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Roghue Island Interchange Revisited !
Tonight I adresed some issue with the Roghue Island South Interchange. Two issues where amendment: one the elevated one way flyover exit from highway 4 to highway 55 and ramps entry and exit´s from the Hartford City ! One way flyover corner pieces didn´t show right direction so was in fact only cosmetic. Entry and exit wheren´t there at all so a detour must me made via Cape Mayon to reverse into the Hartford City direction !
Issues´s now partly resolved ! Still a detour to Cape Mayon or using the highway 5 bridge is needed to return to Hartford City. Just before the Cape Mayon tunnel there´s a new exit to Roghue Island; any future exit however remains unresolved because there´s no suitable place to place a entry with accelerationlane; ultimately a special tunnel would need to be constructed underwater and costs would expand into a tremendous amount of simoleans !
See the lovely over the rail tunnels winding RHW highway 55 !
Diagonal rail portal pieces are by Takingyouthere; functional there´s still some work to make them fit in better !
I just recently started playing again for the updates since After Dark and wanted to update a previous interchange asset going by the same name that I made. Which, this whole time was missing 2 connections but I never noticed. It's easy enough to fix the other one yourself if you prefer the cheaper and slightly smaller 3-lane version but this 4-lane version should have all highways connected to the others allowing travel from one highway to the other 3.
All ramps are two-lane one-way highways for higher speeds and all road pieces have sound barriers(also easy enough to change to the non-barrier version yourself if you prefer).
I have included a picture with arrows showing the connections(forward, left, right, U-turn) just in case anyone wanted to make sure.
If you get a slope too steep error it's probably because of the turning ramps. Either get a mod or edit it yourself in the editor if you feel it happens too often.
This thread will focus on improving and revamping the Transport Lines Manager mod, as well as potentially adding features from IPT and/or unique new features if possible.
Transport Lines Manager Reborn 6.0.2 now in the workshop.
Bugs as of 6.0.2:
Renamed depots are not working in the TLM listing and in depot details windows. Not show cable car stations on linear map as near transport. Ticket price changes not being implemented. Sort lines by colour not working. TLM Unknown Error on Evac Routes trace OP is below:
The creator of IPT hasn't been online in over 5 months, and the creator of TLM hasn't been online in nearly 1 month. Mass Transit DLC is coming out in a few weeks, and I don't know how either of these mods will fare with changes being brought to the transit system.
Is anyone in touch with either of these authors? I would especially hate to see TLM go to the dustbin of modding history considering how many options and useful configurations it provides (plus the aesthetics!) such as changing frequency depending on time of day (such a no-brainer), and IPT has excellent debunching. Now that these two mods are nearly incompatible, and with the DLC coming out soon potentially rendering both useless, something must be done. They're far too valuable to go to waste.
If we can't get the authors to update their mods or publish their code for others to carry it forward, can we all maybe pitch in and create an entirely new mod from scratch? Is someone working on this already? Even with the improvements being brought with the free upgrade/DLC, I feel TLM/IPT features will still be vital to many player's C:S experience. What do y'all think?
Does anyone know what dictates the volume of through traffic and if it's moddable? I'm talking about the amount of cars that enter your city from one direction and simply pass through to exit somewhere else. I'm trying to set up a particular story where the region starts off sparsely populated and rarely traveled and the huge volume of through traffic really throws off the theme - turning my single national road connection into a traffic jam.
Mod Requirement(s):: Cities XXL Community Patch Mod XL Nation Furniture Dependency Pack Game Requirement(s):: Cities XL 2011 Cities XL 2012 Cities XL Platinum Cities XXL
Note: This Mod Can't Install Both Files With Traffic Lights Mod For XXL Because it might not work, Make Sure You Removed Traffic Lights Mod For XL/XXL and This Mod is Replacement For Traffic Lights Into Stop Signs Mod For XL/XXL
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