Cities: Skylines

Cities: Skylines

TM:PE 11.9.3.0 STABLE (Traffic Manager: President Edition)
leftbehind  [udvikler] 20. apr. 2019 kl. 12:54
Incompatible Mod Information
We take every effort to make TM:PE compatible with other mods, but due to the nature of modding it's not always possible. In this topic I explain why certain mods are marked as incompatible, possible alternatives, and what we are doing to try and improve compatibility in the future.

Remember to exit to desktop and then restart Cities: Skylines after unsubscribing mods (doing so ensures they are fully removed from RAM).

If you have any questions, please comment at the bottom of the article and we will respond as soon as possible. We have also published details of our decision making process[github.com] for maintaining the incompatible mods list.

Use the Compatibility Report mod

This mod helps track down outdated and broken mods, and suggests better replacements:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2633433869

Note: Content below is somewhat out of date. Use the compatibility check bundled with TMPE and also the separate Compatibility Report mod for latest compatibility info.

Recently became compatible

These mods are now compatible with the latest version of TM:PE LABS:
  • Vanilla Trees Remover
  • More Vehicles (note: some other mods like 81 Tiles and IPT2 are not compatible with MV)
  • Advanced Traffic Congestion Report
  • Service Radius Adjuster
These mods are now compatible with the latest version of TM:PE ALPHA:
  • All of the mods listed above, plus...
  • Geli Districts
  • Trees' Respiration
  • Vehicle Wealthizer

Minor incompatibility

If you want to, you can still use the mods on this list - just be aware that there are some minor issues:
  • Roads United Core+
    This is marked as game-breaking in the workshop, most likely due to it breaking toll booths[github.com].
    • If you don't mind broken toll booths, you can continue using the mod.
    • There is also a Roads United Core 2.0 mod which seems to work more reliably. Note that it uses a different format of road skins to the Core+ version; you will need to subscribe to different skin mods.

Easily replaceable mods

Mods on this list cause often significant problems, but equivalent or better alternatives exist to replace them:
  • 81 Tiles Updated
    Obsolete, breaks pathfinder outside central 25 tile area.
    • Use 81 Tiles (Fixed for 1.2+) instead.
    • There are still some issues with that mod (you can find details in the comments section on the linked workshop page), as the game was not designed to utilise all 81 tiles.
  • Cargo Info
    Incompatible since Industries DLC. Breaks vehicle spawning. Causes "Array index out of range" error.
  • District Service Limit
    Overwrites some game code that TM:PE relies on.
    • Use District Service Limit 3.0 instead.
    • We recommend only enabling the first option in its mod options screen, as the other options can cause problems with TM:PE and, in particular, Real Time.
  • Extended Road Upgrade
    This fails to trigger some events which TM:PE needs to update its pathfinding.
    • Use vanilla game functionality instead: Select the Upgrade tool and right-click a road to reverse its direction. Works on train tracks and some paths & fences too!
  • Improved AI (Traffic++)
    Conflicts with TM:PE.
    • Use TM:PE built-in "Advanced Vehicle AI" and "Dynamic Lane Selection" features instead.
  • Multi-track Station Enabler
    This is obsolete.
  • Network Nodes Editor
    This causes phantom nodes and segments, as well as broken junctions.
  • No Despawn Mod
    Causes issues with traffic flow metrics.
    • Use TM:PE built-in "Disable Despawn" feature instead.
  • No On-Street Parking
    This breaks the Parking AI in TM:PE
    • Use TM:PE built-in "Parking Restrictions" tool instead.
  • Realistic Vehicle Speeds
    This breaks TM:PE Dynamic Lane Selection.
    • Use TM:PE built-in "Realistic Speeds" feature instead.
  • Remove Stuck Vehicles
    All variants of this mod cause issues with vehicle management.
    • Use TM:PE built-in "Clear Traffic" (toolbar) and "Despawn..." (maintenance tab in mod options) features instead.
  • RightTurnNoStop
    This mod has now been fully incorporated in to TM:PE (you can enable right-turn on red lights at junctions via mod options or junction restrictions).
    • TM:PE now fully incorporates the features of this mod through collaboration with the author.
    • Enable the feature globally via TM:PE mod options, or on individual junctions with the Junction Restrictions tool.
  • Road Anarchy, Road Anarchy V2
    This causes phantom nodes and segments which break the pathfinder.
  • Road Color Changer Continued
    This mod is obsolete.
    • Use Road Options (Road Colors Changer ++) instead.
    • If you only want to remove road props and/or markings, use Hide It! or Remove Road Props instead as they are much faster performance.
    • The next planned release of Network Skins (v2) has significantly improved performance and features for changing road colours, street lights, etc. You can get early access version from Simtropolis[community.simtropolis.com].
  • Road Protractor
    - This mod is obsolete.
  • Sharp Junction Angles
    This creates junctions which are too sharp for user-defined transport routes.
  • Toggle Traffic Lights
    This causes transient issues with junction customisations in TM:PE.
    • TM:PE has a "Toggle Traffic Lights" tool on the toolbar (just a shortcut to the vanilla functionality)
    • It doesn't yet allow you to default to no traffic lights - you'll have to remove each one manually.
  • Traffic Manager (various)
    Older TM:PE mods are obsolete and game breaking.
    • Use STABLE (updates less frequently) or LABS instead.
    • Only subscribe one version of Traffic Manager - either STABLE or LABS, not both!
    • Due to a bug in the game engine[github.com] if you have two versions they will conflict - even if the other version is disabled in Content Manager.

