Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
@iromano thank you!
@Sasquatch heh. well spotted ;-)
Breakdown is fully compatible with Plazas & Promenades DLC.
Please follow the Plazas & Promenades DLC Compatible modlist.
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 :-)
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?
For now when I need this I just add a little district over the item of interest. :-/
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!
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?
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. :-/
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.)
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?
Would this mod kinda see what roads are most driven?