[REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (05/24/2026)

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Azuirele
Posts: 381
Joined: 21 Jan 2025 00:13
Location: Vietnam

Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (12/17/2025)

#1041 Post by Azuirele » 20 Dec 2025 21:55

@randomdude Send your game.log.txt, no one can figure out why it is still crashing for you without this.
Ever seen a yellow electric rat making mod?

Former Mod Author of US Car Culture
digital31
Posts: 103
Joined: 21 Nov 2016 21:54

Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (12/17/2025)

#1042 Post by digital31 » 21 Dec 2025 02:42

Hey @Quaristice , thanks again for updating the mod. High traffic on the freeways in major cities looks good once again. What exactly did you do to correct this? Because I fear the same may need to be done for the urban areas outside of "Urban High Density" areas. For example... places like Lubbock, Amarillo, Fresno, most of the major cities in Montana, Cheyenne, Springfield. Basically any city outside of the metroplexes...they used to have increased traffic.. (not as increased as the metroplexes of course, but more than the little towns). Now they are dead like the metroplexes used to be before you made the latest changes.
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)

#1043 Post by Quaristice » 21 Dec 2025 22:16

Urban spawns for cars used to be set to 2.0 for morning through early night, now they're 8.0 for cars and 1.0 for "truck_heavy" vehicles (since with 1.57 spawn density barely changes unless you change it for multiple vehicle types). If anything, there should be a small increase compared to 1.56, and it's what I've noticed on my game. Highways going through smaller cities do seem a little dead but since they share a traffic area with local city streets increasing spawn there can easily completely clog up the inside of the city due to roads that use yield signs and stop signs never getting gaps wide enough for cars to join the priority road. Playing through 1.57 I've already noticed places like downtown Pittsburg-KS or downtown Kalispell-MT being a lot busier than I'd want them to be myself.

The workaround for getting high spawn traffic to have less heavy trucks in it was to simply change the definition files of some of those vehicles to load car models and car behavior instead. It's not ideal, as it stops some vehicles from showing up and also leads to some 'cars' using weigh stations and the truck lanes at inspection stations, that's why I hope it'll be a temporary fix until 1.58 hopefully goes back to the previous vehicle spawn behavior and I can just revert back to the settings I used for 1.56.

About deleting files, delete only traffic_data, traffic_rules and traffic_rules_spawn. I think the problem is that you aren't deleting traffic_rules and since it references spawn rules defined by the modified traffic_rules_spawn that'll crash the game. traffic_rules isn't mentioned as needing deletion in the OP as it was only added on the current version of the mod as part of the traffic spawn workaround, my bad.
taurus31
Posts: 26
Joined: 01 Aug 2018 21:36
Location: France

Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (12/17/2025)

#1044 Post by taurus31 » 29 Dec 2025 17:53

Quaristice wrote: 21 Dec 2025 22:16 Urban spawns for cars used to be set to 2.0 for morning through early night, now they're 8.0 for cars and 1.0 for "truck_heavy" vehicles (since with 1.57 spawn density barely changes unless you change it for multiple vehicle types). If anything, there should be a small increase compared to 1.56, and it's what I've noticed on my game. Highways going through smaller cities do seem a little dead but since they share a traffic area with local city streets increasing spawn there can easily completely clog up the inside of the city due to roads that use yield signs and stop signs never getting gaps wide enough for cars to join the priority road. Playing through 1.57 I've already noticed places like downtown Pittsburg-KS or downtown Kalispell-MT being a lot busier than I'd want them to be myself.

The workaround for getting high spawn traffic to have less heavy trucks in it was to simply change the definition files of some of those vehicles to load car models and car behavior instead. It's not ideal, as it stops some vehicles from showing up and also leads to some 'cars' using weigh stations and the truck lanes at inspection stations, that's why I hope it'll be a temporary fix until 1.58 hopefully goes back to the previous vehicle spawn behavior and I can just revert back to the settings I used for 1.56.

