slyh / cities2-trafficlightsenhancement Goto Github PK
View Code? Open in Web Editor NEWAdvanced traffic lights for Cities: Skylines II
Advanced traffic lights for Cities: Skylines II
edit: moved to discussion-ideas
I'm using a mod called: 《BetterPedestrianPathfind 》
This is used to optimize citizens’ wayfinding.
I don't know if this has any impact. These citizens completely block the normal operation of vehicles.
I hope the timer can be used on zebra crossings. In TMPE1 it adjusts the balance of the intersection very well.
Especially when I use road replace tool to update the 6 lane road to 7 lane road (both side of the road have custom traffic lights and one side has custom lane direction)
Describe the bug
Pedestrians walk into oncoming traffic in intersections with protected left turns.
To Reproduce
Expected behaviour
The pedestrian signal is off until the protected left turn traffic phase is over.
Actual behaviour
The pedestrian signal is on even when only turning traffic is being allowed through the intersection.
Log file
LogOutput.log
Hey,
So I came across the feature via a YouTube video and it looks fantastic!!
The only thing I'd love to see is most of my junctions are + junctions that offer the same road functionality, I'd love to be able to set on one incoming road the rules that 'apply' and then apply it to the entire junction if that makes sense? This would make setting up my roads so much faster. It may already be on your list of ideas, but if not here you go!
For example a 6 lane road + junction split with 3 lanes on each side; one lane goes left, one middle, one right. Set this once and then click a button for it to instantly apply to the other 3 incoming roads.
Thanks for your time :)
the only thing that is wrong in the french traduction is save=sauver. You need to put instead:
save=sauvegarder
Describe the bug
An error message pops up after opening a saved game, after latest update
Only when game is not on pause , but unable to pan the camera.
I do not know if this mod is the issue, I only received an error from this mod only.
As soon as you un pause, the game throws the error
To Reproduce
Update this mod and start a saved game
Expected behaviour
No error
LogOutput.log
Log file
The error thrown in the log file
[Error : Unity Log] [SceneFlow] [CRITICAL] System update error during GameSimulation System.MissingMethodException: Method not found: Unity.Collections.NativeQueue`1<Game.Pathfind.SetupQueueItem> Game.Simulation.PathfindSetupSystem.GetQueue(object,int)
at Unity.Entities.SystemBase.Update () [0x0004e] in <39f0c89f34b343ec87d653ea70eaa86b>:0
at Cities2Mods.CityPlayerTrafficCustomMods.CityPlayerCustomModsPatches.OnUpdate (Game.Simulation.HouseholdFindPropertySystem __instance) [0x0000b] in <39edbd5d832a44b48bb7f1544ad31ab8>:0
at (wrapper dynamic-method) Game.Simulation.HouseholdFindPropertySystem.DMD<Game.Simulation.HouseholdFindPropertySystem::OnUpdate>(Game.Simulation.HouseholdFindPropertySystem)
at Unity.Entities.SystemBase.Update () [0x0004e] in <39f0c89f34b343ec87d653ea70eaa86b>:0
at Game.UpdateSystem.Update (Game.SystemUpdatePhase phase, System.UInt32 updateIndex, System.Int32 iterationIndex) [0x0007a] in <8bc3bf147d90443fb3df643f5b67c57a>:0
Nice job @slyh, I'm already happy with the road direction modes, they work great 👍
When we do not need to fully protect the left turn on this road section, we can skip the left turn protection.This way you can safely turn the vehicle around.
But now we cannot delete the left turn road.
This means that we will still see vehicles that turn left and get stuck by straight vehicles.
Of course, there is no problem running in the "Protected Left-Turns" mode.
We introduced this mod to the Chinese community! There are also members who have made a third-party Chinese version. Is there any opportunity to add multi-language support so that we can contribute to the localization of this mod?
Chinese version: https://www.cslbbs.net/resources/trafficlightsenhancement.52/
Originally posted by HarryBotter2333 January 19, 2024
When you create a complex intersection, vehicles will pass through the intersection very cautiously, resulting in an extremely low traffic rate.
I can only wait for the first car to pass the intersection before letting the second car pass at the previous intersection, and I found that the module does not seem to be able to use the third and fourth traffic light signal functions in the case of multi-node intersections. Vanilla and can be used in stages.
