Cities: Skylines

Cities: Skylines

Advanced Vehicle Options
1,626 Comments
ApollonDriver 2 Nov @ 9:57am 
@patriotic I find 0.5 or 0.3 to be a good setting. If you want ultra realism it's 0.3, if you want cars to tilt a little but not comically, 0.5 is good.
Tim  [author] 2 Nov @ 6:34am 
@patrioticparadox - unfortunately there is no clear reference on lean/nod. Then I used these values in my games, I always check for the individual vehicle, how hard it turns in a curve, when turning. Based on this I carefully changed the values until it stopped "waggle" around a corner. I also noted, that the behavior is different between assets.
patrioticparadox 1 Nov @ 5:56pm 
@Tim are you aware of any reference for the lean/nod setting? I've wanted to tweak these for a long time but haven't found good information on adjusting them.
ApollonDriver 1 Nov @ 2:40pm 
Any problems you people experience are caused by you only, this works with no issues for years now
Tim  [author] 23 Oct @ 10:42am 
@AntsLoverForever - you need to have at least one vehicle active in every section. Especially in the section Citizen there is this "Personal Ride", the Electric Car and the Sedan, which must have an identical replacement. If you deactivate the vanilla Electric Car, you need another Electric Car, e.g. some asset like a Tesla model active, and this asset must be configured by the asset author as an Electric Car.

The error message comes from the game, which tries to spawn a vehicle, but not finding a proper type active. This is not related to AVO, but internal game mechanics.
AntsLoverForever 13 Oct @ 12:11pm 
It's annoying because I'm making an Argentine town and I've never seen one of those in real life.
AntsLoverForever 13 Oct @ 12:10pm 
i discovered what that error appear when y delete a personal electric transport ride
AntsLoverForever 13 Oct @ 9:01am 
it dont work
AntsLoverForever 12 Oct @ 10:33am 
I'm going to try unsubscribing to the mod and resubscribing.
AntsLoverForever 12 Oct @ 10:32am 
When I delete a vehicle, I activate it so it doesn't spawn. I get an error that says:

Object reference not set to an instance of an object [System.NullReferenceException]

Details:
No details

It's annoying, it keeps popping up.
Tim  [author] 28 Sep @ 1:22pm 
@King Arron - it still saves all the data for me. The Lean/Nod will change the behavior of the vehicle turning in curves and with weird values the game will behave weird. Both values should be changed with care and knowledge, that the game may produce issues.
King Arron 29 Aug @ 10:41am 
Whenever I try and set the lean/nod to 0, it keeps changing itself back. If I change them to 0.01, the vehicles behave erratically and start jumping or doing roly-polys. Loved this mod but it’s useless now.
Tim  [author] 21 Aug @ 11:28am 
@Vannen - usually this is separated, Cargo Trains are a different type then Passenger Trains. It might be related to asset created by the author of the train asset itself.
Tim  [author] 21 Aug @ 11:27am 
@DaOPCreeper - A lot of the cargo trains I have installed come with a passenger version for dummy routes I guess. Disabling the passenger version also seems to disable the cargo version as well. Is there a fix for this? Other than that, wonderful mod, thank you
DaOPCreeper 21 Aug @ 7:20am 
anyone know of mod that has this same function for being able to control/prevent vanilla assets from spawning but for houses/residential?
Vannen 21 Aug @ 12:07am 
A lot of the cargo trains I have installed come with a passenger version for dummy routes I guess. Disabling the passenger version also seems to disable the cargo version as well. Is there a fix for this? Other than that, wonderful mod, thank you
Tim  [author] 16 Aug @ 1:48pm 
@fishermand - this is the correct way, deactivate the vanilla (untick the box) and then set to random. I can only assume, that there is another mod interfering. Recommendation: use the above linked "Vehicle Selector" from Algernon - it goes more deep into the spawning procedure of the game. Both mods are compatible with each other, Vehicle Selector will override settings of AVO.
patrioticparadox 15 Aug @ 3:27pm 
No
fishermand 15 Aug @ 3:08pm 
I turned off the vechiles in the mod when I went to service ie fire police etc if I use random still spawns the base game vechiles I turned off in the mod maje sense ?
Tim  [author] 15 Aug @ 10:37am 
@Chris6d - which vanilla vehicles types do you see spawning ?
Tim  [author] 15 Aug @ 10:36am 
@fishermand - comment is too short to help you. First question would be: did you set vehicles in the Service Buildings to "Random" ? If you do not set it to "Random", then it will spawn what is selected here. Second question would be, what category is affected ?
londonrials 11 Aug @ 2:49am 
Works for me
patrioticparadox 7 Aug @ 9:07am 
It does work.
fishermand 7 Aug @ 8:57am 
dont work as vehicles still spawn after turninng them off
Chris6d 4 Aug @ 4:28pm 
I noticed vanilla vehicles are still spawning even though I have them off, and there are custom varieties. It's got nothing to do with service vehicles. Anyone now how to fix?
Kombat Wombat 4 Aug @ 12:39am 
@patrioticparadox

I've noticed a huge discrepancy between what mods are actually active, and what Skyve says there are. I activated AVO in Skyve, no change sadly.

I did not know about having mods locally, only assets. Should be a pretty easy fix then.
Tim  [author] 29 Jul @ 10:44am 
@Kombat Wombat - Item is still here, nothing changed. Possibly there is some issue with Steam, I had this with other mods on PC in the past.

