The lack of this basic functionality is one of the main reasons I've barely played much. I never expected CS2 to be like the end version of CS1 but I certainly expected basic "mods" we've had for years and years to be built into CS2 like this.
@@Dawng-l5e I mean, the traffic manager mod from the first game has been proven to be one of the MOST popular mods. And they didn't even added that one?!
@@Dawng-l5eidk why game developers think people want to buy a less developed sequel that lacks the features everyone would have hoped for from the game
So much this. I don't understand how CS:1 with TMPE and Network Multitool for years and the devs still did not incorporate them in the sequel. BTW for traffic lights, dedicated left turns is always better than protected right. This is because the right turns always cross paths. So having them go with the straight ahead traffic makes sense since they get exclusive rights to the junction. Think of it as a roundabout, the left can be made into slip lanes but not right turns or straight ahead. I'm speaking from a left side driving POV (British) of course.
It seems like this is just not yet implemented. Since the game remembers these options, the in-game functionality is already there, but the UI for this function isn't yet made. It is bizarre but I think it's just that they haven't got around to implementing the UI for traffic light management, which is a really weird choice
If it keeps the settings even when turning off the mod, that may imply that this functionality is present by default in the code and that this mod simply triggers these "hidden" behaviors.
@@BiffaPlaysCitiesSkylinesOr maybe the junctions are all made up of configurable items and this just accesses and sets them. The vanilla functionality only works from one set of code and just sets them "vanilla style" as opposed to with sprinkles, a flake and in a sugar cone. You load the save file and the engine runs what's there... it's how you change what's there in the map data that this mod does. TL:DR -- yes, the ability to have this functionality is cooked into the system
I think its more correct to say that the framework of the code allows for such functionality to be added. Even the modder recognizes that there might be situations when this mod might break the game by labelling it as 'experimental.' Unless Im shown some actual evidence to indicate such a feature was withheld for nafarious reasons, I will give the developer and the programmers the benefit of the doubt. There very well might be legitimate reasons they decided not to implement such a feature.
Software Developer here. Usually, implementing generic functionality (configurable junctions in this case) is the "easy" part. The time-intensive part is providing a clean, intuitive, polished and functional User Interface to leverage the implemented functionality. So they might have everything in place functionality wise, but might not have gotten around to providing a satisfactory User Interface to access all that power.
@@rianfuro4088 not to mention that they need to consider the lowest common denominator, this feature could confuse a new player so they'd need to consider onboarding users as well.
We really need priority road yielding. Set a road as priority and all roads with fewer lanes (i.e. 2-lane coming into a 4-lane) will need to yield or optionally stop with a stop sign. But the 4-lane gets the priority. That was base game mechanics in CS1, and it needs to be base game mechanics in CS2 as well (at least the stop portion, not yield).
In CS2, traffic coming from the smaller road actually yields, with proper yield signs. It's what you automatically get if you deselect traffic lights at an intersection with road hierarchy, e.g. 2-lane road intersecting with 4-lane road. Didn't you notice, or do you want something different?
@@skayt35two roads that have the same number of lanes are not necessarily the same priority. I shouldn't have to use a larger road to get yield behavior
@@tunawithmayo fair point. There's one hierarchy that doesn't depend on number of through lanes, it's when you have communal roads intersecting highway type roads. A national road will make your average road yield. Might be interesting in a rural or peripheral setting. The right of way hierarchy is: Highway > Large Road > Medium Road > Small Road
It's almost like the people -- like Biffa -- who got builds early should have complained about the lack of obvious things like this in their early reviews, rather than pretending things were great.
@pfeilspitze that would be the point of early releases...for there testers and community to provide input... We don't know how much will be acted on or left alone. Personally I think the base ai is actually really good. Certainly better then base city skylines.
Hey dude, Does this mod require other mods to work? I have BelpEx.. and installed it but it doesn't work when I click on the intersection with traffic light option. @@klashnacovak47
I'm hoping this is a crawl-walk-run approach to solving the problem. We'd be in the "crawl" stage right now. I agree, I'd like to be able to take a lot of control of the traffic and I'm hoping this is a solid step in the direction.
The TMPE from CS1 is as perfect as I can imagine. Maybe with better UI and a hover info would make it even more perfect for beginners, but it's already powerful. If they had that in CS2 vanilla, people would be ecstatic.
id like to see the old TMPE overlay when editing the lanes. its so much easier to visualize where goes what. also the automatic linking of lanes tmpe has is pretty good too.
Just a bit of patience, TMPE for CS II is under development, initial release will bring beloved lane connector tool (and priority signs) 😉Obviously won't be compatible with this mod, but we will see what could be done in that area. It takes a lot of time to understand how the game works so then mod it properly, no need to generate new bugs, I think we have enough of them already, though they are actively squashing them, which is good.
That works perfectly well on 6 lane roads (3 each way) junctions, which are my favourites for city centre areas - this mod WORKS WONDERS for traffic release in large cities high/main street scenarios. WELL DONE SLYH !!! Thanks Biffa for sharing with community. Lots of clicking to set it up tbh, but does the job really well once implemented.
If you notice traffic going down, make sure you're checking the time of day. It could be because rush-hour is over. Also a few things I'd like to see added to this absolutely needed mod is: 1. A quick CTRL+Left-click auto laning and 2. being able to set the time of traffic lights.
One of the only issues I have with split phasing (which TMPE used to have, when they first made directional traffic lights), is that realistically opposite sides should share a phase if you have protected cross turns. There's no reason that straight throughs and near turns can't go at the same time if there's no worry about traffic crossing those lanes.
It is already the case, there just weren't enough cars on this video when Biffa showed the protected right turn phases (only example as one car went very quickly while the right hands from the opposite side were going at 10:20). Two right hand turns were going together
@@V0r4xizI think most of the most popular mods should have been built into the sequel. Traffic manager, network extentions, move it, anarchy. At least with move it and anarchy we dont have to play 'find the pixel' mini game
@@V0r4xiz pathetic is exactly right, makes you wonder how it could take so long to develop. Same with the choppy water everywhere and no bike lanes. Wtf.
@@V0r4xiz not quite, I would find it pathetic if there was no possibility to do such thing even with mods. But it clearly shows, that devs though about this kind of features, but didn't have a time to polish them, that's why they are not present in vanilla game. I agree, that I wish this feature were a part of vanilla CS2, but we should be realistic here. The target was not to incorporate all mods on release, but to give a strong basement for the future development, which is clearly there
@@V0r4xiz I actually find it the most pathetic feature of CS2. There were so many brilliant solutions and basic quality of life features introduced by modders, that it is absolutely atrocious and unacceptable that nearly all of them were just left out. There's many things I can forgive, but I just can't play without TMPE and MoveIt.