The problem is not that the vehicles are collision-free, but that the intersection traffic rules are unrestricted :)
1.Used no collision.
2.Checked that there is only one intersection node.
3.A tramway was built next to it, which may have break affected it ?
A newly constructed intersection discovered strange behavior of vehicles after running for a period of time.
Super fast>>>, crossing the curve directly to the straight road.
Game Save&Video check Here:https://web.tresorit.com/l/8We5H#VVduoJ4aZFUWBJiyap8ZaA
Couldn't find anything on this anywhere. I assume there might be some difficulties, but it would be nice to add the option with a warning and or add this to GUIDE.md.
To Reproduce
Expected behaviour
The TLE panel should open without any errors.
Error message
[CRITICAL] System update error during ToolUpdate NullReferenceException: Object reference not set to an instance of an object at Unity.Entities.EntityComponentStore.Exists (Unity.Entities.Entity entity) [0x00007] in <9a7e91fb1c0a42bdb40b67eb2c0b13bb>:0 at Unity.Entities.EntityComponentStore.HasComponent (Unity.Entities.Entity entity, Unity.Entities.ComponentType type) [0x00000] in <9a7e91fb1c0a42bdb40b67eb2c0b13bb>:0 at Unity.Entities.EntityDataAccess.HasComponent (Unity.Entities.Entity entity, Unity.Entities.ComponentType type) [0x00006] in <9a7e91fb1c0a42bdb40b67eb2c0b13bb>:0 at Unity.Entities.EntityDataAccess.AddComponentDuringStructuralChange (Unity.Entities.Entity entity, Unity.Entities.ComponentType componentType, Unity.Entities.SystemHandle& originSystem) [0x00000] in <9a7e91fb1c0a42bdb40b67eb2c0b13bb>:0 at Unity.Entities.EntityManager.AddComponent (Unity.Entities.Entity entity, Unity.Entities.ComponentType componentType) [0x0000c] in <9a7e91fb1c0a42bdb40b67eb2c0b13bb>:0 at Unity.Entities.EntityManager.AddComponentData[T] (Unity.Entities.Entity entity, T componentData) [0x00006] in <9a7e91fb1c0a42bdb40b67eb2c0b13bb>:0 at C2VM.TrafficLightsEnhancement.Systems.UISystem.UISystem.UpdateEntity () [0x00133] in <5567c1ee9dd44665b834e5e9931e4046>:0 at C2VM.TrafficLightsEnhancement.Systems.UISystem.UISystem.UpdateLaneDirectionTool () [0x0043d] in <5567c1ee9dd44665b834e5e9931e4046>:0 at C2VM.TrafficLightsEnhancement.Systems.UISystem.UISystem.ChangeSelectedEntity (Unity.Entities.Entity entity) [0x001fd] in <5567c1ee9dd44665b834e5e9931e4046>:0 at C2VM.TrafficLightsEnhancement.Systems.UISystem.Patches.SetAppliedUpgrade (Game.Tools.NetToolSystem __instance, System.Boolean removing) [0x000db] in <5567c1ee9dd44665b834e5e9931e4046>:0 at (wrapper dynamic-method) Game.Tools.NetToolSystem.DMD<Game.Tools.NetToolSystem::SetAppliedUpgrade>(Game.Tools.NetToolSystem,bool) at Game.Tools.NetToolSystem.Apply (Unity.Jobs.JobHandle inputDeps) [0x00062] in <1612d666569f4a8aaf5062d9fcaab733>:0 at Game.Tools.NetToolSystem.OnUpdate (Unity.Jobs.JobHandle inputDeps) [0x002d6] in <1612d666569f4a8aaf5062d9fcaab733>:0 at Game.Tools.ToolBaseSystem.OnUpdate () [0x00008] in <1612d666569f4a8aaf5062d9fcaab733>:0 at Unity.Entities.SystemBase.Update () [0x0004e] in <9a7e91fb1c0a42bdb40b67eb2c0b13bb>:0 at Game.UpdateSystem.Update (Game.SystemUpdatePhase phase) [0x0004e] in <1612d666569f4a8aaf5062d9fcaab733>:0 Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, String, Object[]) Colossal.Logging.UnityLogger:Log(Level, String, Exception) Colossal.Logging.UnityLogger:CriticalFormat(Exception, String, Object) Game.UpdateSystem:Update(SystemUpdatePhase) Game.Tools.ToolSystem:ToolUpdate() Game.Tools.ToolSystem:OnUpdate() Unity.Entities.SystemBase:Update() Game.UpdateSystem:Update(SystemUpdatePhase) Game.SceneFlow.GameManager:UpdateWorld() Game.SceneFlow.GameManager:Update()
Describe the bug
I have a city that is around 100K CIMs, and without this mod it runs as expected. A few moments after launching the game and loading the map it begins a "hard stutter" That is that the simulation and game goes into a hard stutter that is not based in the FPS of the video output but in the sim I believe, but if I reload it without the mod, the stutter goes away. I tried it on a new city and eventually a few minutes in it began again.
