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City-building game(s)

Found 152 results

  1. Welcome! Seeing as we now have a brand new Cities: Skylines section on the STEX, it's time to get the ball rolling. Whether you'd like to see a specific building or change in the game, here is the official place to request anything custom content related! Thread Guidelines When making a request, it helps to be as specific and descriptive as possible (e.g. what you'd like to see & why you think it'd be useful in the game).Pictures & links to resources are welcome, as long as they're directly relevant to the request (e.g. about a building / structure).Please don't request items from another exchange to be uploaded here (e.g. from Steam Workshop).As described in the STEX Code of Conduct, this requires permission from the original author. Such posts may be removed without notice. This thread is intended to be an ideas base for prospective creators. Please remember, this isn't a place to demand content to be made!
  2. 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?
  3. My cities can function quite well, except for industrial zones. Whenever I zone industry, it creates huge traffic jams, no matter where the zone is located, and how wide the roads are. How to prevent this? As far as I know, real-life industrial zones don't work this way. Regards
  4. Version 1.0.0


    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.
  5. Show us your traffic jams

    Let's post our traffic jams here.
  6. 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 ! Enjoy !
  7. How do i build in Simcity 4 a big sucessfull metropolis? How Long does it take to build such an big City with over 1 million inhabitants?
  8. 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.
  9. Version 1.0


    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
  10. How do i solve traffic Problems in cities skylines? Such as massive traffic jams on the higwhay exit?
  11. Hightonia A Cities Skylines Project! Entry 1: Welcome to Hightonia! So, this is the first of these new projects that I'm working on, going by the name Hightonia. Now this came about when messing around with highway systems and finding a pretty interesting (at least to me) way to distribute traffic without having clogged highways. This is the system. It's basically a slower two lane highway running alongside a 3 lane highway with ramps leading down into the city. This seems to work really well at distributing traffic throughout the city without causing any back up's at the interchanges. (please note that realism isn't a huge concern here, I'm happy with steep ramps as the idea is to test the system) Anyway opening up my old Sinatoa map, I started building a densely packed city around the highway without using any sort of public transport (planes and ships are allowed though seeing as its a island map) Below are a couple of images of it growing. Now, unfortunately, the system wasn't fool proof as I found out when I put all the incinerators in the middle of the industrial zone and gave them a single exit to share with a load of high density housing blocks. The results were this, though I think this is just bad planning on my behalf. As you can see I've begun to try and figure out a filter system for the industrial and bin lorries. Which seems to have fixed the issue Then, I got to talking in the chat here and decided to try and implement a interchange which led to a harbour being planned on the other side of the existing city. Below is the various stages of creating the overly complex interchange (yes, this is all to feed them two harbours, apparently I decided they needed separate entrances so this turned into a tightly staggered double t junction or very tight angled 4 way interchange and took a while to sort out). Still it works a treat and the separate harbours to the west mean that traffic from only the east use the two connected to the highway. So, this is currently where I've got to with this project. I think I next plan on trying to expand to the north-east and see what sort of strain I can put on the grid layout of the city traffic wise. I also want to get a passenger ferry in somewhere near the harbour so that should be interesting. Current overview: Join us next time to see how this goes!
  12. Entry 6: Burn everything!