It's probably not possible but I wish the protected pedestrian phase was a proper scramble phase where pedestrians can simply cross diagonally too if they wish. Right now, they'd have to wait for *two* protected phases if they wanted to get to the opposite corner.
I am a huge Korea fan and one of the things they have (as well as Japan), that I'm missing here: exclusive pedestrian phase that allows to vertically cross the street (e.g. from nordwest to southeast). If this can be added, this would be huge (at least for me)
30+ years ago back home in Milwaukee they installed buttons on crosswalks for pedestrians and pushing it creates a pedestrians only phase of the light switching. Honestly it's pretty genius and serves convenience to both traffic types.
Yeah. Out in the Phoenix area, Phoenix itself put 2 along Taylor Street (at 1st Street and 3rd Street by the ASU campus), and Tempe recently put in one along Mill Avenue in downtown (at 5th Street). They seem to work pretty well.
Lovely to see this come in and spark the start of many mods. I think it would be useful to be able to set defaults so that you can junctions are built with your preferred setup as standard and you can adjust as needed.
Absolute lifesaver! Just set it up and this is a must-have. For 99% of intersections, the default behaviour is quite ok, but for those few critical connections, it will come grinding to a halt without this level of detail. Thanks for making us aware of this mod Biffa! (And mad props to Slyh!)
Excellent - great to see mods coming through. Can't wait for the official support. I shall try this. I DL City Planner's new map too (which is great btw)
A leading pedestrian signal option would be a good addition, too. I loved the comfort and safety it gave me as a pedestrian crossing a street when I was in California.
This looks fantastic. A nice simple set of options that don't need any crazy amount of setup. If the dedicated lanes could be used on junctions (and roundabouts) where there are no traffic lights, that would be huge. Quick-click or saved presets would be handy too. Overall though as a set of capabilities I think the developer has done an excellent job of choosing what to include and what to leave out.
Absolutely wonderful mod, I hope colossal order integrates more of these tools in-game in comparison to skylines 1. But what I'm sorely missing is 4+2 roads, like why? In my opinion the best asymmetrical roads, one lane for turning and 2 straight.
I'll probably wait for the official way of including mods in the gameplay ... but this one is quite a promising start. It mainly does what TMPE did in CS1, the UI of setting lane arrows could go into a similar direction and a quick setup like the ctrl-click could be added. Something new that should be added would be coping with the fact that roundabouts have become dedicated assets and a vanilla algorithm is setting up the amount of lanes and de facto lane connectors ... this could be handed over to the player ...
Couple of things: I have been watching Biffa for years and I have to say this is the first video I've commented on because, traffic was quickly becoming the Achilles Heel of CS2. After logging more than 100+hrs of gameplay, I was realizing it was the biggest limiting factor and for no reason. This basic mod should have been in the base game. I was hoping that an update/patch would address some very basic lane management. Its like the Devs thought that we would only have small villages with no traffic lights or lane math to manage. Traffic management is the backbone of city management and organic city growth. Not sure if they were planning for this being part of a larger update/DLC or what but, after getting my city to a certain point, say around 50k population and high density, without lane management the city becomes unplayable. Traffic and city services get stuck for no reason at intersections that are easily managed with the simple ability to have dedicated turn AND signaling. Thanks Biffa for sharing and providing a test for us! This will be my first mod to CS2.
I wonder if it would be possible to include a "protected right", where two directions can pass each other on the crossing, including the left in the respective other direction. I also wonder if you can set up "left can go anytime, but has to yield".
I like to see timed traffic lights where I can prioritize a certain side. Also a lane tool would be so great where i can tell the cars to decide about the lanes early.
I hope the dev team hires this person to make it included in vanilla 😅 but yeah, probably won’t happen so we will survive with mods then 😁 really happy its back
The experiment you did around 15:00 to see what would happen if you loaded your city without the mod made perfect sense to me. All the mod does is change the properties of the roads aswell as the lights that already exist in CS2, it does not replace the vanilla roads with customizable modded ones, so when you remove the mod it does make sense that the markings and lights stick around as its just modified vanilla pieces.
I watch lots of your videos. Great work! This is not CS1. Idealy you should wait 24h in game to see how the traffic will behave. You might clear jam for the given moment, but it could be 2am in game. At 9am it will be completely jammed again. Something to think about ;)
I’d actually also like to be able to place a stop sign on just one street. Sometimes the Main Street should be able to drive as normal while the little alley should have a stop sign where they wait for an opportunity to merge. I don’t like being forced to put signs on all streets involved in an intersection.
Transit priority is something that would be nice (to be honest it should've been standard, vanilla). So if the mod detects a bus or tram on the segment before the junction, that phase can jump the queue of phases, straight to the next phase and/or that phase gets elongated until that transit vehicle has passed.
Thanks to Biffa, for the last 5 years I've been driving around saying "Bad lane mathematics" all over the place. It amazes me how decisions about lane management is made so poorly especially around wide heavily used interstate interchanges.
The modding and asset creating community added so much to CS1 that it is now a totally different game than when it first appeared. I expected CO to incorporate most popular and most subscribed mods into any sequel, for the sequel to reflect the desires of the people who invested time and money into their game. Instead, I feel that CO made what they desired. There is some overlap but there is a lot missing that the CS community obviously loved. It has been disappointing.
They didn't "make what they desired". They half-finished the game. I don't know why people are looking at the state of the released game and expecting there to be mod functionality when the basic functionality isn't even there because paradox made them release it way before it was ready.
@@Person01234 I was expecting them to include popular changes made by the CS1 modders into the base CS2 game. They didn't. Whether half finished or not, the direction they went was different.
Would of thought in the 2nd game they would of made features from the mod a standard feature! Given it could be saved, the game has it there just they haven't developed the feature.
just need to split those functions to be honest. Good to have dedicated lanes on traffic light junctions but need to be able to do that on standard roads too (like you said, roundabouts etc). Add an additional UI button for lane controls on that road maintenance panel. I'd personally get rid of the no left/straight/right separate tools and replace them with a single lane management tool. But then again, devs didn't put that in from the off so... yeah
What an awesome mod. I love it. Would also love to see an option to copy the setting from one intersection over to another or copy it over to all intersections of one road.
Hey Biffa, I reckon a good addition to this mod would be the ability to save intersection settings to use on a different intersection. Our own preset hotkeys for intersection setup.
I hope new mods get easier to find and install cause I'm having a hard time following the 15 steps to get it running. Hope it gets as easy as CS 1 Workshop was
@biffa, the reason the south bound traffic at 3:40 didn't turn left (east) is because that left most lane allows forward and left turns, and the blue car at the front is going forward, so even if he had a green left arrow he had to wait.
