main road signs the next offered sign is a yield sign
  • Priority signs: Vehicles now should notice earlier that they can enter a junction
  • Removed the legacy XML file save system
  • Invalid (not created) lanes are not saved/loaded anymore
  • Added a configuration option that allows vehicles to enter blocked junctions
  • Bugfix: Some priority signs were not saved
  • Bugfix: Priority signs on deleted segments are now deleted too
  • Bugfix: Lane arrows on removed lanes are now removed too
  • Bugfix: Adding a priority sign to a junction having more than one main sign creates a yield sign (thanks to @GordonDry for pointing out this problem)
  • Bugfix: If reckless driving was set to "The Holy City (0 %)", vehicles blocked intersections with traffic light.
  • Bugfix: Traffic light arrow modes were sometimes not correctly saved

1.3.23, 01/09/2016

  • Bugfix: Corrected an issue where toggled traffic lights would not be saved/loaded correctly (thanks to @Jeffrios and @AOD_War_2g for pointing out this problem)
  • Option added to forget all toggled traffic lights

1.3.22, 01/08/2016

  • Added an option allowing busses to ignore lane arrows
  • Added an option to display nodes and segments

1.3.21, 01/06/2016

  • New feature: Traffic Sensitivity Tuning
  • UI improvements: When adding a new step to a timed traffic light the lights are inverted.
  • Timed traffic light status symbols should now be less annoying
  • Bugfix: Deletion of junctions that were members of a traffic light group is now handled correctly

1.3.20, 01/04/2016

  • Bugfix: Timed traffic lights are not saved correctly after upgrading a road nearby
  • UI improvements
  • New feature: Reckless driving

1.3.19, 01/04/2016

  • Timed traffic lights: Absolute minimum time changed to 1
  • Timed traffic lights: Velocity of vehicles is being measured to detect traffic jams
  • Improved traffic flow measurement
  • Improved path finding: Cims may now choose their lanes more independently
  • Bugfix: Upgrading a road resets the traffic light arrow mode

1.3.18, 01/03/2016

  • Provided a fix for unconnected junctions caused by other mods
  • Crosswalk feature removed. If you need to add/remove crosswalks please use the "Crossings" mod.
  • UI improvements: You can now switch between activated timed traffic lights without clicking on the menu button again

1.3.17, 01/03/2016

  • Bugfix: Timed traffic lights cannot be added again after removal, toggling traffic lights does not work (thanks to @Fabrice, @ChakyHH, @sensual.heathen for pointing out this problem)
  • Bugfix: After using the "Manual traffic lights" option, toggling lights does not work (thanks to @Timso113 for pointing out this problem)

1.3.16, 01/03/2016

  • Bugfix: Traffic light settings on roads of the Network Extensions mods are not saved (thanks to @Scarface, @martintech and @Sonic for pointing out this problem)
  • Improved save data management

1.3.15, 01/02/2016

  • Simulation accuracy (and thus performance) is now controllable through the game options dialog
  • Bugfix: Vehicles on a priority road sometimes stop without an obvious reason

1.3.14, 01/01/2016

  • Improved performance
  • UI: Non-timed traffic lights are now automatically removed when adding priority signs to a junction
  • Adjusted the adaptive traffic light decision formula (vehicle lengths are considered now)
  • Traffic two road segments in front of a timed traffic light is being measured now

1.3.13, 01/01/2016

  • Bugfix: Lane arrows are not correctly translated into path finding decisions (thanks to @bvoice360 for pointing out this problem)
  • Bugfix: Priority signs are sometimes undeletable (thank to @Blackwolf for pointing out this problem)
  • Bugfix: Errors occur when other mods without namespace definitions are loaded (thanks to @Arch Angel for pointing out this problem)
  • Connecting a new road segment to a junction that already has priority signs now allows modification of the new priority sign

1.3.12, 12/30/2015

  • Bugfix: Priority signs are not editable (thanks to @ningcaohan for pointing out this problem)

1.3.11, 12/30/2015

  • Road segments next to a timed traffic light may now be deleted/upgraded/added without leading to deletion of the light
  • Priority signs and Timed traffic light state symbols are now visible as soon as the menu is opened

1.3.10, 12/29/2015

  • Fixed an issue where timed traffic light groups were not deleted after deleting an adjacent segment

1.3.9, 12/29/2015

  • Introduced information icons for timed traffic lights
  • Mod is now compatible with "Improved AI" (Lane changer is deactivated if "Improved AI" is active)

1.3.8, 12/29/2015

  • Articulated busses are now simulated correctly (thanks to @nieksen for pointing out this problem)
  • UI improvements

1.3.7, 12/28/2015

  • When setting up a new timed traffic light, yellow lights from the real-world state are not taken over
  • When loading another save game via the escape menu, Traffic Manager does not crash
  • When loading another save game via the escape menu, Traffic++ detection works as intended
  • Lane arrows are saved correctly

1.3.6, 12/28/2015

  • Bugfix: wrong flow value taken when comparing flowing vehicles
  • Forced node rendering after modifying a crosswalk

1.3.5, 12/28/2015

  • Fixed pedestrian traffic Lights (thanks to @Glowstrontium for pointing out this problem)
  • Better fix for: Deleting a segment with a timed traffic light does not cause a NullReferenceException
  • Adjusted the comparison between flowing (green light) and waiting (red light) traffic

1.3.4, 12/27/2015

  • Better traffic jam handling

1.3.3, 12/27/2015

  • (Temporary) hotfix: Deleting a segment with a timed traffic light does not cause a NullReferenceException
  • If priority signs are located behind the camera they are not rendered anymore

1.3.2, 12/27/2015

  • Priority signs are persistently visible when Traffic Manager is in "Add priority sign" mode
  • Synchronized traffic light rendering: In-game Traffic lights display the correct color (Thanks to @Fabrice for pointing out this problem)
  • Traffic lights switch between green, yellow and red. Not only between green and red.
  • UI tool tips are more explanatory and are shown longer.

1.3.1, 12/26/2015

  • Minimum time units may be zero now
  • Timed traffic lights of deleted/modified junctions get properly disposed

1.3.0, 12/25/2015

  • Adaptive Timed Traffic Lights (automatically adjusted based on traffic amount)

1.2.0 (iMarbot)

  • Updated for 1.2.2-f2 game patch.

Current features

  • Add/Remove traffic lights
  • Adaptive timed traffic lights
  • Add priority signs
  • Change lanes
  • Add/Remove crosswalks
  • Manually control traffic lights
  • Timed traffic lights
  • Clear traffic
  • No despawn

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)

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Cities: Skylines Traffic Manager: Traffic President Edition

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