Replaceable (with some careful effort) mods

The mods in this list cause significant problems, and there are replacements for them, but you must take great care before you unsubscribe them to avoid breaking your save games.

For correct removal procedure, see: How to remove workshop networks[github.com].

Try the Safenets mod to fix a common game error associated with removal of road assets.

We recommend using normal road assets from the "Roads" category in the Workshop where possible; your games will load much faster and are less likely to break.
  • Network Extensions Project
    Obsolete and game-breaking.
  • New Roads for Network Extensions
    Breaks zoning on roads.
  • Traffic++ (any version)
    Obsolete and game-breaking.
    • Old saves containing T++ roads are likely unrepairable, sorry. You could try the Safenets mod (linked in the box above) to see if they load without T++?
    • Most T++ roads were incorporated in to NEXT2 (collaboration between T++ and NEXT teams)
  • Zoneable Pedestrian Paths
    Obsolete and game-breaking.
    • While there is no direct alternative, you could use a Pavement Road asset (or the "Service Road" form NEXT2 mod) and then use TM:PE vehicle restrictions to discourage vehicles from using that road.

Mods with no viable alternatives

The mods on this list cause often severe problems, but unfortunately we are not aware of any viable alternatives.
  • Central Services Dispatcher
    Overwrites some game code that TM:PE relies on.
  • City Drive
    Both City Drive and TM:PE try to alter some of the same game code, meaning one or both of these mods will exhibit strange and buggy behaviour.
  • CSL Service Reserve
    Overwrites some game code that TM:PE relies on (note: TM:PE has a small inbuilt service reserve - only 5 vehicles though)
  • Enhanced Garbage Truck AI
    All variants of this mod overwrite some game code that TM:PE relies on.
  • Enhanced Hearse AI
    All variants of this mod overwrite some game code that TM:PE relies on.
  • Road Assistant
    This mod is game breaking.
  • Skylines Overwatch
    All versions of this mod are game breaking.
  • SOM - Service Optimisation Module
    Overwrites some game code that TM:PE relies on.
  • Trees' Respiration
    Incompatible with TM:PE 10.21.1 or earlier due to patch/redirect conflicts. However, we have tested with TM:PE v11.0-alpha6 and it works fine!
  • Vehicle Wealthizer
    Incompatible with TM:PE 10.21.1 and earlier. However, we have tested with TM:PE v11.0-alpha6 and it works fine!

What we're doing to improve compatibility

We are testing the next version of TM:PE, version 11, in which we have migrated to the Harmony Library[github.com]. Testing is still in early stages, however we have already confirmed that several previously incompatible mods are now compatible!