To Reproduce
No real idea here.
I'd say just load a large map with a ton of traffic lights using the advanced option and ticking the exclusive ped. faze.
Expected behaviour
I expect to be able to load the map with mod enabled and run it as it was before this last update. Previous versions ran just fine. (Though that does make me sound entitled, I'm not... but if you ask me the expected behavior lol)
Screenshots
N/A
Log file
Done, and dusted.
Additional context
N/A
The game will pause automatically after simulating for a period of time
Describe the bug
I have a roundabout with six lanes and one of the exits of that roundabout is a 7 lane assymetric road. When I applied the settings to allow left and forward only, it only displays left turn only in the road markings as show in the display
To Reproduce
Expected behaviour
Lane marking should reflect the settings applied and the forward arrow is not correct for some reason.
After doing a reset
Log file
Please upload your log file with your bug report.
If you installed the mod manually, you can typically find it at C:\Program Files (x86)\Steam\steamapps\common\Cities Skylines II\BepInEx\LogOutput.log
.
If you are using Thunderstore, you can typically find it at C:\Users\<Your Username>\AppData\Roaming\Thunderstore Mod Manager\DataFolder\CitiesSkylines2\profiles\Default\BepInEx\LogOutput.log
.
Additional context
Add any other context about the problem here.
Has anyone gotten a missing field exception? I started getting this after the CS2 update on 12/1. Still getting it with the v0.2.3-alpha version of the mod. I've disabled all but this one mod. No issue when loading vanilla game. Since nobody else has mentioned it, it's probably just me. But I thought I'd check and see. It pops up right away when the city is done loading.
Field not found: int Game.Prefabs.ObjectRequirementElement.m_Group Due to: Could not find field in class
MissingFieldException: Field not found: int Game.Prefabs.ObjectRequirementElement.m_Group Due to: Could not find field in class
at Game.Net.PatchedLaneSystem+UpdateLanesJob.CreateObjectLane (System.Int32 jobIndex, Unity.Mathematics.Random& random, Unity.Entities.Entity owner, Unity.Entities.Entity original, Game.Net.PatchedLaneSystem+LaneBuffer laneBuffer, Game.Objects.Transform transform, Game.Prefabs.SubLane prefabSubLane, System.Int32 laneIndex, System.Boolean sampleTerrain, System.Boolean cutForTraffic, System.Boolean isTemp, Game.Tools.Temp ownerTemp, Unity.Collections.NativeList1[T] clearAreas) [0x00123] in <80daac9e029943a8a8007acac0f66bcf>:0 at Game.Net.PatchedLaneSystem+UpdateLanesJob.UpdateLanes (Unity.Entities.ArchetypeChunk chunk, System.Int32 chunkIndex) [0x007cd] in <80daac9e029943a8a8007acac0f66bcf>:0 at Game.Net.PatchedLaneSystem+UpdateLanesJob.Execute (Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) [0x0001c] in <80daac9e029943a8a8007acac0f66bcf>:0 at Game.Net.PatchedLaneSystem+UpdateLanesJob.Unity.Entities.IJobChunk.Execute (Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) [0x00000] in <80daac9e029943a8a8007acac0f66bcf>:0 at Unity.Entities.JobChunkExtensions+JobChunkProducer
1[T].ExecuteInternal (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x000b5] in <9a7e91fb1c0a42bdb40b67eb2c0b13bb>:0 at Unity.Entities.JobChunkExtensions+JobChunkProducer
1[T].Execute (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <9a7e91fb1c0a42bdb40b67eb2c0b13bb>:0 at (wrapper delegate-invoke) Unity.Entities.JobChunkExtensions+JobChunkProducer
1+ExecuteJobFunction[Game.Net.PatchedLaneSystem+UpdateLanesJob].invoke_void_JobChunkExtensions/JobChunkWrapper1<T>&_intptr_intptr_JobRanges&_int(Unity.Entities.JobChunkExtensions/JobChunkWrapper
1<Game.Net.PatchedLaneSystem/UpdateLanesJob>&,intptr,intptr,Unity.Jobs.LowLevel.Unsafe.JobRanges&,int)
Colossal.Logging.CustomLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
It's too tired to set traffic lights one by one
If you experienced a crash to desktop, a hang (not responding), or an error message when replacing roads while using v0.2.15-alpha or later, please report it here.
