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Offline-Only Mod: "UniDirectional Networks (UDoN)"  1.9 / 1.7

   (211 Reviews)

7 Screenshots

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One Way Roads and Freeways Elevated and Ground Level

 

NEW USERS TO THE SITE BE AWARE YOU MUST BE REGISTERED AND LOGGED IN TO BE ABLE TO DOWNLOAD THIS OR ANY MOD.  THIS IS A REQUIREMENT I HAVE NO CONTROL OVER.

 

Will add more detail Later on.. but welcome. Mod was Created so with new data and the use of foundation improvements built into 10.1 (YOU MUST HAVE 10.1 but in offline mode)

 

9/3/2014 - 1.9 Minor / Major Update from 1.8 to fix some problems with Upgrades and Downgrades that were being explored from version 1.8 with Yayie and HinataaHyuga.  Those have now been completed and seem to be stable enough to update and release to the general public as a fix.

 

2.0 is currently in planning mode with 5 and 6 lane ave with zone and express ways for greater regional interactions.

 

8/20/2014 - 1.8 MAJOR Update Release to work with New Akar and Akar Roadsets along with a number of improvements and changes by members of the SUGC.  Icon and Graphic Improvements by Ban, Script and Upgrade Improvements by Yayie and HinataaHyuga with Regional Additions which in Akar now have a new menu structure to make the Regional Aspects easier to understand.

 

8/22/2014 - 1.9 is in the works to fix some bugs and issues.   Reported problems due to Bi-Level Mod by max due to using an UDON path to create his.  He is working on a fix.  Upgrade and downgrade side effects being worked on introduced in 1.8.  5 and 6 lane roads are being looked at to introduce into version 2.0 .  Instructions are simple drop it into the same folder as it was originally listed and REMOVE the old one.  I keep all my versions of updates online and in the download button so you may go back if you have issues that you find a little overwhelming due to new directions and changes being looked at.  However we are on top of them as a group and working to make all of them play nice with each other which was the whole reason for Akar and the SUGC team being formed to begin with.

 

8/14/2014 - 1.7 was uploaded and all other files tested ok even though someone reported issues.

 

Today 7/7/2014 - Version 1.6 has incorporated our new Icons and Images into our mod to make the game easier and more similar to the unification of graphics and style to be that of Maxis and the Original games look and feel.  Thank you Banwashere (Ban) for the hard work and dedication for becoming our community artist and champion of our new efforts in creating an identity as our graphic artist and champion of our new identity and graphic art on this subject and with all our mods that have been release and our future releases to the community.  These will be added to Akar and each individual mod as are required and represent the first update of many in a series that will unify mods and our interfaces.  We are very happy to have him on board and the quality that his talents will bring to our mod community and in general to our future developments. Both Regional and UDONS updated to 1.6 for that specific update.

 

 

Today 6/23/2014 - Version 1.5 Uploaded Online Beta Testing edition.  (May Cause Roll Backs At 20 Minute Points) Uncertain need more testing have at it.  ( DO NOT USE WITH EXTENDED BOUNDARY OR ALL RCI PLOP AT THIS TIME IT WILL ROLLBACK IF YOU DO). CoTs may be required EP to prevent Roll Backs .. do not yet know for certain.

 

Today 5/17/204 we have been listening and watching so many people so there have been reports of issues and odd behavior which we have now been able to contribute to some ODD corruption of the actual installation unfortunately.  Some crashes and issues have and are not the mod but brought out by the mod itself.  Uninstalling mods one at a time can temp solve the issue however the ultimate fix was installing a clean copy of the game unfortunately... I would put the percentage at less than .5% of the installed base have reported this drastic step but wished to be as honest as possible with you incase you have any issues.

 

OMG there is so much that needs to be said and needs to be given out on this mod and its features but MOST of the features speak for themselves.. THERE ARE TRICKS to use

 

Connections can be tricky.

 

HOWEVER .. I NEED TO THANK ALOT OF PEOPLE LIKE IT OR NOT OR THIS WOULD NOT BE POSSIBLE.. since that can't happen in the normal way THANK YOU EVERYONE WHOM HELPED MAKE THIS HAPPEN.