About deleting files, delete only traffic_data, traffic_rules and traffic_rules_spawn. I think the problem is that you aren't deleting traffic_rules and since it references spawn rules defined by the modified traffic_rules_spawn that'll crash the game. traffic_rules isn't mentioned as needing deletion in the OP as it was only added on the current version of the mod as part of the traffic spawn workaround, my bad.
Same issue with ETS2 .. I cannot manage to have high traffic density (especially for "cars") like I could have before 1.57. In the traffic_rules_spawn_sui of my private traffic mod for ETS2, even if I play with spawn density and frequency of "car" type, it barely change although it will work for an another traffic-type, which is very strange. I don't understand why it doesn't work like it did before 1.57, but it is an huge issue. Hope 1.58 will fix this for both ATS & ETS2 ....
Advocate
Posts: 5
Joined: 06 Jan 2026 09:19

Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (12/17/2025)

#1045 Post by Advocate » 07 Jan 2026 20:11

It crashes at the south of the Salt Lake City when More American Cities and ATS Expansion On. Which sector should i delete for working with those mods?
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)

#1046 Post by Quaristice » 09 Jan 2026 02:25

Sectors -17-6, -17-5, -17-4, -17-3, -18-5, and -18-4 cover the Wasatch Front, which I believe is also the only area of Utah that's edited by the mod.
digital31
Posts: 103
Joined: 21 Nov 2016 21:54

Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (12/17/2025)

#1047 Post by digital31 » 17 Jan 2026 01:20

Hey @Quaristice , another thing I just ran across in your mod. For some reason I can't seem to get the amount of car traffic to lessen during the night hours. The high spawn traffic in the urban high density areas (on the freeways specifically) seem to be packed through the night just like in the day hours, even after changing the count limit during the 12:00 - 5:00 AM to 1 on all of the urban high density sections in your mod script (i.e. uh2, uh3, uh4, etc.). Am I doing something wrong, or is it another thing messed up by SCS's new traffic spawn system?
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)

#1048 Post by Quaristice » 21 Jan 2026 23:01

Yeah, I messed up the transition to nighttime low spawn rates in all of my impatient stressing over 1.57 breaking things and ended up never noticing it because playing the game on my own I completely avoid late nights by always using g_set_time to 9PM before resting (it makes you wake up at 7AM)

I've already fixed it on my end but I try to update the mod only for new game patches (and not even that if the new patch doesn't break anything and if I've barely edited the mod in the meantime). I still might just re-upload the current version to fix that issue though, as 1.58 is probably still months away.

If you want to edit the mod on your own, the current spawn rates on my updated version are as follows:

For very high spawn rates (traffic_rule.s_car_uh through traffic_rule.s_car_uh8):

Code: Select all

traffic_rule_data : traffic_rule.s_car_uh
{
	# name: "Spawn density car urban high density"

	rule: "density"

	str_params[]: "lanes: 0.34 0.33 0.33"
	str_params[]: "car"
	
	num_params[]: 5.0	# 05:00
	num_params[]: 0.2	# frequency
	num_params[]: 25	# count limit

	num_params[]: 6.0	# 06:00
	num_params[]: 8.0	# frequency
	num_params[]: 5000	# count limit

	num_params[]: 21.0	# 21:00
	num_params[]: 8.0	# frequency
	num_params[]: 5000	# count limit

	num_params[]: 22.0	# 22:00
	num_params[]: 0.2	# frequency
	num_params[]: 25	# count limit
	
	num_params[]: 0.0	# 00:00
	num_params[]: 0.2	# frequency
	num_params[]: 25	# count limit	
}
For high spawn rates:

Code: Select all

traffic_rule_data : traffic_rule.s_car_u
{
	# name: "Spawn density car urban"

	rule: "density"

	str_params[]: "lanes: 0.5 0.3 0.2"
	str_params[]: "car"

	num_params[]: 5.0	# 05:00
	num_params[]: 0.2	# frequency
	num_params[]: 25	# count limit

	num_params[]: 6.0	# 06:00
	num_params[]: 8.0	# frequency
	num_params[]: 2000	# count limit

	num_params[]: 20.0	# 20:00
	num_params[]: 8.0	# frequency
	num_params[]: 2000	# count limit

	num_params[]: 22.0	# 22:00
	num_params[]: 0.2	# frequency
	num_params[]: 25	# count limit
	
	num_params[]: 0.0	# 00:00
	num_params[]: 0.2	# frequency
	num_params[]: 25	# count limit
}
Non-car spawn rates so that roads aren't deserted with 1.57 (s_trh_u is edited from a vanilla traffic_rule and used with high spawn areas, s_trl_uh s_trm_uh and s_trh_uh are new parameters used with very high spawn areas):