I love it! Mods have always given that elevated level of control to put or minds at ease for more fun gameplay. Can't wait to see what else is to come. Re: 3-way intersections, personally I would think that would be the only time I would allow U-turns especially if we're talking divided roads since Ai can't cross the road to go opposite direction, otherwise the traffic has to find it's way around the block. With a U-turn they can just turn around to get where they were going. I also think that it would be ok with 5-6+ lanes, since I'm unsure if Ai would cross that many lanes.
This even not fresh demand. This was a mod for cs1 for years, is that hard to understand that this feature should be in vanilla? Developers some times doing game worse for no reason…
love this! can't wait for an actual, official, central repository for all mods to streamline this modding capability. Amazing to see that the game retains the modded intersection settings if you never mess the intersection again The only thing that I'd reallllllllly like to see with this mod is if the "advanced" functionality could somehow automatically detect the flow/volume through each phase and dynamically adjust the phase durations so that more heavily used phases would be able to clear higher volumes. Obviously in CS1 we could manually adjust these things in tm:pe timed traffic lights, but an automatic/dynamic adjustment would be MUCH more preferred. The manual adjustments in the timed traffic lights were always more of a necessity than a "want" for me - I never actually liked having to micro-manage them, it was just something I had to do sometimes. I do want a little more control, but not complete control
It might be interesting to make the dedicated pedestrian phase a proper Barnes Dance crossing, with diagonal pedestrian movement possible. But that may need more base game support to happen, presumably.
There are many things that looking as a Dane doesn't make sense - For example: We don't have exclusive pedestrian phases, the pedestrian signal just turns on a few seconds before the car signa so the queued up pedestrians can get out the the way and it also becomes red~10-15 seconds before the cars so the pedestrians aren't blocking cars from clearing the intersection before the next phase. It baffles me that other countries don't do this, because I only see it in Scandinavia and Germany
The obvious feature to add, for me, is a "protected offside turn" that can run at the same time as other (non-conflicting) traffic from the same direction. Best practice IRL is to add a protected turn phase to the end of the main phase. This would also make particular sense for the T-junction logic, which presently doesn't allow for protected rights at all. It also seems reasonable to have an auto-lanes function which takes into account whether you've got the special nearside and offside turn rules enabled, and provides dedicated lanes for them (if feasible) while removing those directions from the other lanes. I would recommend prioritising the offside turns if there aren't enough for both offside and nearside. If the manual tool is also made aware of the need to prevent traffic from crossing paths (at least be default), that would be great. There does need to be some care here to account for bus lanes and tram lines, which can be set up to conflict in terms of direction but must then have their own phases. Gravy would be some sensitivity to whether traffic is waiting at a red light or flowing through a green light, versus the road being empty. This could influence the lengths of phases in realtime, or even allow skipping unnecessary phases entirely.
after todays update this mod is really great. it works perfect and its extreme stable. cant wait to use another mods and i cant wait until official mod support is released and the map and assets editor.
What I would want is a way to add stop signs to only some roads at an intersection I want to use stops, but the only option is 4-way stops, no stops, or stop lights. I want to be able to add stop signs from local roads as they intersect my collectors. Not every intersection warrants the 3 options available currently, give me back CS1 stop sign functionality
I think its great and thank them for doing it, the main thing i see that would help, is being able to set the lane one node back so they dont try and change lanes just before the lights. And maybe lights that adjust themselves to give more time to the busy road instead of even time to roads with little use. But thats probably harder.
The fact that a modder did this in a couple of weeks and the devs didn't implement this after years really shows how much care thought they put into this game.
Great work to the mod maker, you are a hero!! This shoulf have been done by CO at ahip but once again modders save the day!! Noy sure of its possible but i no lane changing feature would be a godsend since the traffic AI is a bit weak in this game even though i love the game there are some seeious short comings. Id love a mod that sets up the movement on traffuc circles as well as right now they are chaos at times! But all of that saif, most important is a HUGE thanks to the dev for making this mod for us to use!!! Great work!!
Just an fyi, at 6:43 when you put the road back to 4-lane, you set it back a square from where it was originally, which is why all those houses rebuilt and why the intersection looked even funkier after.
What I'd like to see is a mod that can do British style roundabouts. During low - medium traffic conditions they allow free flowing traffic- as CS2 roundabouts already do. But when high traffic density is present the turn on traffic lights and act more like a normal junction to ensure they don't get dominated from one direction. It's the best of both worlds to handle low volumes smoothly, and high volumes fairly
They knew Traffic Manager was probably the #1 most popular mod for CS1. Why they would overlook including this functionality in CS2 is beyond me. No hate, just confused.
As much as people are belly aching about this being in the game as base functionality it is pretty awesome that the devs appear to have built the foundation for all of this to work, and it appears to work very well right off. Traffic really is working better with this, and it seems the traffic AI is doing a better job being in the right lanes and such early so they function. This is what I wanted in CS2, a solid base to build on over years between the devs and modders.
You asked for what I'd like to see in a mod. My biggest frustration right now is the senseless lane switching when they are right in front of the junction. Slowly backup up and thus allowing only 3 cars to go through on their cycle. If a mod can somehow make them decide to change lanes earlier it would save a lot of my congestion issues.
That was realy what the game needed. Thank you so much for sharing this with us and thank you for the good clear info on how to install this mod. Keep up going the good work
They had so much time making this game. Insane amount of user hours. Players that played cs1 for 2000+ hours. Fantastic mods that made cs1 playable for so many years. And to see what that got us in cs2 is just disappointing to put it lightly. Slightly better graphics and an road tool that is awesome. But so many basic mod functions from cs1 that didn’t make it into the vanilla game. It looks like we have to wait for modders to make this game good just like cs1. I atleast hope the modders get compensated for their work because collosal order didn’t do enough in my opinion.
Sometimes, it's not the junctions that's the bottleneck. In grids, the thoroughfares (or collectors as people call it these days) have too many junctions too close together. One way to deal with this, is to create a loop of collectors that lead back to the main road (arterial). Then, you can have all the connecting roads into the collector as left turns only. That way traffic in both directions do not cross paths and there are 2 (or more if you have 2 loops) alternatives to the arterial.
it is amazing that with the base game of lane controls, how little we get intersections. I'm not super upset, became I know CSII will get a lot more improvements.
Protected right turns will only work on opposite roads in UK setup (left turns only for this one for all at the same time), It would work for all others with drive on the right
In the 3-way intersection example, when coming from the left going right (or from the bottom going right), the one incoming lane just connects to one of the two outgoing lanes - and both to the same one (and I suppose the vehicles then switch lanes later). They should just connect to both lanes, with vehicles spreading out. Alternatively, you could connect bottom and left each to one of the outgoing lanes, and then allow both to go at the same time (but that likely only works well if there is a longer section afterwards before the next intersection where they can switch as needed, like on a highway or arterial). Not sure whether the mod (or game) should figure that out by itself, or allow more fine-grained control over the target lanes when needed.