 

10.1 made it possible by adding some foundations that have and were needed to even allow ONE WAY possible.  SO THANK YOU MAXIS and UPDATE TEAMS for adding the core code that make it possible to do this type of mod and make it a reality that took 6 months.  FEW will every realize how much it took or what went on onto make this happen.

 

AS I have already been reminded there are many many details I need to post on use to help you all and I will over this weekend.

 

THIS IS AN OFFLINE ONLY MOD DO NOT USE ONLINE

 

---------------------------------------

 

 

CREATIVITY is key.. how you build and what order you build things is what matters

 

There are some aspects to how you use the direction of drawing as the direction of the one way.  Make sure you build ELEVATED prior to Transitions or it will not connect but practice makes perfect

 

10.1 added new paths to the game that allowed this to be possible.

 

As mentioned by Niclistin on Reddit one of the mod testers like buggi and yuttho.. there are ALOT of aspects to this mod that take time to use and understand but the complexity is beyond imagination .. REALISTIC is not the word for it.

 

2 Lane Roundabout

4 Lane Roundabout

2 Lane, Low Density One Way Street

4 Lane, Medium Density One Way Street

4 Lane, High Density One Way Road

1 Lane Freeway Ramp

1 Lange Ground to Elevated Freeway Ramp

1 Lane Elevated Freeway Ramp

2 Lane Freeway Ramp

2 Lane Ground to Elevated Freeway Ramp

2 Lane Elevated Freeway Ramp

2 Lane Freeway

2 Lane Ground to Elevated Freeway

2 Lane Elevated Freeway

4 Lange Freeway

4 Lane Ground to Elevated Freeway

4 Lane Elevated Freeway

 

If you DO NOT use a roundabout but use a 2 or 4 lane ELEVATED you can manually make an Elevated ONE WAY and actually intersect with it (trick)

 

TIP and Suggestions: Camera Angle, Angle of Road draw and stretching out the draw before going to desired position can help you draw things the way you wish.. going big and back to smaller size in circles and turns.  Going UP with M or DOWN with N can help connectors.  Remember to use your transitions sometimes its just a matter of drawing it a longer distance so the engine thinks its smother than it really is.  We have to work with the engine not against it to get things to work and function.

 

XoXiDe

UdoN Connection Chart.pdf

56ad33dad3b19_UdoNConnectionChart.JPG.fd9b3c76dc78f50bc53b387fada0da44.JPG


What's New 1.9 / 1.7   View Changelog


Released

  • Offline-Only Mod: “UniDirectional Networks (UDoN)” Version 1.4
  • (1.4 is Improved Icons Graphics Per Request Easier to Read)
  • 1.5 Online Beta Testing - Buggy MAY cause rollbacks at the 20 minute increamental points. Most likely the hybrid paths for elevated. Save game often if you wish to try it out at all. So at your own risk for 1.5 beta. CoTs maybe required for online use. Unknown at this point since I have the expansion.
  • 1.6 Released 7/7/2014 ( Update all Icons to be More realistic to Maxis Style, you can still use default regionals to work with this mod for udons to function solo and exclusive) and regional roads 1.6 for also new icons for those roads used in region with new icons that make and feel like all others :) ENJOY
  • 1.7 with Yield Signs are now added.. others are remaining for other purposes as we transition changes.
  • Minor Update to add UDoN's to Regional for Expanded Boundary Mod.
  • Also known as ONE WAY's and Freeways using Unidirectional Paths
  • 1.8 - Major Update to UDoN's from the SUGC Team Members
  • Fixed Upgrade and Downgrade Features
  • New JPG Descriptions and Icons thanks to Banwasher
  • New File Name format and load Order for AKAR and AKAR Road Sets
  • Manjor Improvements and additions From Yayie and HinataaHyuga for Regional AKAR Addons
  • 1.9 - HinataaHyuga has fixed the upgrade downgrade feature that was problematic from version 1.8
  • 2.0 - Now in planning for 5 lane and 6 lane ave with zone versions of road and expressways.
  • The trick to make a transition from a raised elevated freeway to the ground: you need to use a default-height elevated path in between!
  • There have been many updates to make this a reality and over 2 months of effort
  • Minor changes to graphics for some of those whom enjoy signs to be the same verbage, changed most icons in menu and re packaged to fix some graphic glitches
  • Like 25
  • Yes 2
  • Thanks 2