Background information:
To enable new features that modify traffic light behaviour, a new component must be added to the game. However, under certain unclear circumstances, the game crashes when this new component is added.
This crash occurs randomly, and I have implemented a fix that prevents the crash in automated tests.
User feedback is needed to verify if the fix has indeed resolved the issue.
More information can be found in issue #72.
Update (Jan 22):
The issue should be resolved as of version v0.2.15-alpha. I will keep this issue open in case anyone still encounters this issue.
It may break your lane settings due to an oversight in the node update.
Describe the bug
Ctrl+S won't work when the lane direction control panel is enabled
To Reproduce
Expected behaviour
Ctrl+S worked and I can switch to another intersection smoothly
I get this while i try to add a traffic light. Only one time but maybe it can be helpful.
[Error : Unity Log] [UI] [ERROR] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at Unity.Entities.EntityComponentStore.Exists (Unity.Entities.Entity entity) [0x00007] in <39f0c89f34b343ec87d653ea70eaa86b>:0
at Unity.Entities.EntityComponentStore.HasComponent (Unity.Entities.Entity entity, Unity.Entities.ComponentType type) [0x00000] in <39f0c89f34b343ec87d653ea70eaa86b>:0
at Unity.Entities.EntityDataAccess.HasComponent (Unity.Entities.Entity entity, Unity.Entities.ComponentType type) [0x00006] in <39f0c89f34b343ec87d653ea70eaa86b>:0
at Unity.Entities.EntityDataAccess.AddComponentDuringStructuralChange (Unity.Entities.Entity entity, Unity.Entities.ComponentType componentType, Unity.Entities.SystemHandle& originSystem) [0x00000] in <39f0c89f34b343ec87d653ea70eaa86b>:0
at Unity.Entities.EntityManager.AddComponent (Unity.Entities.Entity entity, Unity.Entities.ComponentType componentType) [0x0000c] in <39f0c89f34b343ec87d653ea70eaa86b>:0
at Unity.Entities.EntityManager.AddComponentData[T] (Unity.Entities.Entity entity, T componentData) [0x00006] in <39f0c89f34b343ec87d653ea70eaa86b>:0
at C2VM.TrafficLightsEnhancement.Systems.UISystem.UISystem.UpdateEntity () [0x00112] in :0
at C2VM.TrafficLightsEnhancement.Systems.UISystem.UISystem.CallMainPanelUpdatePattern (System.String input) [0x00070] in :0
at (wrapper managed-to-native) System.Reflection.RuntimeMethodInfo.InternalInvoke(System.Reflection.RuntimeMethodInfo,object,object[],System.Exception&)
at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0006a] in :0
--- End of inner exception stack trace ---
at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00083] in :0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0
at cohtml.Net.Invoker.ExecuteAndSendResult (cohtml.Net.Binder binder, System.Delegate callback, System.Object[] arguments, System.Boolean execute) [0x00027] in <34a70e0068754567b86b66a15ff313c5>:0
When the mod is on PDX mod do you plan on doing a crowdin for translation of the mod. And if yes, where will we be able to find it.
The tram interferes with the normal operation of the intersection. It can be seen that the tram has the highest priority. Once the tram approaches the intersection, it will let the tram go first. However, the order of the intersection is destroyed and the traffic rate of the intersection is affected.
Is that possible to have split phrasing signals that both pedestrian and vehicle signals won’t overlap each other, which mean the turning vehicle no need to yield to the crossing of pedestrian as the pedestrian signal won’t be green unless there’s no any incoming direction of vehicle going through.
Can you put your mod in Thunderstore so we can get updates more easiely? Thanks
Describe the bug
This error pops up with Traffic Lights Enhancement Alpha AND Economy Fixer enabled (+BepIn).