A great feature would be to be able to add a green flow. Meaning multiple junctions on a main road will work together to make sure traffic keeps flowing. Also give way signs would be great
It should have an option for yield after the protected phase. For example normally when a light (for NA) finishes its left turn phase the light then goes to a flashing yellow so you can still turn if the traffic is clear. However, for the way this game works the result would likely then being to block the oncoming traffic... Another option I have seen is split phasing as follows. East has 2 left lanes 2 straight, West has 1 left and 2 straight, North has 1 Left and 2 straight, South has 1 left, 1 straight, 1 right. The phasing for this intersection is North and South turn left; North and South go straight. West turn right and go straight. West and East go straight. East turn left and straight. Cycle complete. As for the right hand turns the South right turns red when the South and North left turn phase is green. East and West have short right turn slip lanes. --It would be amazing to be able to recreate complex phasing like this. Options for roundabouts would be great with the most important being able to add lights to a roundabout to only be used for pedestrian phasing.
This mod is very clean looking, easy to understand, extremely useful and VERY BASIC to traffic flow in a city simulator. It's design fits in seamlessly with the game and other game menus. Seeing how dependent city development is on traffic flow, it should have been a BASIC feature of the game, not relegated to the world of mods (though kudos to the modder for what looks to be an excellent mod).
My only suggestions would be: (1) add a phase timing editor so you can fine tune a junction's timed lights, and (2) add a sensored traffic light checkbox so you can tick whether you'd like traffic lights to detect traffic and adjust to compensate for traffic load per lane.
I don't know if you are in contact with the mod creator but if you can get a hold of them it would be absolutely amazing if we could save intersection configurations and paste them onto other intersections. That wold be a huge time saver. Awesome video. Keep 'em coming.
Adjustable default values for the entire citie. If you change settings for a specific intersection, it only changes for that setting. For any intersections that have been manually changed, can have an option to be excluded from default settings future changes. Also, personally, I'd prefer if the lane direction selection UI populated which directions that lane was going. For instance, if the left lane goes left and straight, when you open LDT, left and straight already have check marks.
A really good start indeed, but yes, being able to link a few traffic lights that are close to each other to make sure they don't get stopped just after crossing will greatly improve flow. All in due time i am sure.
I have been waiting for this. With how they have held back modding, I was really worried. The traffic sim part of the game became essentially unplayable north of 100k people in a dense area without the ability to control lanes. Have a massive round-about. You get one lane allowed to turn right and three allowed to turn left..... Now just need a mod to fix the whole lane switching issue.
Manual timed phases, individual lane phasing toggle, pedestrian & car detection for manual phases (ped and cars can cause light to change), linkable junctions, lane selector (like in TMPE)
Like the no-left-turns button, I wish there was a simple +1/-1 button for adding left/right turns to roads. I think that'd be quicker/simpler to click once vs the current approach of opening each intersection, clicking each lane settings, and checking/unchecking boxes for each direction.
overall the mod look REALLY COOL, with the lanes however, I think it would be best to have it set to a dedicated left turn instead of dedicated right because of the left hand lane roads. love the content and enjoy the overall experience of the games. looks REALLY peaceful too!
Yeah, Auto setup would be great. It is a bit sad, this franchise started as Cities:in Motion, a detailed traffic planning game. It is a pitty that C:S2 has one million settings for screenshot camera focal lengths, but not a single turn setup tool
Since you got left hand drive enabled, I think in your instance the protected left would be the best joice, because on the right turn, the cars would cross each other.
This is a good start for the modding community, but if I'm being honest, we need so much more to even reach the most basic requirements. Line tool, proper TMPE, and a decent prop placement tool are really the bare essentials. This should have been built in already before the game became available to purchase. It's also reasonable to add a cheating tool (dev mode has all the functionality already implemented so...) to the list as well. Things like adding money, exp, resources to maps and so forth can also come in very handy when planning for city development.
I have had a few issues with the mod. Like sometimes the roads u set up just basically reset themselves to previous versions after a while. Also I found if u change a road near, not the intersection u set up but one close by sometimes it will reset what u did from the mod, so basically it goes back vanilla. I just made sure if I changed up any roads that i would just check all nearby intersections to make sure they were still set up.
The lack of this basic functionality is one of the main reasons I've barely played much. I never expected CS2 to be like the end version of CS1 but I certainly expected basic "mods" we've had for years and years to be built into CS2 like this.
Why people think the base game would be chock full of mod enabled features is beyond me
@@Dawng-l5e
I mean, the traffic manager mod from the first game has been proven to be one of the MOST popular mods.
And they didn't even added that one?!
@@Dawng-l5e Because they paid for a sequel which is supposed to be better? and its not even working properly...
@@Dawng-l5eidk why game developers think people want to buy a less developed sequel that lacks the features everyone would have hoped for from the game
@@Dawng-l5e I’m going to assume sarcasm.
They should include that feature in the base game!
So much this. I don't understand how CS:1 with TMPE and Network Multitool for years and the devs still did not incorporate them in the sequel. BTW for traffic lights, dedicated left turns is always better than protected right. This is because the right turns always cross paths. So having them go with the straight ahead traffic makes sense since they get exclusive rights to the junction. Think of it as a roundabout, the left can be made into slip lanes but not right turns or straight ahead. I'm speaking from a left side driving POV (British) of course.
At least they had enough time to finish those theet for sims! This was on their list next but sadly they ran out of time :/
It seems like this is just not yet implemented. Since the game remembers these options, the in-game functionality is already there, but the UI for this function isn't yet made. It is bizarre but I think it's just that they haven't got around to implementing the UI for traffic light management, which is a really weird choice
Sounds like they've gone and done a 360 from the last game lol.
@@norneaernourn8240 Game Development is hard, if they wanted to include those features they would have to sacrifice something else.
If it keeps the settings even when turning off the mod, that may imply that this functionality is present by default in the code and that this mod simply triggers these "hidden" behaviors.
Maybe. Or the devs left things able to be missed like this
@@BiffaPlaysCitiesSkylinesOr maybe the junctions are all made up of configurable items and this just accesses and sets them. The vanilla functionality only works from one set of code and just sets them "vanilla style" as opposed to with sprinkles, a flake and in a sugar cone. You load the save file and the engine runs what's there... it's how you change what's there in the map data that this mod does.
TL:DR -- yes, the ability to have this functionality is cooked into the system
I think its more correct to say that the framework of the code allows for such functionality to be added.
Even the modder recognizes that there might be situations when this mod might break the game by labelling it as 'experimental.'
Unless Im shown some actual evidence to indicate such a feature was withheld for nafarious reasons, I will give the developer and the programmers the benefit of the doubt.
There very well might be legitimate reasons they decided not to implement such a feature.
