Cities: Skylines

Cities: Skylines

Breakdown
19 Comments
MajorHomo 29 Oct, 2022 @ 12:51am 
Good lad/lass x
whyoh  [author] 21 Sep, 2022 @ 11:45am 
@StayHungryStayFoolish aw :) i gave your list an award too! Steam life is sweet.
StayHungryStayFoolish 21 Sep, 2022 @ 11:23am 
@whyoh I sent an award to this nice mod.
whyoh  [author] 21 Sep, 2022 @ 11:17am 
@StayHungryStayFoolish thanks so much for testing the mod! And for including it on your list. :-D

@iromano thank you!

@Sasquatch heh. well spotted ;-)
StayHungryStayFoolish 15 Sep, 2022 @ 2:45pm 

Breakdown is fully compatible with Plazas & Promenades DLC.


Please follow the Plazas & Promenades DLC Compatible modlist.
StayHungryStayFoolish 20 Feb, 2022 @ 2:23am 
I like this mod, I will start to test it.
iromano 4 Feb, 2022 @ 7:21pm 
This mod has a great concept. I really miss that toll from Simcity 4 with detailed road info. Thanks for this!
Sasquatch 20 Nov, 2021 @ 5:20am 
Using the MT "Fix the Traffic" map as an example was a smart move. That shows just how useful this mod could be and convinced me to subscribe.
whyoh  [author] 14 May, 2021 @ 2:09am 
At the moment the mod does nothing (and consumes almost no resources) until the in-game routes tool is enabled, and then I check, and monitor, all the routes currently shown by that tool.

The routes do have both a start and an end point.

Since routes are being created and tracked (and forgotten) all the time, when we jump in some of the start points will have been forgotten already. Any new routes which appear while the tool is visible will have their start points known, so I'm going to try to track that (without being too resource-hungry!)

So hopefully what you'll see (if I can make that change work) is that when the tool is first shown the list will be a mixture of routes and "half routes", but if you leave it enabled for a while all the half-routes will be completed and you'll only be seeing full routes.

Hope that makes sense! And hope I get time to make an update soon-ish!

Thanks for the feedback! More suggestions and musings are very welcome :-)
Abreu 13 May, 2021 @ 2:44am 
I understand perfectly. The situation of "forgetting the routes" as you go along the way is really a challenge.

But a question: when you select a Cim, are you able to see where it comes from, and where it is going? Or just your final destination? I dont remember now

If it is the second option, there is another doubt. What makes a Cim make a decision in the game? Which variable?

I think this information is in the native game, perhaps?
whyoh  [author] 11 May, 2021 @ 10:58am 
I really wanted to add a count of routes for people waiting at bus stops ... but I see someone else added exactly that mod just the other day! :-D
whyoh  [author] 11 May, 2021 @ 10:57am 
yes, that's a good idea. I've been thinking about how to do something like that in the next version. Again, I had something similar working in an early version of the mod but it was hard to see what buildings might be significant - and then when the route forgot its start point it became even more unhelpful. I'll have another look if I can get the mod to remember route start points.

For now when I need this I just add a little district over the item of interest. :-/
Abreu 10 May, 2021 @ 7:39am 
Could be possible to see more than districts? Like some notorious buildings like parks, stadiums, schools, etc?
whyoh  [author] 19 Apr, 2021 @ 9:07am 
that's a great idea. I'll add it to the list.

I can't say how possible it will be - everything so far has been reading the existing route information and just presenting a summary. Highlighting routes would involve either modifying the existing Visualization or adding another one. Will certainly give it a try though!
Lost Nomad 18 Apr, 2021 @ 9:38pm 
Cool, it makes sense, just needed confirmation of what they are.
What's the chance that you would be able to highlight all the routes for one row if someone clicks on it?
So what I mean is that where it says for example, 10 routes from district A, and 5 from district B, so if I click on district A row, the routes can be highlighted along the network similar to how the route tool does it?
whyoh  [author] 18 Apr, 2021 @ 2:53pm 
@Lost Nomad - yes, that is a bit confusing. "No district" means that the start (or end) of the route is on the map (in an area you've purchased) but not in a district. However, as vehicles and people progress along their routes, early stages of the route get forgotten by the game - so sometimes the apparent start of the route is on a bit of road in the middle of nowhere.

I've ended up adding districts to all my main highway sections to try to make sense of some of these.

I have a ticket on my github to mark such locations as "near <district>" instead. Of course that won't mean much when it's actually an out-of-town route which has just forgotten the part of the route where it came onto the map. :-/
whyoh  [author] 18 Apr, 2021 @ 2:46pm 
@ValskraaCapo thanks for asking - perfectly sensible question :-)

No, this mod shows you how many people are going between each pair of districts _through_ a road which you select.

To see which roads are being used the most I suspect the best you can do is to use the in-game traffic tool (which colours all the roads green-to-red).

(I did have an early version of the mod which checked all current routes and found the road which had the most routes going through it, but a) it was a bit slow and b) it didn't give me more info than the existing in-game traffic tool.)
Lost Nomad 15 Apr, 2021 @ 9:50am 
I'm confused what the "No District to <district name>" count represents.

Every structure on my map is within a district, as are all roads that make up a town/village/region, but there are roads outside the districts that connect them, is that what that count is for?
ValskraaCapo 14 Apr, 2021 @ 8:15am 
Sorry for my dumb question.
Would this mod kinda see what roads are most driven?