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cities2-trafficlightsenhancement's Issues

The intersection cannot accommodate too many people

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.

屏幕截图 2023-11-29 190942

屏幕截图 2023-11-29 191008

屏幕截图 2023-11-29 190913

Pedestrians cross into protected left traffic

Describe the bug
Pedestrians walk into oncoming traffic in intersections with protected left turns.

To Reproduce

  1. Build an intersection.
  2. Configure the intersection to use protected left turns.

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.

Screenshots
Screenshot of pedestrians

Screenshot of intersection settings

Log file
LogOutput.log

Suggestion: Button to 'apply to all roads in this junction'

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 :)

Bad french traduction

the only thing that is wrong in the french traduction is save=sauver. You need to put instead:

save=sauvegarder

Error on load after latest update

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

Screenshots
image

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

Road directions should have independent U-turn settings

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.

Road U-turn settings

car 2023-11-23

No restrictions on vehicle intersections - no prudent restrictions

Discussed in #68

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 :)

屏幕截图 2024-01-18 204532

Error on a two-lane road with a crossing

To Reproduce

  1. Build a two-lane road with a crossing as illustrated in the screenshot
  2. Choose "Traffic Lights" from the "Road Services" tab
  3. Click on the crossing
  4. An error pops up

Expected behaviour
The TLE panel should open without any errors.

Screenshots
PNG image 3

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()

Hard Stuttering

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

Incorrect arrows for the settings applied

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

  1. Build a road / junction as shown in the screenshot (Six lane one way road juntion with a 7 lane assymetric road)
  2. Open the Lane Direction Tool
  3. Set the lange confiugration as shown
  4. Save
  5. The lane marking are incorrect

Expected behaviour
Lane marking should reflect the settings applied and the forward arrow is not correct for some reason.

Screenshots
image

After doing a reset

image

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.

Error Pop-Up in Game

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+JobChunkProducer1[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+JobChunkProducer1[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+JobChunkProducer1+ExecuteJobFunction[Game.Net.PatchedLaneSystem+UpdateLanesJob].invoke_void_JobChunkExtensions/JobChunkWrapper1<T>&_intptr_intptr_JobRanges&_int(Unity.Entities.JobChunkExtensions/JobChunkWrapper1<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)

[Feedback Needed] The game might crash when replacing roads

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.

Ctrl+S won't work when the lane direction control panel is enabled

Describe the bug
Ctrl+S won't work when the lane direction control panel is enabled

To Reproduce

  1. Select the traffic light
  2. select an intersection
  3. click the 'Enable' button of the lane direction tool
  4. If I want to edit another intersection now, I use ctrl+S and then select another one, but the ctrl+S won't work

Expected behaviour
Ctrl+S worked and I can switch to another intersection smoothly

Error something about reflections??

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

Translation

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.

Tram interferes with normal operation of intersection

屏幕截图 2024-02-09 082051

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.

Suggestion: No overlap signal with pedestrian and vehicle signals

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.

Error Message ingame: System Update error durring GameSimulation

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.

  1. Have TLEA, Economy Fixer and BepIn enabled
  2. Place a new road on a curved road which most definatly causes a rezone on the old road.
  3. Building gets destroyed because of new zoning. Building collapses.
  4. Error message pops up

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

Straight-Ahead Lanes Prefer the Right-Most Lane on the Opposite Side of Intersections (In Certain Cases)

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.):

  1. Make the right-most lane of each road a dedicated right-turn lane.
  2. Make the middle lane a dedicated straight-ahead lane.
  3. Make the left-most lane a straight-ahead or left-turn lane.
  4. Set Traffic Signal to Protected Left-Turns.
  5. Turn on Always Green Right-Turns.

In theory, this should produce a fairly friction-less intersection. Assuming roads North, South, East, and West, the traffic should flow like this:

  1. North and South Left-Turns take place. This traffic never intersects and so can happen simultaneously at full speed.
  2. North and South Straight Ahead traffic takes place. This traffic never intersects and so can happen simultaneously at full speed. (Because the left-most lane is a left-turn and straight ahead lane, some residual left-turn traffic could take place which could potentially disrupt straight-ahead traffic from the opposite side, but the issue I'm encountering doesn't occur when the left-most lane does not allow straight-ahead traffic.)
  3. The same two steps then repeat but for East and West traffic. The same concepts as before apply.
  4. At all times, traffic in the dedicated right-turn lanes should be able to flow freely without disrupting or being disrupted by the rest of the traffic. HOWEVER: Because the center dedicated Straight-Ahead lane chooses to travel into the right-most lane on the opposite side of the intersection, slowdowns can and will occur.

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:
image

Note that this issue doesn't occur if each lane allows only one movement:
image

Crash of the game caused by UpdateLanesJob.GetMiddleConnectionCurves

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.

New Patch breaks mod

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+JobChunkProducer1[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+JobChunkProducer1[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+JobChunkProducer1+ExecuteJobFunction[Game.Net.PatchedLaneSystem+UpdateLanesJob].invoke_void_JobChunkExtensions/JobChunkWrapper1<T>&_intptr_intptr_JobRanges&_int(Unity.Entities.JobChunkExtensions/JobChunkWrapper1<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)

[solved] [not a bug] drivers prefer turning left instead of going forward (lhd)

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

Screenshot_20240129_004117_Brave

hope that this issuse can be solved since this mod is very useful

thanks

Pedestrians ignore the traffic lights and cross the road

屏幕截图 2023-11-18 211519
屏幕截图 2023-11-18 211533
屏幕截图 2023-11-18 212115

I have found that this road type can cause pedestrians to ignore red lights directly and cause traffic congestion.

By the way, the traffic light module is running normally, waiting for version 1.014f to support ~

Thanks :)

Issues with 4 way traffic still crossing eachother

Image

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 ❤

Traffic Lights mod not working at all

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

Information about the update

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.

Changing lane on one node breaks lane config on other node of same section

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

  1. Build a four lane road (or more lanes)
  2. Add an intersection
  3. Add another intersection nearby (less than 200 meters)
  4. Change lane arrows on one intersection
  5. Look at other intersection

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.

Screenshot
Cities2-Various-Mods_LaneArrowBug

Unable to place and remove the signal itself

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.

Do you have to do these one intersection at a time?

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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