This work, however, is going to take a few more months. Currently we have updated over 40,000 lines of code in over 300 files. So please bear with us - remember this work is done in our spare time, and it's very time consuming work!

Also, huge thanks to over 2,000 people who've helped us test version 11 early access releases!
Sidst redigeret af leftbehind; 27. nov. 2021 kl. 6:31
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NOiZE 25. apr. 2019 kl. 11:04 
This page represents a lot of detailed information. Thank you so much., highly appreciated!
Lost hearts 25. maj 2019 kl. 18:23 
After updating the game, I can't use the red light to turn right.
leftbehind  [udvikler] 26. maj 2019 kl. 11:48 
Vanilla Trees Remover mod is no longer incompatible with TM:PE - the bug that was affecting mod options has now been resolved (thanks TPB!).

TM:PE versions 10.20 and earlier will still show a warning, but it can safely be ignored. We will remove the mod from list of incompatible mods in the next release (likely v10.21 or v11.0).
Sabba7h 25. juni 2019 kl. 11:09 
Oprindeligt skrevet af 楼沁:
After updating the game, I can't use the red light to turn right.
then turn left
leftbehind  [udvikler] 2. juli 2019 kl. 13:53 
TM:PE LABS 10.21 is now compatible with Vanilla Trees Remover (by TPB) and More Vehicles (by Dymanoid).
leftbehind  [udvikler] 4. aug. 2019 kl. 14:15 
Added "Cargo Info" mod as incompatible - it is game breaking since Industries patch. Breaks vehicle spawning on highways, also causes "Array index out of range" errors. Alternative mods listed in OP.
Sidst redigeret af leftbehind; 4. aug. 2019 kl. 14:15
leftbehind  [udvikler] 13. aug. 2019 kl. 0:17 
Klyte's "Trees' Respiration" mod has been identified as incompatible with TM:PE versions 10.21.1 and earlier (at time of writing that's affecting both LABS and STABLE releases). Mod load order (which is somewhat random) will determine which mod breaks.

EDIT: TM:PE ALPHA v11-alpha6 _is_ compatible with Trees' Respiration mod :) If you are switching to v11 (which is in my workshop) be sure to read the mod description carefully - it is very early test release.
Sidst redigeret af leftbehind; 15. aug. 2019 kl. 2:28
leftbehind  [udvikler] 13. aug. 2019 kl. 0:23 
Geli Districts mod has been confirmed compatible with TM:PE v11.0-alpha6 and above (currently available from the v11-alpha test workshop page).
leftbehind  [udvikler] 14. aug. 2019 kl. 14:01 
We've just discovered that Vehicle Wealthizer mod is incompatible with TM:PE - it overwrites the Citizen AI and Tourist AI and will cause game issues.

Note: We've not yet added it to the TM:PE incompatible mods checker.

EDIT: TM:PE ALPHA v11-alpha6 _is_ compatible with the Vehicle Wealthizer mod. If you are switching to v11 (which is in my workshop) be sure to read the mod description carefully - it is very early test release.
Sidst redigeret af leftbehind; 14. aug. 2019 kl. 14:44
0Erag0n 24. nov. 2019 kl. 9:53 
<3 TM:PE you have done a good job and many ppl love your mod.. Keep it up i start over with fresh installed mods\assets will test out the labs or maybe alpha if its still out on ws.. Is there someway that you can add.. Lane logic (T intersetction. 2 lane road. 1 goes left 1 goes right) by default? (or 3 lane 1 left 1 stright 1 right insted of the 1 left 1 all ways 1 right) :cozyhitman2:
leftbehind  [udvikler] 24. nov. 2019 kl. 10:42 
@0Eragon (ง'̀-'́)ง: We have just introduced (as of last night!) a feature to the TM:PE ALPHA version that does that. With the lane arrows tool active, you can:

* Alt+Click a segment to give it separated turning lane
* Ctrl+Click a junction node to give all segments at that junction a separated turning lane

We are still working on these features, but if they prove reliable enough we could add an option to apply them automatically in later version.
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