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This mod is incompatible with the Persistent Automata Mod

This mod changes the traffic algorithms in a similar way to the Persistent Automata Mod (which I admittedly took inspirational from and find an impressive piece of engineering), but with my own alterations to exemplar code.

The mod forces cars, and other automata including but not limited to trams and rail, to disappear only when driving 30+ tiles or off-screen. Also, it makes the game spawn as many automata items as the game's locked source code will allow (admittedly will not cause large jams in medium size towns, possibly not in towns below 20,000), so larger cities will suffer realistic traffic jams and gridlock in some cases!

Be aware that traffic following NAM puzzle pieces or NWM lanes, for instance, that have traffic paths that do not match up, will disappear regardless of the mod. Also, buses will disappear at bus stops akin to the vanilla game, there is no way to force them not to. This can also happen to GLR and rail, although it is less likely.

There are no dependencies, simply extract into your plugins folder! Make sure it loads after the NAM automata controller and so is in its zzz_RealAutomata folder.


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  • Updated description to make it easier to understand (for a 3rd time). File not changed.
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Sounds like it should help out a lot.

 

Users should however understand that cars will still disappear whenever they hit dead-end transit paths.  There are lots of those in various NAM networks and pieces.

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Indiana Joe is correct-NAM has plenty of dead ends especially if you misplace transit paths using puzzle pieces or lots. This forces the automata to disappear regardless of the mod.

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Indiana Joe is correct-NAM has plenty of dead ends especially if you misplace transit paths using puzzle pieces or lots. This forces the automata to disappear regardless of the mod.

 

You do realise you said the exact same thing? :P

 

Anyway, jokes a side, this might be worht putting in the description. :)

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i love the idea behind this mod, though, when i installed it, it removed all civilian traffic. police cars, ambulances and car generator generated cars still roamed the streets.

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Quaellen_Wins2, could you explain what exactly has happened and how you installed it? I tested this mod for about two weeks nonstop and have had no such issue.

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I tried it out and this is definitely a mod worth getting, especially if you like to visually see your traffic get backed up!

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Just for the record, an Automata mod has no effect on the NAM Controller or the NAM Traffic Simulator (which is frequently mislabelled as the "NAM Traffic Controller). So even though you'd be right in telling users to have an Automata Mod load after the NAM, telling users to have it load after the NAM Controller or NAM Traffic Simulator would be the wrong reason; technically, it has to load after the NAM Automata Mods.

 

Also, the NAM has its own version of the Persistent Automata Mod, and its own share of Automata mods, so you'd have to inform users of this incompatibility as well, not just the standalone Persistent Automata Mod.

 

Also, the correct filename should be z____<Filename, with four underscores before it>; this to make it load after the second NAM folder, called Z___NAM; this is to be safe.

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Ganaram Inukshuk, the file does load after the second NAM file, I made sure of this. NAM's Persisten Automata mod is overridden whereas the standard PAM uses the same zzz_ structure which could make it load after this mod rendering it useless.

 

I'll correct the controller misunderstanding, however.

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I didn't think this was possible. I have tried it out...tears of joy! Thank you so much Fatherted!   5/5

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Titanicbuff, this is strange. Perhaps the automata have spawned and gone offscreen (reaching the limit) without despawning again. I often get small jams in my city of 25,000 even in less congested areas.

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One thing I always wondered: Doesn't this affect system performance? Then again, maybe it's not really noticeable on current computers.

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Titanicbuff, this is strange. Perhaps the automata have spawned and gone offscreen (reaching the limit) without despawning again. I often get small jams in my city of 25,000 even in less congested areas.

ya- and this city is 350k and still going- tested it on rush hour and it was maybe 10 cars on the highway system in an area where I've yeilded over 950 cars per hour

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That's bizarre Titanicbuff. I'm sorry to hear this. Is there anything in your plugins folder that could be incompatible? I'll take a look at the maximum vehicles allowed when I have time but my cities are usually fairly crammed.

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That is strange Titanic. I have a city that I'm working on where about 5,000 cars (using the query) pass through one road intersection (using turning lanes on most sides), and the traffic is backed up for multiple neighborhood blocks in multiple directions. This did not happen before with the Persistent Automata Mod. The population of the area feeding the traffic into the intersection is about 13,000 tops.

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That's bizarre Titanicbuff. I'm sorry to hear this. Is there anything in your plugins folder that could be incompatible? I'll take a look at the maximum vehicles allowed when I have time but my cities are usually fairly crammed.

only nam is there that could cause a conflict.

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One thing I always wondered: Doesn't this affect system performance? Then again, maybe it's not really noticeable on current computers.

When one is playing on a 2009 laptop, with 1,6 Gb of plugins, any more memory consumption is critical xd

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T Wrecks, the system performance hit is so negligible (less than 1fps on average) that it isn't even worth mentioning. Besides, since my SimCity runs anywhere between 20 and 5 fps by default I see no issue with mods that marginally impact performance.

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Quaellen_Wins2, could you explain what exactly has happened and how you installed it? I tested this mod for about two weeks nonstop and have had no such issue.

i placed the file in my plugins folder, as said, and it removed all traffic.

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