Additional to what patricoticparadox advised: you can always do is to copy the mod folder to the "local mod" folder: /Users/<username>/Library/Application Support/Colossal Order/Cities_Skylines/Addons/Mods

(Afterwards it should be ensured, that the item is unsubscribed and the folder deleted to avoid mods loading twice.)

If C:S starts up, it will look, if a mod is here and will load this one. Hope your issue resolves soon!
patrioticparadox 26 Jul @ 7:19pm 
Check the mod folder to make sure it's there and has files in it. Check Skyve.
Kombat Wombat 26 Jul @ 3:43pm 
After being subscribed to this mod for years it has suddenly disappeared from C:S for me (Mac), despite being subscribed. It's not even showing up in the content manager. I've tried re-subscribing on the workshop and nothing has fixed it. Any ideas?
Onyx 9 Jul @ 6:03pm 
This still works, FYI Cities Skylines Community, Put in the comments to say IF it still works, and make sure to tell creators to update when not! Keep Cities Skylines 1 great!
Tim  [author] 7 May @ 12:28pm 
@Dregn Ryder - unfortunately the original author of the mod used due to limited possibilities in the beginning of the game a very simply technique to build the windows. Changing will most likely break a lot, and that is also the reason, why the window cannot be moved around or is smart enough to change the position. I am sorry for this inconvenience.
Tim  [author] 7 May @ 12:25pm 
@patrioticparaodox - thanks for helping out. Highly appreciated.

@tfbofficial - be always careful, what you want to change. Some settings may break the gameplay, as the simulation does expect a different behavior of a specific vehicle.
Tim  [author] 7 May @ 12:23pm 
@Stellaris - happy to hear you figured it out. It is always difficult to pinpoint sometimes the root cause.
Tim  [author] 7 May @ 12:22pm 
@AI Masri Cat - no, AVO did not have such functionality. It always uses the asset name from the original author. But there is mods out there, which allow such, but I also cannot remember it anymore.
Stellaris 5 May @ 12:15pm 
Tim, it was my mistake. I wasn´t doing it correctly. It works fine. Ty ♥
Al Masri Cat 4 May @ 6:48pm 
I might not be remembering correctly, but didn't AVO once have an option to rename vehicles? If not, maybe that's something to consider adding? Many people on the workshop don't always name their assets in a neat and clean manner and going into the asset editor for every vehicle can be a pain.
patrioticparadox 2 May @ 11:23am 
There is! The link to the wiki is in the description...
https://steamproxy.com/sharedfiles/filedetails/?id=1145223801
tfbofficial 24 Apr @ 1:51am 
Hello. Is there any documentation for the vehicle special properties? For checking what the properties do and their units.
Dregn Ryder 23 Apr @ 8:01pm 
Tim - Is there a way to move the customization window? It it pushed offscreen by some other mods I have for public transport, and I'd love to have it attach to the side instead of the bottom, if possible.
Tim  [author] 8 Apr @ 2:02pm 
@Stellaris - do you have any other Public Transport mod installed ? These mods usually have own settings for passenger capacity.
Stellaris 1 Apr @ 6:48am 
Can´t modify the passengers capacity
Tim  [author] 20 Mar @ 2:18pm 
@scottstachowiak - CS does not receive any code updates anymore, only the recent published content was added. Due to unchanged code base, all should work as expected. Happy 10th Anniversary!
patrioticparadox 15 Mar @ 9:37am 
Yes, works fine.
scottstachowiak 15 Mar @ 9:04am 
Is this mod working with the recent update? It's not loading.
NEW FOUND GLORY 14 Feb @ 3:54am 
I'll try that, gonna get electric car asset and see if it replaces it
Tim  [author] 13 Feb @ 12:10pm 
@NEW FOUND GLORY - that is really weird, but I might have a theory: the game has a standard set, which should have always an active vehcile. Example: Electric Car - if the game has no alternative model/asset available, it might spawn the model. If you download a vehicle, which could replace the deactivated model, it should be fine. As said, it is just a wild guess.
NEW FOUND GLORY 10 Feb @ 7:37am 
Well, funny part is, civillian vehicles still spawn at some low rate, like once in few mins
Tim  [author] 8 Feb @ 2:54pm 
@NEW FOUND GLORY
@Raynix

Service Vehicles must be changed in the Service Building directly, e.g. Police Station. Public Transport must be changed on the Transport Line Manager. Kindly check the Wiki for steps how to do that.

Citizen vehicles should not spawn, if deactivated.

A more refined configuration can be achieved with Algernon's Vehicle Selector, which allows to control the spawn of vehicles from specific buildings. Cities Skylines uses since a release in the past a different technique for picking up available vehicles, which cannot be controlled by AVO.
Tim  [author] 8 Feb @ 2:48pm 
@Ho0niGan - Cities Skylines spawns the garbage vehicles on the demand in the cities. If you increase the cargo hold that much, the game will spawn less vehicles. This is one of the downsides, some settings will break the intended game mechanics.

It would be recommended to use a much lower value, as the game thinks, that with the 4 trucks all garbage can be dealt with. Buildings are sending "orders" with amounts to the garbage system, based on that, the trucks are spawned. With 60000 the game "thinks" all should be good to cover.
NEW FOUND GLORY 7 Feb @ 2:01pm 
I turned off all vanilla cars and they still spawn, however at low rate, but still spawn... few here and there, they are ugly and I would love to get rid of them entirely, any advice?