A work-in-progress modification for Cities: Skylines to add additional road traffic control
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.
- 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
- 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.
- Code optimization & refactoring
- Timed Traffic Light Templates (ready-to-use directional traffic light patterns)