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You're the first player in quite a few users of this asset (including myself) to report this.
Do you not have the Parklife DLC, or have it disabled? Seems like a missing piece that could explain this.
I believe it's the little vertical posts (used to separate motor vehicle from bike lanes) that are from the Industries DLC.
I wish we could put functional traffic calming structure in CS. Even just being able to add crosswalks every X meters or whatever (regardless of intersections) would be nice. The closest we can really come is designing road systems that are inefficient so that potential motorists will tend to choose walking, biking, or transit instead, but that's its own mess.
You don't need to reinvent the wheel; the Dutch have been doing the work for 40+ years, take inspiration from them.
My trouble with my bikes-first project is this: I want to make atypical roads where passenger cars are essentially locked out and bikes and peds rule, while still dealing with the fact that the game requires motor-vehicle access to anything that's zoned or plopped.
In envisioning road usage, the ideal outcome is that the only motor-vehicle traffic is city services and heavy trucks for commercial areas. These vehicles are mostly frequent stoppers, not flowing traffic. If they have to stop over and over, it makes more sense for their lane to be next to the curb so they don't have to repeatedly cross the bike lane, right? Maybe I'm overthinking this point, and it would be just as workable (and safer) to have big, dominant protected bike lanes on the outside and relegate the middle lanes to low-speed service roads.
First crack at a custom road, so forgive any design flaws or bugginess (sometimes peds get trapped and accumulate in odd places, trying to get to their cars; you can switch road types temporarily to make them go away, but they'll always come back).
Thank you for the comments.