User Feedback



Recommended Comments

Is there a hope to use this online in the future? One of the best things during online games is visiting nearby cities to see how they are expanding. SimCity staff helped by releasing 10.1, but why didn't they let us use one way roads online? It's so unfair...

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@ciaolo the decision and choices made were not ours although we were there through the pre creation of the paths and decline of interest.  Some of us knew and know that the community wants these items more than gold since they represent key foundation improvements.

 

If we can find out and figure out a way to give them to everyone we will trust.  THATS NOT just myself speaking but a bunch of people and those whom feel the same way.

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no .. you would have to create a slightly different intersection to do what you wish by using over and underpasses with ramps unless you don't want any traffic to go beyond that point and you could simply make a one way intersection

 

kill the ave

go from ave to 4 way each direction and not allow the decision by sculpting

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Can't kill the freeway stub at city entrance. No matter how a local street or any of your one-ways joins it, even with a one side T join, the median at the join is always opened up, so opposite traffic can u or left turn. It would be nice to have a kind of restrictive one-ways, that are either inaccessible or undetectable by the wrong side traffic at the T join. Unfortunately, any sculpting has got to be beyond that evil join.

Otherwise, I wish some day we can have the regional freeway allowing independent inbound/outbound connections. No left turn and no u turn are major traffic management policies under certain circumstances.

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@xoxide thank you for your passion (and this great tool).

 

I'm a computer scientist and can understand the planning process and its limits.

I'd like to tell something to the SimCity developers to make them think.

 

All agents but cars (and maybe pedestrians?) move freely along roads, without stops at intersections and congestions. This was a reason for their initial plan of no uni-directional roads. Cars and trucks, as agents, are much slower than all the other agents. Possible solution: no collision between cars and no stops at intersections.

If we can't have this solution, we must realize that the traffic management is fundamental in order to make everything work ok. This problem is solved only by allowing uni-directional roads to attack the traffic problem and have a fair match against it.

 

UDoN is great for traffic management and shows what the true power of this fantastic game could be if it was available online. It can be ok with only the classic roads turned into uni-directional without highways.

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Can't kill the freeway stub at city entrance. No matter how a local street or any of your one-ways joins it, even with a one side T join, the median at the join is always opened up, so opposite traffic can u or left turn. It would be nice to have a kind of restrictive one-ways, that are either inaccessible or undetectable by the wrong side traffic at the T join. Unfortunately, any sculpting has got to be beyond that evil join.

Otherwise, I wish some day we can have the regional freeway allowing independent inbound/outbound connections. No left turn and no u turn are major traffic management policies under certain circumstances.

I'm not sure I understand what your problem is, but if you want to reduce u-turns in incoming traffic, you can add a little intersection at the entrance before a roundabout or some other intersection you have in mind (T shaped or whatever). Every incoming car that needs to u-turn will do so at the first little intersection and all the other cars will go forward and choose your planned paths at the second, important intersection.

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@Ciaolo
I'm seeking an option to unprovide the crossing of the median of bi-directional roads at joins.

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Awesome mod !

One little modification i would like to see tough is the speed at wich the cars enter the highway when coming from a ramp. They always stop just before they get on the highway making it back up the traffic behind it. Same goes for the connection with the normal roads or avenues with ramps.

A road type i would love to see is like an "avenue end" that splits your avenue up in 2 or 3 seperate incomming and 2 or 3 seperate outgoing lanes like you see at some city connections to the regional highways. I think that would solve the problem, those can then also be used to make custom intersections eliminationg all traffic issues related to intersections and T-splits.