    Replies: Thanks for all the likes guys! Glad that your all enjoying Rokton as much as I am! Entry 6: Burn everything! Oh, how apt a title, even if it wasn't meant to be so literal. Anyway, you see we may as well jump straight into Rokton with the issues being addressed in this entry. The rubbish issue from last entry you say? Well that was the plan. Unfortunately we found ourselves with other things on our hands namely this.... Bit of traffic, not too bad though. This however was another issue...... Apparently some farmer decided to light a bonfire, inside the treeline judging by this outcome. Still we managed to get it under control only for it to happen several times again over the course of the next few years. Also, just to prove that its not just the rural lot that have issues with fire safety, the nice park in Rokton has gone up in flames several times as well. Dear god....... So, this led us to trying to come up with solutions to all three issues at once, which , we somehow, amazingly managed to do. Starting with the original problem this is the new entrance into Rokton. The filter lanes really help ease congestion on the roundabout. Were currently planting trees along it due to complaints about noise levels from the road. Apparently the local bookie gives pretty good odds on when someone will burn down the treeline as well! Then, too kill tow birds with one fire we managed to apparently somehow scrape together another cash to build this huge Waste to Energy plant in the centre of the bay, currently producing more than enough power to power the whole area and burning all the rubbish too boot. (350MW from 4 incinerators and two Oil Power plants if you were wondering. The Oil power plants are pretend incinerators ok!). We also choose (probably rather sensibly) to build a large fire heliport here, to help combat the increasing risk of burning the entire area down. This huge capacity to burn everything has predictably sorted out the rubbish issues in the whole area and has meant that we could reclaim the land previously used by landfills for other purposes. Rokton Forestry is especially pleased they don't have to put up with the smell anymore. We also still have more people moving into the are despite all the issues and several small settlements have sprung up like Glenville here, situated outside Henning Bay next to all the farmland. So, that's all for this eventful entry. Apparently people are enquiring about public transport because their too lazy to drive so we'll have to see about that in the future. For now though I'll leave you with the obligatory overview of our growing region, now proudly supporting the glaringly obvious Waste to Energy plant. Till next time! PS: I got Natural Disasters DLC. Turns out my region really likes to catch on fire despite disasters being turned off. Oh well it makes for some interesting situations.
  13. NAM35 The numbers shown here for traffic on this network seem reasonable for cars and trucks (if by vehicle) as the regions has around 200,000 residents. However, 46,634 for buses??? Is that the number of buses or the number of riders? Even at 30 riders per bus that is almost 1600 buses. That's a lot of buses. How to read these numbers? Thanks!
  14. I have tons of onramps and offramps but my highways are virtually empty. However, since I am trying to build a city similar to Los Angeles, this isn't going to fly. Are tips? Also, are there any mods that encourage sims to take highways instead of roads to work? Thanks
  15. I recently installed the UDoN mod and it looks awesome but whenever I place the one way roads, the cars seem to just ignore them and go the other way anyway... It really bugs me because I really wanted to use this mod! Please help!
  16. Hey Friends I was playing simcity 2013. I was searching on internet for a way similar to cities skyline and I discovered a new way to connect bridges. This is a fun way. It is not exactly the same as cities skyline bu it is fun and a creative way. I have develop game in the simcity using this method and I have developed cities with better traffic management. This way has also made services to skip traffic and reach faster. I thought I should share this idea with other game players also. Try this new idea and share your experience on this forum. Below is the link of the video uploaded.
  17. When I play Simcity 4 I can't see the traffic unless I am zoomed in all the way, is there a way to fix this? It has not always bee like this.
  18. Saw this article in Vox today and immediately thought of the C:S crowd. http://www.vox.com/science-and-health/2017/1/5/14143746/louisville-spaghetti-junction
  19. As some of you know I've been playing without the illustrious NAM while I learn the basic game. For the one or two other peeps on the planet who might be starting out NAMless, I feel the following might be of some use. The rest of you may feel free to skip this long, picture packed mini observation. So, I've been playing a natural (random) growth region in which I've zoned mostly farms that are interspersed with the initial god mode trees to simulate the real world where I live. (For the curious my progress starts here and continues with several posts over the past couple months there in the rest of the thread.) This post is not about that tho. This is phase two where the industrial revolution has started and factories are pervading the countryside. The Acres family farm is a short distance from a major four lane highway. They are planning to retire and haven't set out any crops this season. The Big-O Factory Development Corporation has purchased the farm (dirt) cheap. The Acres's sell with the condition that they can keep the small tractor shed and a tiny parcel of bare ground. ^ Yes, there is an Ugly Yellow Pause Thingy in some of my pics. I like it sometimes to indicate, well ..., that my game is Paused. The development begins with building the streets and adding bus stops. Next they add a water system. And then survey it from above ground to be sure all of the parcel is watered. Some nearby residents get public water as an unintended bonus. The building locations are prepared by de-zoning the farm ground. The Mayor has specifically tweaked the tax rates to create the desired demand. (Note: These settings are not some magic set. They are based on the local and regional influences at the moment.) Using Ctrl-Zoning (as described in the Tutorial:Precision Zoning) the hope is to attract larger factories and cramped living quarters for some workers along with some low density commercial so they can buy some bread. We check and see there is a nearby Medical Clinic and boost its funding sufficiently to handle the increased patient count cause the radius includes a part of the new residential zone. Now we turn on time and wait for the factories to grow. The Sims aren't overly enthusiastic about moving here so we plant a grass tile. These uneducated Sims are just wild about such a thing. Now to zone for more residential and add a local Doctor's Office. I did the zones separate to preclude 4x2 buildings from growing. When the Tenements grow (which is the look I wanted for here) I click them all to Historical so they don't later try to merge together and morph into a bigger building. I did zone them high density so I can change my mind about it in future years. Then I zone the final two residential parcels. Plop a bunch more pretty green grass and the Sims rush in. And fill in the rest of the area with grass and a playground for the kids. A wee bit of traffic congestion occurs. Not to worry, says Jamil Herd. Upgrade those parts of the Streets to Roads. All better now. And here it's completed. Set the medical funding at an appropriate level for the new Clinic. But wait! say the local denizens. You said this would create jobs for all of us. The outsiders took most of the jobs before we even got moved in. Hmm. Ok, that latter statement is prolly an exaggeration, but who is working where? the Mayor asks. Jamil, bulldoze a piece of that Road. That'll keep the interlopers out. Well, that hurt the factory jobs some. Yeah, but let's see where the peeps are working now. Rebuild the road and run some more time. Here's the jobs graph. Alright then. Where do the local Sims work now? Run a bit more time and here's the jobs graph. And, finally, we see a significant reduction in traffic coming and going from the new industrial complex. The total commuters from the 6 residential buildings in those three stages are: 563 initially 575 during isolation 599 final And the total commuters on that entry road 1383 initially 697 final So, it appears that without NAM one needs to take into consideration who's going to work where and where will they come from, or go to, as one of the key aspects of the amount of traffic.
  20. I've been noticing for a while that every time that any of my cities exceeds maybe 400k citizens, the usage in public transportation significantly drops (for example, at some point I have 10k users in the subway system and then in goes down to less than 5k). Does anybody know why is that? I've been trying to encourage the use of public transport by increasing the budget to 150% and setting the free public transport policy for the whole town, but it won't help. I always try to design a multi-modal public transportation scheme, and it works really well (increasing number of users, reduced traffic congestion, etc), but then this happens. I have also noticed that traffic congestion is very well controlled, even with the low public transport usage. I've been looking for an answer for this like crazy, but it seems that anybody in the internet ever has had this issue before, and it's driving me nuts.
  21. I have always loved Simcity 4. There were, however, always the same stupid bugs/problems. One of the biggest problems which I have never been able to tackle in my years and years of playing is traffic. I have tried anything from putting avenues everywhere, to making very complicated infrastructures. Because the traffic AI is so poorly programmed, I never had success. What I tried now, was highways. The sims literally don't use them. Not a single one. Is this a bug or am I doing something wrong? As you should be able to tell from the screenshots, the sims all go to the work next to their houses. None of them goes over the highway to the commercial or industrial zones above.
  22. Hello Simtropolis. I'm just going to cut to the chase and keep it simple because I tried to type this already and forgot to highlight everything and hit Ctrl+C prior to clicking submit. Yeah... So, I founded two cities on a new region, connected them up after some development, put all the jobs in the first so that everyone in the second goes there to work, and upgraded my "main street" connection to an avenue. What happens is mass swaths of no job zots in the second city that constantly change, and all traffic in and out of the city at the connection point is changed exclusively to pedestrians. I'm certain the pedestrians and zots are somehow connected. All of this happens every time I make avenue connections, starting since about a year ago, even though I've been playing the game for much, much longer than that. Any solutions? I use the NAM. Thanks in advance.
  23. Spaghetti Jam