Code: Select all

traffic_rule_data : traffic_rule.s_trh_u
{
	# name: "Spawn density heavy (non-semi) trucks urban"

	rule: "density"

	str_params[]: "truck_heavy"

	num_params[]: 5.0	# 05:00
	num_params[]: 0.0	# frequency
	num_params[]: 0	# count limit

	num_params[]: 6.0	# 6:00
	num_params[]: 1.0	# frequency
	num_params[]: 200	# count limit

	num_params[]: 21.0	# 21:00
	num_params[]: 1.0	# frequency
	num_params[]: 200	# count limit

	num_params[]: 22.0	# 22:00
	num_params[]: 0.0	# frequency
	num_params[]: 0	# count limit

	num_params[]: 0.0	# 00:00
	num_params[]: 0.0	# frequency
	num_params[]: 0	# count limit
}

Code: Select all

traffic_rule_data : traffic_rule.s_trl_uh
{
	# name: "Spawn density light trucks urban"

	rule: "density"

	str_params[]: "truck_light"

	num_params[]: 5.0	# 05:00
	num_params[]: 0.0	# frequency
	num_params[]: 0	# count limit

	num_params[]: 6.0	# 6:00
	num_params[]: 8.0	# frequency
	num_params[]: 2000	# count limit

	num_params[]: 21.0	# 21:00
	num_params[]: 8.0	# frequency
	num_params[]: 2000	# count limit

	num_params[]: 22.0	# 22:00
	num_params[]: 0.0	# frequency
	num_params[]: 0	# count limit

	num_params[]: 0.0	# 00:00
	num_params[]: 0.0	# frequency
	num_params[]: 0	# count limit
}

Code: Select all

traffic_rule_data : traffic_rule.s_trm_uh
{
	# name: "Spawn density medium trucks urban"

	rule: "density"

	str_params[]: "truck_medium"

	num_params[]: 5.0	# 05:00
	num_params[]: 0.0	# frequency
	num_params[]: 0	# count limit

	num_params[]: 6.0	# 6:00
	num_params[]: 8.0	# frequency
	num_params[]: 2000	# count limit

	num_params[]: 21.0	# 21:00
	num_params[]: 8.0	# frequency
	num_params[]: 2000	# count limit

	num_params[]: 22.0	# 22:00
	num_params[]: 0.0	# frequency
	num_params[]: 0		# count limit

	num_params[]: 0.0	# 00:00
	num_params[]: 0.0	# frequency
	num_params[]: 0	# count limit
}

Code: Select all

traffic_rule_data : traffic_rule.s_trh_uh
{
	# name: "Spawn density heavy (non-semi) trucks urban"

	rule: "density"

	str_params[]: "truck_heavy"

	num_params[]: 5.0	# 05:00
	num_params[]: 0.0	# frequency
	num_params[]: 0		# count limit

	num_params[]: 6.0	# 6:00
	num_params[]: 8.0	# frequency
	num_params[]: 2000	# count limit

	num_params[]: 21.0	# 21:00
	num_params[]: 8.0	# frequency
	num_params[]: 2000	# count limit

	num_params[]: 22.0	# 22:00
	num_params[]: 0.0	# frequency
	num_params[]: 0		# count limit

	num_params[]: 0.0	# 00:00
	num_params[]: 0.0	# frequency
	num_params[]: 0	# count limit
}
digital31
Posts: 103
Joined: 21 Nov 2016 21:54

Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (12/17/2025)

#1049 Post by digital31 » 23 Jan 2026 00:06

Thanks man, I really appreciate that.
digital31
Posts: 103
Joined: 21 Nov 2016 21:54

Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (12/17/2025)

#1050 Post by digital31 » 23 Jan 2026 01:58

Okay @Quaristice, I made the changes you did, added in the sections you had above... and it broke the mod. The game won't load with it. Was there something else that I needed to add in the other files of code in the mod?
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