 

Keep up the awesome work

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@Ciaolo
I'm seeking an option to unprovide the crossing of the median of bi-directional roads at joins.

You have a bi-directional road ---- that splits up ---== and you can add intersections to the incoming and outgoing roads, and after them they join again in the original bidirectional road --=,'=---

I think this will do.

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@Ciaolo

Your ==,'== middle sections are as smooth as can be, great idea!
Yet --0== opens the spot 0 for median crossing, and then ==0-- adds another 0 opening, not what I want.

The problem is, as soon as any split is made on a bi-directional road, its median breaks open for crossing.

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@all in general speed is an issue if cars go to much faster agents actually pass the off ramps and can't make turns

 

if roads go to big greater than 5 lanes on a road agents could come to complete stop depending on circumstances

 

some aspects are due to more being required on the back end which doesn't exist at all so we have to make due with the resources at hand.

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in many ways roundabouts are the solution to intersections for points where you need to split roads to the correct one ways.  WHY because they are yields not lights at all and do not allow cross overs

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Yeessss!!! Simcity 4 has returned, only with better graphics. I loved the custom road project(s) from SC4 where you could do your own style of network roads. Now, you have just made that possible with SC5!! Love it!! :D Thank you!!!!

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[quote name="UguuDoki" timestamp="1402495894"]@CiaoloYour ==,'== middle sections are as smooth as can be, great idea!Yet --0== opens the spot 0 for median crossing, and then ==0-- adds another 0 opening, not what I want.The problem is, as soon as any split is made on a bi-directional road, its median breaks open for crossing.[/quote] It's normal behavior: cars and trucks need to u-turn. If you don't want this, try and use always double uni-directional roads instead of bi-directional roads. Actually, I'll start a new city with only uni-directional roads to see what new levels of mess I can create! :p Of course, at the entrance(s) of the city you must use a little intersection with a dead-end road that incoming u-turners can use before they reach the first split.

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Elevated with ramps above the ave is another thought if you wanted to try and save space yet create same idea which was something we did as well

 

but the behavior of the automatic roundabout's are different than hand drawn roundabouts if you didn't realize it. 

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This modification is the one that thousands of us have seeked since SC4, one way roads, thanks so much!

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I finally got a chance to play with this mod and it is awsome!! Thanks to all involved! Keep up the good work!

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I been waiting for this MOD, but I have downloaded it so many times and still not working.

I did the 10.1, renamed the file. and it is going to the right folder and still nothing.

I have other MODs that work but this one just doesn't. I feel bad for posting this because I know some ppl

are not reading the posts before they post. but I just don't know what to do.

 

 

June17.

 

OK un stalled the game and reinstalled it. and still nothing working.. Hopefully maxis(or whoever) makes someone like this so I can just pay for it and it works.

 

What a long week for nothing... :(

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Elevated with ramps above the ave is another thought if you wanted to try and save space yet create same idea which was something we did as well

I have a few "bugs" and improvements to suggest:
First, when doing ramps, it annoyingly snaps to connections. We need a way to disable snaps:
Spark_2014_06_15_23_38_56.png

 

-Next it would be awesome if we could make the tram go through roundabouts:
Spark_2014_06_15_23_40_27.png

 

Last: This mod is great! All other needed is some graphical enhancements on intersections and such. :) thanks for an awesome mod!

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Hi, I need help.It is first time do it. what I do? I want one way road mod? I have mac computer 

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I put the UDON package into my SimCityData folder but I don't see the Udon roads in the roads menu? Only the regular roads.

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I'm telling you that AGAIN:

 

EVERYTIME I START SIMCITY, IT CRAHES INSTANTLY MESSAGE:

 

"SimCity™ has stopped working"

 

CHANGING THE NAME BY ADDING A "1" IN FRONT OF THE FILE NAME DOESN'T WORKS!

 

FIX THIS PLEASE!

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I tried to download and nothing happens. File not available?

 

Be sure you are logged in when you download.  It was redirecting me to the forums when I wasn't.

  • Like 1

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