Dynamic Traffic Paths

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Author: KodeMan

Last revision: 2 Jul at 16:02 UTC (1)

File size: 90.26 KB

On Steam Workshop

Description:

This mod upgrades the vanilla visual-only footpaths by turning heavily used citizen trails into real, functional dirt roads that can influence movement and city flow.

Key Features
  • Real Roads & Speed Boosts: High-traffic shortcuts can organically turn into actual Dirt Roads, giving citizens the normal road movement benefit.
  • AI Reinforcement: Because generated paths become real roads, citizens naturally prefer using them, helping true desire paths settle in over time.
  • Manual Roads Stay Permanent: Roads you place yourself are not part of the dynamic decay system.
  • Nature Reclaims Unused Paths: If a generated shortcut stops seeing enough real traffic, it will eventually clear and grass will return over time.
  • Pasture Wear: Animal movement in pastures can gradually wear down the grass, creating more natural-looking paddocks.
  • Harvestable Protection: Wild harvestable plants are much harder to pave over by accident, so roads no longer tend to form over them after only light use.
  • Safer Placement Checks: Dynamic roads will not form on water, inside rooms, under solid blockers, or on battle maps.
  • Guard Patrol Exclusion: Guard patrols do not add traffic, so they will not keep old desire paths alive by themselves.
  • In-Game Controls: Press Ctrl + P to toggle the simulation on or off, and Ctrl + T to open the settings menu.

Settings Menu (Ctrl + T)

The mod now includes an in-game settings menu so you can tune how aggressive or gentle the system feels:

  • Harvestable Roads: Control how easily roads form over wild harvestable plants.
  • Pasture Wear: Turn pasture grass wear on or off.
  • Road Fading: Control how quickly unused generated roads disappear.
  • Path Strength: Control how quickly walked traffic builds into roads.
  • Grass Wear: Control how strongly traffic wears down grass before a road forms.
  • Road Upkeep: Control how much upkeep discount generated roads receive.
  • Reset To Defaults: Quickly restore the original recommended settings at any time.

How it Works

The mod periodically samples active movement and adds traffic to tiles that are actually being walked:

  • Fast-walking citizens add more traffic.
  • Slow or lingering citizens add light traffic.
  • Pasture animals can wear grass while moving.

Once a tile reaches enough traffic, it can become a dirt road automatically.

Behavior Notes
  • Direct traffic only: Paths form from real walked movement rather than broad area-filling.
  • Diagonal gap support: Obvious broken diagonal corners can still fill in, but only in strict cases to avoid “mega-highway” spreading.
  • Generated road upkeep: Generated roads still receive janitor coverage, but their upkeep effect can now be tuned in the settings menu.
  • Player control: Most of the mod’s major behavior can now be adjusted in-game without reinstalling or editing files.

Performance

The mod runs on a lightweight periodic background-style tick and only updates relevant traffic tiles, keeping performance impact very low even in larger settlements.

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Download
Revisions:

Old revisions of this mod are available below. Click the link to download.