I can replicate it but sadly its caused by two mods together.
The error message always apears when a building is destroyed and collapses due to rezoning. The rezoning is caused by placing a new road next to a road with buildings on it.
Error messages in log down below (pastebin links)
To Reproduce
Steps to reproduce the behaviour.
Video showing it:
https://www.youtube.com/watch?v=AE_caWj97iI
Expected behaviour
No error message to pop up in the game.
Screenshots
If applicable, add screenshots to help explain your problem.
Log file
Console log:
https://pastebin.com/Dd00kgvs
Game log:
https://pastebin.com/34Vx3Dsd
BepInEx log:
https://pastebin.com/p4FBxraz
Additional context
I also reported this to TDW and he said he is taking a look into this.
Here is the save to reproduce this in case you need it. https://drive.google.com/drive/folders/14ngC8W83ciAJLWVxI2XHEDx7Z3_vdzgP?usp=sharing
The map is Cali Coast from Ausiguy on thunderstore.
Edit: i found a workaround for this, by disabling the collapse setting
Describe the bug
Straight ahead lanes prefer the right-most lane (in certain cases), resulting in unexpected and sub-optimal traffic behavior.
To Reproduce
To best demonstrate this, create a four-way intersection with six-lane (3/3) roads. (I am assuming right-hand traffic.):
In theory, this should produce a fairly friction-less intersection. Assuming roads North, South, East, and West, the traffic should flow like this:
Expected behaviour
This slowdown can (and should) be avoided by simply having the center straight-ahead lane remain in the center lane as it travels through the intersection. Likewise, the left-most lane (the Left-Turn or Straight Ahead lane) should travel to the opposite and perpendicular left-most lanes, rather than traveling to the center lane with straight-ahead traffic.
If Always Green Right-Turns was disabled, this behavior would not be problematic. Ideally, the lanes should vary their preferred destination lane on the opposite side of an intersection based on whether or not Always Green Right-Turns is active or not.
Screenshots
Example of the problematic intersection:
Note that this issue doesn't occur if each lane allows only one movement:
NullReferenceException: Object reference not set to an instance of an object
at Unity.Entities.DynamicBuffer`1[T].get_Item (System.Int32 index) [0x0000b] in <39f0c89f34b343ec87d653ea70eaa86b>:0
at Game.Net.EdgeIterator.GetNext (Game.Net.EdgeIteratorValue& value) [0x00017] in <8bc3bf147d90443fb3df643f5b67c57a>:0
at Game.Net.C2VMPatchedLaneSystem+UpdateLanesJob.GetMiddleConnectionCurves (Unity.Entities.Entity node, Unity.Collections.NativeList`1[T] edgeTargets) [0x002e8] in <968fcce515c64db08fd6990c2e02e47f>:0
at Game.Net.C2VMPatchedLaneSystem+UpdateLanesJob.GetMiddleConnections (Unity.Entities.Entity owner, Unity.Entities.Entity original, Unity.Collections.NativeList`1[T] middleConnections, Unity.Collections.NativeList`1[T] tempEdgeTargets, Unity.Collections.NativeList`1[T] tempBuffer1, Unity.Collections.NativeList`1[T] tempBuffer2, System.Int32& groupIndex) [0x0004e] in <968fcce515c64db08fd6990c2e02e47f>:0
at Game.Net.C2VMPatchedLaneSystem+UpdateLanesJob.UpdateLanes (Unity.Entities.ArchetypeChunk chunk, System.Int32 chunkIndex) [0x00c2b] in <968fcce515c64db08fd6990c2e02e47f>:0
at Game.Net.C2VMPatchedLaneSystem+UpdateLanesJob.Execute (Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) [0x0001c] in <968fcce515c64db08fd6990c2e02e47f>:0
at Game.Net.C2VMPatchedLaneSystem+UpdateLanesJob.Unity.Entities.IJobChunk.Execute (Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) [0x00000] in <968fcce515c64db08fd6990c2e02e47f>:0
at Unity.Entities.JobChunkExtensions+JobChunkProducer`1[T].ExecuteInternal (Unity.Entities.JobChunkExtensions+JobChunkWrapper`1[T]& jobWrapper, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x000b5] in <39f0c89f34b343ec87d653ea70eaa86b>:0
at Unity.Entities.JobChunkExtensions+JobChunkProducer`1[T].Execute (Unity.Entities.JobChunkExtensions+JobChunkWrapper`1[T]& jobWrapper, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <39f0c89f34b343ec87d653ea70eaa86b>:0
at (wrapper delegate-invoke) Unity.Entities.JobChunkExtensions+JobChunkProducer`1+ExecuteJobFunction[Game.Net.C2VMPatchedLaneSystem+UpdateLanesJob].invoke_void_JobChunkExtensions/JobChunkWrapper`1<T>&_intptr_intptr_JobRanges&_int(Unity.Entities.JobChunkExtensions/JobChunkWrapper`1<Game.Net.C2VMPatchedLaneSystem/UpdateLanesJob>&,intptr,intptr,Unity.Jobs.LowLevel.Unsafe.JobRanges&,int)
Colossal.Logging.CustomLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
I am attaching save file which is doing this as well: https://drive.google.com/file/d/10JSf1yhff9P6PZ0GC-v55M-PfxbeqCXV/view?usp=sharing
Try placing down Recycling Plant, and it will cause game to crash. I hope it's related to this mod, as this is only stacktrace I got out of it.