    From the album Hall of Fame

    2nd Place entry from Thrilling Traffic (S3-09-W) Weekly 27 Rep 15 Bonus Points 31 TOTAL Points Challenge Results Data | Leaderboard Rankings [Larger Resolution] 1.3 MB Typical rush hour traffic jam at the Spaghetti Junction. Some of the ramps are free flowing while others are completely jammed.

    © 2016 Takingyouthere

  24. Traffic Jam In Africa

    From the album Thrilling Traffic (S3-09-W)

    Please view it in full resolution to see all the custom lotting and MMPing before you cast your vote! A scene from an upcoming update for my CJ, True Earth. There's plenty of crowded streets across the globe, but not many get as busy as those of Africa. From the crowded streets of Nairobi, Kinshasa, and Lagos in this case, just about every major African city is constantly buzzing with thousands of people and cars, and the ongoing flow of activity never seems to cease. Street vendors and hawkers add to the traffic even more, and once you get stuck in traffic it can take an hour just to travel a couple of blocks. As you can see in this picture as well, markets will occasionally spill over into the streets, blocking off important travel routes and causing the congestion to intensify. In order for most people to just make it across town, the yellow 'danfos' (buses) that you see everywhere are a vital part of city life - but they in turn cause the traffic to worsen even more, so much so that they were actually recently banned in various places across the city.

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