Software Developer here. Usually, implementing generic functionality (configurable junctions in this case) is the "easy" part.
The time-intensive part is providing a clean, intuitive, polished and functional User Interface to leverage the implemented functionality.
So they might have everything in place functionality wise, but might not have gotten around to providing a satisfactory User Interface to access all that power.
@@rianfuro4088 not to mention that they need to consider the lowest common denominator, this feature could confuse a new player so they'd need to consider onboarding users as well.
We really need priority road yielding. Set a road as priority and all roads with fewer lanes (i.e. 2-lane coming into a 4-lane) will need to yield or optionally stop with a stop sign. But the 4-lane gets the priority. That was base game mechanics in CS1, and it needs to be base game mechanics in CS2 as well (at least the stop portion, not yield).
In CS2, traffic coming from the smaller road actually yields, with proper yield signs. It's what you automatically get if you deselect traffic lights at an intersection with road hierarchy, e.g. 2-lane road intersecting with 4-lane road. Didn't you notice, or do you want something different?
@@skayt35two roads that have the same number of lanes are not necessarily the same priority. I shouldn't have to use a larger road to get yield behavior
@@tunawithmayo fair point. There's one hierarchy that doesn't depend on number of through lanes, it's when you have communal roads intersecting highway type roads. A national road will make your average road yield. Might be interesting in a rural or peripheral setting.
The right of way hierarchy is: Highway > Large Road > Medium Road > Small Road
It's a shame that such necessary feature isn't in the base game. I hope they will add that in some months.
It's almost like the people -- like Biffa -- who got builds early should have complained about the lack of obvious things like this in their early reviews, rather than pretending things were great.
@@pfeilspitzeIKR if I was dealing with what I am not I would have let them know daily
@pfeilspitze that would be the point of early releases...for there testers and community to provide input...
We don't know how much will be acted on or left alone.
Personally I think the base ai is actually really good. Certainly better then base city skylines.
Seeing the pedestrians waiting to cross just makes it look so much better.
Well done with the mad Sam.
Mod^
some pedestrians should still walk across if there's no traffic, that was making the game realistic so far
Hey dude, Does this mod require other mods to work?
I have BelpEx.. and installed it but it doesn't work when I click on the intersection with traffic light option. @@klashnacovak47
18:16 Lane connectors would be useful here. Two lanes are going into one lane, even though there are two lanes to go into.
I'm hoping this is a crawl-walk-run approach to solving the problem. We'd be in the "crawl" stage right now. I agree, I'd like to be able to take a lot of control of the traffic and I'm hoping this is a solid step in the direction.
Good point but now I'm curious if you allow left and ahead on the bottom left lane will it go to the top or bottom of that rightward road
The TMPE from CS1 is as perfect as I can imagine. Maybe with better UI and a hover info would make it even more perfect for beginners, but it's already powerful. If they had that in CS2 vanilla, people would be ecstatic.
id like to see the old TMPE overlay when editing the lanes. its so much easier to visualize where goes what. also the automatic linking of lanes tmpe has is pretty good too.
i used the crap out of the old TMPE! Loved it and had my old cities flowing so well! I don't know why it was added into the CS2?
Just a bit of patience, TMPE for CS II is under development, initial release will bring beloved lane connector tool (and priority signs) 😉Obviously won't be compatible with this mod, but we will see what could be done in that area. It takes a lot of time to understand how the game works so then mod it properly, no need to generate new bugs, I think we have enough of them already, though they are actively squashing them, which is good.
@@krzysztofg7677so if CO doesn’t fix the traffic AI will modders be able to?
@@terrydactyl2077 I mean it's sorta what they did for CS1
@@LOCOLAPTOP ok. Well that’s good to know
That works perfectly well on 6 lane roads (3 each way) junctions, which are my favourites for city centre areas - this mod WORKS WONDERS for traffic release in large cities high/main street scenarios. WELL DONE SLYH !!! Thanks Biffa for sharing with community. Lots of clicking to set it up tbh, but does the job really well once implemented.
The lane specific options are a must have for real. So many great tools in vanilla and I can’t believe they overlooked that.
If you notice traffic going down, make sure you're checking the time of day. It could be because rush-hour is over. Also a few things I'd like to see added to this absolutely needed mod is: 1. A quick CTRL+Left-click auto laning and 2. being able to set the time of traffic lights.
This should have been in the base game
One of the only issues I have with split phasing (which TMPE used to have, when they first made directional traffic lights), is that realistically opposite sides should share a phase if you have protected cross turns. There's no reason that straight throughs and near turns can't go at the same time if there's no worry about traffic crossing those lanes.
This is already the case, see 10:20. There simply weren’t many cars in one of each of the two opposing lanes which wanted to turn right
It is already the case, there just weren't enough cars on this video when Biffa showed the protected right turn phases (only example as one car went very quickly while the right hands from the opposite side were going at 10:20). Two right hand turns were going together
The first steps of having TMPE in cities 2!
Would love to see synchronised lights too
Don't you find it pathetic that this has to be modded in again instead of being baseline? :D
@@V0r4xizI think most of the most popular mods should have been built into the sequel. Traffic manager, network extentions, move it, anarchy.
At least with move it and anarchy we dont have to play 'find the pixel' mini game
@@V0r4xiz pathetic is exactly right, makes you wonder how it could take so long to develop. Same with the choppy water everywhere and no bike lanes. Wtf.
@@V0r4xiz not quite, I would find it pathetic if there was no possibility to do such thing even with mods. But it clearly shows, that devs though about this kind of features, but didn't have a time to polish them, that's why they are not present in vanilla game.
I agree, that I wish this feature were a part of vanilla CS2, but we should be realistic here. The target was not to incorporate all mods on release, but to give a strong basement for the future development, which is clearly there
@@V0r4xiz I actually find it the most pathetic feature of CS2. There were so many brilliant solutions and basic quality of life features introduced by modders, that it is absolutely atrocious and unacceptable that nearly all of them were just left out. There's many things I can forgive, but I just can't play without TMPE and MoveIt.
It's probably not possible but I wish the protected pedestrian phase was a proper scramble phase where pedestrians can simply cross diagonally too if they wish. Right now, they'd have to wait for *two* protected phases if they wanted to get to the opposite corner.
Straight should be counted as left-turn in this case.
i think americans actually live like that
I am a huge Korea fan and one of the things they have (as well as Japan), that I'm missing here: exclusive pedestrian phase that allows to vertically cross the street (e.g. from nordwest to southeast). If this can be added, this would be huge (at least for me)
They have these in many parts of the world (including London). Called scramble phases/signals I believe
I would also really like this especially when they add in more country assets like Tokyo!