The latest game patch breaks mod. I'm sure you are already aware, but just reporting it anyway
error reads:
Field not found: int Game.Prefabs.ObjectRequirementElement.m_Group Due to: Could not find field in class
MissingFieldException: Field not found: int Game.Prefabs.ObjectRequirementElement.m_Group Due to: Could not find field in class
at Game.Net.PatchedLaneSystem+UpdateLanesJob.CreateObjectLane (System.Int32 jobIndex, Unity.Mathematics.Random& random, Unity.Entities.Entity owner, Unity.Entities.Entity original, Game.Net.PatchedLaneSystem+LaneBuffer laneBuffer, Game.Objects.Transform transform, Game.Prefabs.SubLane prefabSubLane, System.Int32 laneIndex, System.Boolean sampleTerrain, System.Boolean cutForTraffic, System.Boolean isTemp, Game.Tools.Temp ownerTemp, Unity.Collections.NativeList1[T] clearAreas) [0x00123] in <dec8ee9beb6c40d8bedc599e29ec9b76>:0 at Game.Net.PatchedLaneSystem+UpdateLanesJob.UpdateLanes (Unity.Entities.ArchetypeChunk chunk, System.Int32 chunkIndex) [0x0090a] in <dec8ee9beb6c40d8bedc599e29ec9b76>:0 at Game.Net.PatchedLaneSystem+UpdateLanesJob.Execute (Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) [0x0001c] in <dec8ee9beb6c40d8bedc599e29ec9b76>:0 at Game.Net.PatchedLaneSystem+UpdateLanesJob.Unity.Entities.IJobChunk.Execute (Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) [0x00000] in <dec8ee9beb6c40d8bedc599e29ec9b76>:0 at Unity.Entities.JobChunkExtensions+JobChunkProducer
1[T].ExecuteInternal (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x000b5] in <9a7e91fb1c0a42bdb40b67eb2c0b13bb>:0 at Unity.Entities.JobChunkExtensions+JobChunkProducer
1[T].Execute (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <9a7e91fb1c0a42bdb40b67eb2c0b13bb>:0 at (wrapper delegate-invoke) Unity.Entities.JobChunkExtensions+JobChunkProducer
1+ExecuteJobFunction[Game.Net.PatchedLaneSystem+UpdateLanesJob].invoke_void_JobChunkExtensions/JobChunkWrapper1<T>&_intptr_intptr_JobRanges&_int(Unity.Entities.JobChunkExtensions/JobChunkWrapper
1<Game.Net.PatchedLaneSystem/UpdateLanesJob>&,intptr,intptr,Unity.Jobs.LowLevel.Unsafe.JobRanges&,int)
Colossal.Logging.CustomLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
hi
i found a bug with this mod. in short, drivers will turn left at interactions instead of going forward, causing a lot of traffic jams
and when the mod is disabled, everything is fine
the pic below shows, with the mod enabled, they follow the link in red, which should be the one in green
hope that this issuse can be solved since this mod is very useful
thanks
No matter what section, if one direction is going straight, the opposite traffic still attempt to turn on top of them, causing traffic. I've noticed it only with some intersections, can't find the pattern. I've tried lane management with dedicated lanes, etc. Any advice, or is this just a bug?
