Yeah, I was wondering that too. I think it's probably one of the changes he had to make to the coding for it to work with the new spawning system, that's my guess. Plus, I wonder is there a mod or something out there that can replace all those small trucks with cars or something. It's better than nothing, but all those small truck traffic in the cities does throw off the realismtaurus31 wrote: 09 Dec 2025 13:45 Thank you for your work. One technical question, why now are there multiple "Spawn density car urban high density" lines in traffic_rules_spawn_sui file ? What does it mean? Thank you for your reply !
[REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (05/24/2026)
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SCS as a company do not wish to have paid mods on this forum. While we understand that not all paid mods use the Intellectual Property of other companies/people, it is very hard to moderate what is and isn't acceptable when money is involved. There are also concerns that it could look unfavorable to potential work partners going forward if SCS allow mods that may potentially use unlicensed branding.
Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check the Forum Rules.
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digital31
- Posts: 103
- Joined: 21 Nov 2016 21:54
Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (12/07/2025)
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Quaristice
- Posts: 202
- Joined: 21 Jun 2019 00:08
- Location: Los Angeles, USA
Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (12/07/2025)
As silly as it is, creating multiple copies of high spawn parameters for cars and applying them all to very high density traffic areas was one of the few things that helped increase spawn rates, although not to the same level as pre-1.57. What really helped though was creating high spawn parameters for other vehicle types and applying them to traffic areas, but that has the side effect of highway traffic in dense areas now being something like 40% commuter cars, 60% freight traffic, when I'd like something like a 90%-10% split instead.taurus31 wrote: 09 Dec 2025 13:45 Thank you for your work. One technical question, why now are there multiple "Spawn density car urban high density" lines in traffic_rules_spawn_sui file ? What does it mean? Thank you for your reply !
I also tried creating new vehicle types that are just copies of the 'car' vehicle type, creating new high spawn parameters for all of them and then applying them to very high density traffic areas, so instead of stacking high spawns for 'car', 'truck_light', 'truck_medium', 'truck_heavy'; It'd stack high spawns for 'car', 'car2', 'car3', 'car4'. Somehow that attempt had no effect though.
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digital31
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Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (12/07/2025)
Uff bummer. If you figure something out, do keep us updated.
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asqhalt
- Posts: 38
- Joined: 23 Jun 2022 21:29
Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (12/07/2025)
are we supposed to delete the traffic_data and traffic_data_update files inside the /def/ folder? or just the files inside /def/world? for compatibility with other traffic mods
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Azuirele
- Posts: 381
- Joined: 21 Jan 2025 00:13
- Location: Vietnam
Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (12/07/2025)
The way traffic_spawn_rules read those type is by selecting available .sui inside said type storage (in this case, it is 'car' storage). If you want to stack like car, car2, car3, then you also need to create a new variant for each AI, like volt1.sui, volt2.sui, volt3.sui, for example,. Then add it accordingly to each storage (volt1 for car1, volt2 for car2, etc). With this, the game will recognize each of those Volt as standalone AIs, and spawn them individually using stacking density spawn like what you wanted. Each of those also has to have a different definition as well, or you will get failed data loading due to the existing pointer. This method is very time-consuming and has to be repeated for each AI you want to cover. But the game will always send the default variant to default traffic storage, and use default spawn rules, as long as it has the same definition, so this is by far the only way I have found to bypass this system atm.Quaristice wrote: 09 Dec 2025 20:50As silly as it is, creating multiple copies of high spawn parameters for cars and applying them all to very high density traffic areas was one of the few things that helped increase spawn rates, although not to the same level as pre-1.57. What really helped though was creating high spawn parameters for other vehicle types and applying them to traffic areas, but that has the side effect of highway traffic in dense areas now being something like 40% commuter cars, 60% freight traffic, when I'd like something like a 90%-10% split instead.taurus31 wrote: 09 Dec 2025 13:45 Thank you for your work. One technical question, why now are there multiple "Spawn density car urban high density" lines in traffic_rules_spawn_sui file ? What does it mean? Thank you for your reply !
I also tried creating new vehicle types that are just copies of the 'car' vehicle type, creating new high spawn parameters for all of them and then applying them to very high density traffic areas, so instead of stacking high spawns for 'car', 'truck_light', 'truck_medium', 'truck_heavy'; It'd stack high spawns for 'car', 'car2', 'car3', 'car4'. Somehow that attempt had no effect though.
Last edited by Azuirele on 12 Dec 2025 23:10, edited 1 time in total.
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digital31
- Posts: 103
- Joined: 21 Nov 2016 21:54
Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (12/07/2025)
@Azuirele Over the last few days I was also thinking something like this might be the case. Of the tiny bit of programming knowledge that I remember...I was thinking maybe a new variant for those stacked car spawns each have to be defined earlier before they are used. You modders are a blessing for sure
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randomdude
- Posts: 66
- Joined: 04 May 2023 17:42
Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (12/07/2025)
@Quaristice deleting the required files to make the mod compatible with traffic spawning mods makes the game crash can you fix it?
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Quaristice
- Posts: 202
- Joined: 21 Jun 2019 00:08
- Location: Los Angeles, USA
Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (12/17/2025)
Mod updated (22.1)
•Port areas properly implemented (high spawn rates for semi-trucks at major ports, currently being the ports of Los Angeles/Long Beach, Oakland, Seattle, Houston and New Orleans). Deleting traffic_data.sii and traffic_rules_spawn.sui shouldn't crash the game anymore.
•Temporary workaround for high density traffic spawning.
•Dense traffic spawn areas of Dallas/Fort Worth, Salina-KS, Junction City-KS, tweaked.
•Port areas properly implemented (high spawn rates for semi-trucks at major ports, currently being the ports of Los Angeles/Long Beach, Oakland, Seattle, Houston and New Orleans). Deleting traffic_data.sii and traffic_rules_spawn.sui shouldn't crash the game anymore.
•Temporary workaround for high density traffic spawning.
•Dense traffic spawn areas of Dallas/Fort Worth, Salina-KS, Junction City-KS, tweaked.
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The Dude
- Posts: 681
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Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (12/17/2025)
Thank you for the update.
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randomdude
- Posts: 66
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Re: [REL] Urban Traffic Over@haul (Formerly "Minor Urban Overhaul") (12/17/2025)
@Quaristice Game still crashes if I remove the mentioned files.
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