30+ years ago back home in Milwaukee they installed buttons on crosswalks for pedestrians and pushing it creates a pedestrians only phase of the light switching. Honestly it's pretty genius and serves convenience to both traffic types.
Yeah. Out in the Phoenix area, Phoenix itself put 2 along Taylor Street (at 1st Street and 3rd Street by the ASU campus), and Tempe recently put in one along Mill Avenue in downtown (at 5th Street). They seem to work pretty well.
13:17 I really love to watch those cars that are shaking from the excitement that they will get out of the traffic jam.
I thought those were the ones whose drivers were listening to Mesuggah?
Lovely to see this come in and spark the start of many mods. I think it would be useful to be able to set defaults so that you can junctions are built with your preferred setup as standard and you can adjust as needed.
yeh, and/or templates you can save and plonk down super fast!
Absolute lifesaver! Just set it up and this is a must-have. For 99% of intersections, the default behaviour is quite ok, but for those few critical connections, it will come grinding to a halt without this level of detail. Thanks for making us aware of this mod Biffa! (And mad props to Slyh!)
Sam: A copy setting would be awesome, for a whole junction, or if selecting one or several lanes (when it comes to arrows settings). Great work!
Excellent - great to see mods coming through. Can't wait for the official support. I shall try this. I DL City Planner's new map too (which is great btw)
Have fun!
A leading pedestrian signal option would be a good addition, too. I loved the comfort and safety it gave me as a pedestrian crossing a street when I was in California.
This looks fantastic. A nice simple set of options that don't need any crazy amount of setup. If the dedicated lanes could be used on junctions (and roundabouts) where there are no traffic lights, that would be huge. Quick-click or saved presets would be handy too. Overall though as a set of capabilities I think the developer has done an excellent job of choosing what to include and what to leave out.
Absolutely wonderful mod, I hope colossal order integrates more of these tools in-game in comparison to skylines 1.
But what I'm sorely missing is 4+2 roads, like why? In my opinion the best asymmetrical roads, one lane for turning and 2 straight.
I'll probably wait for the official way of including mods in the gameplay ... but this one is quite a promising start. It mainly does what TMPE did in CS1, the UI of setting lane arrows could go into a similar direction and a quick setup like the ctrl-click could be added.
Something new that should be added would be coping with the fact that roundabouts have become dedicated assets and a vanilla algorithm is setting up the amount of lanes and de facto lane connectors ... this could be handed over to the player ...
Couple of things: I have been watching Biffa for years and I have to say this is the first video I've commented on because, traffic was quickly becoming the Achilles Heel of CS2. After logging more than 100+hrs of gameplay, I was realizing it was the biggest limiting factor and for no reason. This basic mod should have been in the base game. I was hoping that an update/patch would address some very basic lane management. Its like the Devs thought that we would only have small villages with no traffic lights or lane math to manage. Traffic management is the backbone of city management and organic city growth. Not sure if they were planning for this being part of a larger update/DLC or what but, after getting my city to a certain point, say around 50k population and high density, without lane management the city becomes unplayable. Traffic and city services get stuck for no reason at intersections that are easily managed with the simple ability to have dedicated turn AND signaling.
Thanks Biffa for sharing and providing a test for us! This will be my first mod to CS2.
I wonder if it would be possible to include a "protected right", where two directions can pass each other on the crossing, including the left in the respective other direction. I also wonder if you can set up "left can go anytime, but has to yield".
This is already the case, see 10:20. There simply weren’t many cars in one of each of the two opposing lanes which wanted to turn right
I like to see timed traffic lights where I can prioritize a certain side. Also a lane tool would be so great where i can tell the cars to decide about the lanes early.
I hope the dev team hires this person to make it included in vanilla 😅 but yeah, probably won’t happen so we will survive with mods then 😁 really happy its back
The experiment you did around 15:00 to see what would happen if you loaded your city without the mod made perfect sense to me.
All the mod does is change the properties of the roads aswell as the lights that already exist in CS2, it does not replace the vanilla roads with customizable modded ones, so when you remove the mod it does make sense that the markings and lights stick around as its just modified vanilla pieces.
I watch lots of your videos. Great work! This is not CS1. Idealy you should wait 24h in game to see how the traffic will behave. You might clear jam for the given moment, but it could be 2am in game. At 9am it will be completely jammed again. Something to think about ;)
I’d actually also like to be able to place a stop sign on just one street. Sometimes the Main Street should be able to drive as normal while the little alley should have a stop sign where they wait for an opportunity to merge. I don’t like being forced to put signs on all streets involved in an intersection.
Waiting for timed traffic lights, they are not always necessary, but extremely useful and fun to set up.
Transit priority is something that would be nice (to be honest it should've been standard, vanilla). So if the mod detects a bus or tram on the segment before the junction, that phase can jump the queue of phases, straight to the next phase and/or that phase gets elongated until that transit vehicle has passed.
Thanks to Biffa, for the last 5 years I've been driving around saying "Bad lane mathematics" all over the place. It amazes me how decisions about lane management is made so poorly especially around wide heavily used interstate interchanges.
I do the same 🤣
I'd also like to add traffic lights on roundabouts, they have some in the UK while I was there
Great work! Love to see you're still at it, and with such enthusiasm, too! Love to see where CS2 is heading, too!
The modding and asset creating community added so much to CS1 that it is now a totally different game than when it first appeared. I expected CO to incorporate most popular and most subscribed mods into any sequel, for the sequel to reflect the desires of the people who invested time and money into their game. Instead, I feel that CO made what they desired. There is some overlap but there is a lot missing that the CS community obviously loved. It has been disappointing.
They didn't "make what they desired". They half-finished the game. I don't know why people are looking at the state of the released game and expecting there to be mod functionality when the basic functionality isn't even there because paradox made them release it way before it was ready.
@@Person01234 I was expecting them to include popular changes made by the CS1 modders into the base CS2 game. They didn't. Whether half finished or not, the direction they went was different.
Would of thought in the 2nd game they would of made features from the mod a standard feature! Given it could be saved, the game has it there just they haven't developed the feature.
just need to split those functions to be honest. Good to have dedicated lanes on traffic light junctions but need to be able to do that on standard roads too (like you said, roundabouts etc). Add an additional UI button for lane controls on that road maintenance panel. I'd personally get rid of the no left/straight/right separate tools and replace them with a single lane management tool. But then again, devs didn't put that in from the off so... yeah
With TMPE out for so long I am baffled I still need mod to deal with traffic in CS2; but at least modders are here to safe us again!
What an awesome mod. I love it. Would also love to see an option to copy the setting from one intersection over to another or copy it over to all intersections of one road.
Hey Biffa, I reckon a good addition to this mod would be the ability to save intersection settings to use on a different intersection. Our own preset hotkeys for intersection setup.