PS Love the mod, thank you for releasing it ❤
Work needs to be done to stop drivers from making “unsafe” manoeuvres.
Hello team.
First thank you for this mod it looks great.
But I am unable to make it work.
Steps I did
1/ Download BepInEx_UnityMono_x64_6.0.0-pre.1.zip from https://github.com/BepInEx/BepInEx/releases
2/ Copy it to Cities Skylines 2 folder.
3/ Run the game and load my save so BepInEx can create its files and folders.
4/ Download Traffic Lights improvement from https://paradoxmods.net/files/25-traffic-lights-improvement/
5/ Copy whole folder to Cities Skylines 2/BepInEx/plugins/C2VM_TrafficLightsEnhancement/TrafficLightsEnhancement.dll
6/ Run the game and load my save game file.
7/ Click on the Road maintenance tab and click on the Traffic lights button and nothing . No top left corner info window showing.
8/ Tried to copy only the dll file under Cities Skylines 2/BepInEx/plugins/TrafficLightsEnhancement.dll
9/ Run the game load my save game , and game crashing.
From BepInEx logs looks like it is not loading any plugin at all :
[Message: Preloader] BepInEx 6.0.0-pre.1 - Cities2
[Info : BepInEx] System platform: Windows 10 64-bit
[Info : BepInEx] Process bitness: 64-bit (x64)
[Info : Preloader] Running under Unity v2022.3.7.9732149
[Info : Preloader] CLR runtime version: 4.0.30319.42000
[Info : Preloader] Supports SRE: True
[Message: Preloader] Preloader started
[Info :AssemblyPatcher] Loaded 1 patcher type from [BepInEx.Preloader.Unity 6.0.0.0]
[Info : Preloader] 1 patcher plugin loaded
[Info : Preloader] 163 assemblies discovered
[Message:AssemblyPatcher] Executing 1 patch(es)
[Message: Preloader] Preloader finished
[Message: BepInEx] Chainloader initialized
[Info : BepInEx] 0 plugins to load
[Message: BepInEx] Chainloader startup complete
[Info : Console] Logs at C:/Users/Jovzin/AppData/LocalLow/Colossal Order/Cities Skylines II/Logs
Could it be that the mod is now compatible with save game files and I need to start a new city ?
Should I disable the dev mode ? Could this be issue too that I have enabled the Dev mode in the past ?
Do I need to create some new streets in my city to make it work ? It will not work on already placed 3 and 4 lanes roads ?
Thank you for your help.
Jozef
In the previous version, the 3-ways intersection rule seems to be working for 6-ways intersections, but the 0.2.1-RC can only manage intersections with equal or less than 4-ways
Hello everyone,
I would like to update you on when this mod will be updated and its potential publication on PDX Mods.
Unfortunately, I am currently abroad in a timezone ahead of Europe. The beach properties update will be released at midnight my time, preventing me from working on it immediately. However, I aim to provide an update on Thunderstore as soon as possible.
I plan to migrate the mod to the official platform once I have access to the modding toolchain, which will be available to me at the same time as it is to everyone else. Still, no real progress should be expected until I return home in the first week of April.
I recognise this may inconvenience players who have put their trust in me by installing the mod. I sincerely apologise and will endeavour to address the situation promptly.
Thank you for your understanding.
Update 30/3: I have pushed an update targeting version 1.1.0f1. It's not yet available on Thunderstore. I would like to gather feedback before distributing it to more users.
If a road between two intersections has only one segment and you try to change the lane arrow config on one end it will break the lane arrow config on the other end. In fact, the lane arrows will disappear completely and cars will use every lane in every direction.
Steps to reproduce
Workaround
Add a node between the intersections. You then get a strange texture at the node but the 2 intersections will be configurable as aexpected.
Thanks for the wonderful mod.
By the way, it appears that by assigning the signal placement menu to "Traffic Lights Enhancement", it is no longer possible to place and remove signals, which was possible in vanilla. Am I mistaken, or is it actually possible?
It seems to me that there is no longer a way to add a signal to a narrow intersection with no signal.
Its possible to implement the option to edit the duration of a traffic light?
When I select an entire line of intersections and select my settings, then hit save, only the first intersection I selected seems to have applied the settings. So do you have to select intersections one by one, reselect all the settings you want, and hit save, one at a time?
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