I hope new mods get easier to find and install cause I'm having a hard time following the 15 steps to get it running. Hope it gets as easy as CS 1 Workshop was
Maybe traffic wouldn’t be so bad if it wasn’t on the wrong side of the road 😂
It obviously needs some polishing here and there, but seing this mod makes me really excited about the future of CS2
@biffa, the reason the south bound traffic at 3:40 didn't turn left (east) is because that left most lane allows forward and left turns, and the blue car at the front is going forward, so even if he had a green left arrow he had to wait.
I love it! Mods have always given that elevated level of control to put or minds at ease for more fun gameplay. Can't wait to see what else is to come.
Re: 3-way intersections, personally I would think that would be the only time I would allow U-turns especially if we're talking divided roads since Ai can't cross the road to go opposite direction, otherwise the traffic has to find it's way around the block. With a U-turn they can just turn around to get where they were going. I also think that it would be ok with 5-6+ lanes, since I'm unsure if Ai would cross that many lanes.
Why this had to be a mod .. game industry is in such a sad state .
"Soviet republic: workers and resources" (USSR cities skylines) has this in it by default, lol
I am anti communist so no thanks ! @@Mice-stro
This even not fresh demand. This was a mod for cs1 for years, is that hard to understand that this feature should be in vanilla? Developers some times doing game worse for no reason…
Bc game devs want to invest as little as possible and hope we pick up the rest to make the game function
It's a quality of life mod, really has nothing to do with the devs
love this! can't wait for an actual, official, central repository for all mods to streamline this modding capability. Amazing to see that the game retains the modded intersection settings if you never mess the intersection again
The only thing that I'd reallllllllly like to see with this mod is if the "advanced" functionality could somehow automatically detect the flow/volume through each phase and dynamically adjust the phase durations so that more heavily used phases would be able to clear higher volumes. Obviously in CS1 we could manually adjust these things in tm:pe timed traffic lights, but an automatic/dynamic adjustment would be MUCH more preferred. The manual adjustments in the timed traffic lights were always more of a necessity than a "want" for me - I never actually liked having to micro-manage them, it was just something I had to do sometimes. I do want a little more control, but not complete control
It might be interesting to make the dedicated pedestrian phase a proper Barnes Dance crossing, with diagonal pedestrian movement possible. But that may need more base game support to happen, presumably.
There are many things that looking as a Dane doesn't make sense - For example: We don't have exclusive pedestrian phases, the pedestrian signal just turns on a few seconds before the car signa so the queued up pedestrians can get out the the way and it also becomes red~10-15 seconds before the cars so the pedestrians aren't blocking cars from clearing the intersection before the next phase.
It baffles me that other countries don't do this, because I only see it in Scandinavia and Germany
The obvious feature to add, for me, is a "protected offside turn" that can run at the same time as other (non-conflicting) traffic from the same direction. Best practice IRL is to add a protected turn phase to the end of the main phase. This would also make particular sense for the T-junction logic, which presently doesn't allow for protected rights at all.
It also seems reasonable to have an auto-lanes function which takes into account whether you've got the special nearside and offside turn rules enabled, and provides dedicated lanes for them (if feasible) while removing those directions from the other lanes. I would recommend prioritising the offside turns if there aren't enough for both offside and nearside.
If the manual tool is also made aware of the need to prevent traffic from crossing paths (at least be default), that would be great. There does need to be some care here to account for bus lanes and tram lines, which can be set up to conflict in terms of direction but must then have their own phases.
Gravy would be some sensitivity to whether traffic is waiting at a red light or flowing through a green light, versus the road being empty. This could influence the lengths of phases in realtime, or even allow skipping unnecessary phases entirely.
after todays update this mod is really great. it works perfect and its extreme stable. cant wait to use another mods and i cant wait until official mod support is released and the map and assets editor.
What I would want is a way to add stop signs to only some roads at an intersection
I want to use stops, but the only option is 4-way stops, no stops, or stop lights. I want to be able to add stop signs from local roads as they intersect my collectors. Not every intersection warrants the 3 options available currently, give me back CS1 stop sign functionality
I think its great and thank them for doing it, the main thing i see that would help, is being able to set the lane one node back so they dont try and change lanes just before the lights.
And maybe lights that adjust themselves to give more time to the busy road instead of even time to roads with little use. But thats probably harder.
The fact that a modder did this in a couple of weeks and the devs didn't implement this after years really shows how much care thought they put into this game.
Great work to the mod maker, you are a hero!! This shoulf have been done by CO at ahip but once again modders save the day!! Noy sure of its possible but i no lane changing feature would be a godsend since the traffic AI is a bit weak in this game even though i love the game there are some seeious short comings. Id love a mod that sets up the movement on traffuc circles as well as right now they are chaos at times! But all of that saif, most important is a HUGE thanks to the dev for making this mod for us to use!!! Great work!!
Just an fyi, at 6:43 when you put the road back to 4-lane, you set it back a square from where it was originally, which is why all those houses rebuilt and why the intersection looked even funkier after.
What I'd like to see is a mod that can do British style roundabouts. During low - medium traffic conditions they allow free flowing traffic- as CS2 roundabouts already do. But when high traffic density is present the turn on traffic lights and act more like a normal junction to ensure they don't get dominated from one direction. It's the best of both worlds to handle low volumes smoothly, and high volumes fairly
They knew Traffic Manager was probably the #1 most popular mod for CS1. Why they would overlook including this functionality in CS2 is beyond me. No hate, just confused.
Finally, a Traffic Manager mod fro Skylines 2! That was quite satisfying too with the dedicated lane usage too!
So nice to see these awesome mods being developed! Can't wait to try them out myself!! Thanks for sharing, Biff!!!
The shaking cars (in my mind) are a visualization of nervous or enraged drivers being caught in heavy traffic.
Glad to see these mods starting to show up!
@SeniacTwo should see this, finally
It would be good to add in the ability for pedestrians to cross diagonally at crossroads
As much as people are belly aching about this being in the game as base functionality it is pretty awesome that the devs appear to have built the foundation for all of this to work, and it appears to work very well right off. Traffic really is working better with this, and it seems the traffic AI is doing a better job being in the right lanes and such early so they function. This is what I wanted in CS2, a solid base to build on over years between the devs and modders.
This should absolutely be in the base game tho, even if it isn't at this moment
You asked for what I'd like to see in a mod.
My biggest frustration right now is the senseless lane switching when they are right in front of the junction. Slowly backup up and thus allowing only 3 cars to go through on their cycle. If a mod can somehow make them decide to change lanes earlier it would save a lot of my congestion issues.
That was realy what the game needed. Thank you so much for sharing this with us and thank you for the good clear info on how to install this mod. Keep up going the good work
They had so much time making this game. Insane amount of user hours. Players that played cs1 for 2000+ hours. Fantastic mods that made cs1 playable for so many years. And to see what that got us in cs2 is just disappointing to put it lightly. Slightly better graphics and an road tool that is awesome. But so many basic mod functions from cs1 that didn’t make it into the vanilla game. It looks like we have to wait for modders to make this game good just like cs1. I atleast hope the modders get compensated for their work because collosal order didn’t do enough in my opinion.
yay tm:pe for cs2, i don't understand why they didn't build this into the game after seeing the cs1 mods everyone uses, are we gonna get move it next?
Sometimes, it's not the junctions that's the bottleneck. In grids, the thoroughfares (or collectors as people call it these days) have too many junctions too close together. One way to deal with this, is to create a loop of collectors that lead back to the main road (arterial). Then, you can have all the connecting roads into the collector as left turns only. That way traffic in both directions do not cross paths and there are 2 (or more if you have 2 loops) alternatives to the arterial.
it is amazing that with the base game of lane controls, how little we get intersections. I'm not super upset, became I know CSII will get a lot more improvements.
Protected right turns will only work on opposite roads in UK setup (left turns only for this one for all at the same time), It would work for all others with drive on the right
In the 3-way intersection example, when coming from the left going right (or from the bottom going right), the one incoming lane just connects to one of the two outgoing lanes - and both to the same one (and I suppose the vehicles then switch lanes later). They should just connect to both lanes, with vehicles spreading out. Alternatively, you could connect bottom and left each to one of the outgoing lanes, and then allow both to go at the same time (but that likely only works well if there is a longer section afterwards before the next intersection where they can switch as needed, like on a highway or arterial).
Not sure whether the mod (or game) should figure that out by itself, or allow more fine-grained control over the target lanes when needed.
Interesting! Looking forward to these mods in the future
I love dedicated lanes. I could watch dedicated lanes content all day :D
A great feature would be to be able to add a green flow. Meaning multiple junctions on a main road will work together to make sure traffic keeps flowing. Also give way signs would be great
Wish that it was an included feature of the game. But if the devs were to do everything right, they wouldn't have anything left to do.
It should have an option for yield after the protected phase. For example normally when a light (for NA) finishes its left turn phase the light then goes to a flashing yellow so you can still turn if the traffic is clear. However, for the way this game works the result would likely then being to block the oncoming traffic...
Another option I have seen is split phasing as follows. East has 2 left lanes 2 straight, West has 1 left and 2 straight, North has 1 Left and 2 straight, South has 1 left, 1 straight, 1 right. The phasing for this intersection is North and South turn left; North and South go straight. West turn right and go straight. West and East go straight. East turn left and straight. Cycle complete. As for the right hand turns the South right turns red when the South and North left turn phase is green. East and West have short right turn slip lanes. --It would be amazing to be able to recreate complex phasing like this.
Options for roundabouts would be great with the most important being able to add lights to a roundabout to only be used for pedestrian phasing.
This mod is very clean looking, easy to understand, extremely useful and VERY BASIC to traffic flow in a city simulator. It's design fits in seamlessly with the game and other game menus. Seeing how dependent city development is on traffic flow, it should have been a BASIC feature of the game, not relegated to the world of mods (though kudos to the modder for what looks to be an excellent mod).
This is pretty much the single mod I've been waiting for. Total game changer! And I'll be downloading it for sure when I get home.
My only suggestions would be: (1) add a phase timing editor so you can fine tune a junction's timed lights, and (2) add a sensored traffic light checkbox so you can tick whether you'd like traffic lights to detect traffic and adjust to compensate for traffic load per lane.
WOOOoooo Biffa I like this Mod. And the way you explained it to us. Thank you very much. It must be introduced everywhere. Thank you again)
I don't know if you are in contact with the mod creator but if you can get a hold of them it would be absolutely amazing if we could save intersection configurations and paste them onto other intersections. That wold be a huge time saver. Awesome video. Keep 'em coming.
Adjustable default values for the entire citie. If you change settings for a specific intersection, it only changes for that setting. For any intersections that have been manually changed, can have an option to be excluded from default settings future changes.
Also, personally, I'd prefer if the lane direction selection UI populated which directions that lane was going. For instance, if the left lane goes left and straight, when you open LDT, left and straight already have check marks.
A really good start indeed, but yes, being able to link a few traffic lights that are close to each other to make sure they don't get stopped just after crossing will greatly improve flow.
All in due time i am sure.
I have been waiting for this. With how they have held back modding, I was really worried. The traffic sim part of the game became essentially unplayable north of 100k people in a dense area without the ability to control lanes. Have a massive round-about. You get one lane allowed to turn right and three allowed to turn left..... Now just need a mod to fix the whole lane switching issue.
Manual timed phases, individual lane phasing toggle, pedestrian & car detection for manual phases (ped and cars can cause light to change), linkable junctions, lane selector (like in TMPE)
Like the no-left-turns button, I wish there was a simple +1/-1 button for adding left/right turns to roads. I think that'd be quicker/simpler to click once vs the current approach of opening each intersection, clicking each lane settings, and checking/unchecking boxes for each direction.
The mod needs "Hugo there"ification!
There is a significant lack of Hugo appearances in these CS2 videos!
I know! 👍 😅
overall the mod look REALLY COOL, with the lanes however, I think it would be best to have it set to a dedicated left turn instead of dedicated right because of the left hand lane roads. love the content and enjoy the overall experience of the games. looks REALLY peaceful too!
cherry on the top would be a customizable light phases followed by synced lights between intersections like it was in tmpe
Amazing mod! This was an issue I was trying to solve but couldn't in the vanilla version. I am going to use this mod next time I play, for sure!
Yeah, Auto setup would be great. It is a bit sad, this franchise started as Cities:in Motion, a detailed traffic planning game. It is a pitty that C:S2 has one million settings for screenshot camera focal lengths, but not a single turn setup tool
Since you got left hand drive enabled, I think in your instance the protected left would be the best joice, because on the right turn, the cars would cross each other.
Wow this is fantastic! I didn't even know that we had mods yet!
This is a good start for the modding community, but if I'm being honest, we need so much more to even reach the most basic requirements.
Line tool, proper TMPE, and a decent prop placement tool are really the bare essentials. This should have been built in already before the game became available to purchase. It's also reasonable to add a cheating tool (dev mode has all the functionality already implemented so...) to the list as well. Things like adding money, exp, resources to maps and so forth can also come in very handy when planning for city development.
I have had a few issues with the mod. Like sometimes the roads u set up just basically reset themselves to previous versions after a while. Also I found if u change a road near, not the intersection u set up but one close by sometimes it will reset what u did from the mod, so basically it goes back vanilla. I just made sure if I changed up any roads that i would just check all nearby intersections to make sure they were still set up.
That "they're back baby" was the most enthusiastic Biffa I've heard in a long time lmao
😅