Cray-TrafficChaos icon

TrafficChaos

Turns city-course traffic up to eleven: faster, denser vehicles with bigger knockback and more honking. Fully configurable.

By Cray
Last updated 2 days ago
Total downloads 20
Total rating 0 
Categories
Dependency string Cray-TrafficChaos-0.1.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

TrafficChaos

Turns city-course traffic up to eleven. Faster vehicles, denser spawns, bigger knockback, and more honking — every knob is a multiplier on the vanilla TrafficSettings values, so it scales with whatever the game already ships rather than hardcoding numbers.

Configuration

BepInEx/config/sbg.trafficchaos.cfg:

  • Chaos.Enabled — master toggle (default true). Off = vanilla traffic, unpatched.
  • Chaos.SpeedMultiplier — multiplies vehicle speed (default 2.0).
  • Chaos.SpawnDelayMultiplier — multiplies the delay between spawns on each lane; lower = denser traffic (default 0.3).
  • Chaos.TravelDistanceMultiplier — multiplies how far a lane's vehicles travel before despawning (default 1.5).
  • Chaos.HonkCooldownMultiplier — multiplies the cooldown between honks; lower = more honking (default 0.25).
  • Chaos.KnockbackMultiplier — multiplies how far getting run over launches you (default 1.6).
  • Chaos.ForcedVehicleType — force every spawn to a single type (Off, Car, Van, Taxi, Bus, PoliceCar) instead of the normal weighted mix (default Off).
  • Diagnostics.VerboseLogging — log every multiplier application (default false).

Multiplayer notes

Traffic vehicle spawning (TrafficSpawner) is server-authoritative — spawn velocity and type are decided once, server-side, and baked into synced state that clients just extrapolate. So SpeedMultiplier, SpawnDelayMultiplier, TravelDistanceMultiplier, and ForcedVehicleType only take effect if the host is running this mod.

HonkCooldownMultiplier and KnockbackMultiplier are read locally wherever the honk trigger or the run-over knockback is computed (each client resolves its own player's hit), so those apply to any client running the mod, host or not — you'll just get launched harder / hear more honking than players without the mod.

Why some traffic knobs aren't here

TrafficSettings.RunOverPlayerKnockoutMinSpeed (and its squared cache) is serialized but unused for traffic run-overs — PlayerMovement's traffic-collision handler goes straight from relative speed into InverseLerpClamped(MinRelativeSpeed, MaxRelativeSpeed) with no minimum-speed gate (unlike the analogous GolfCartSettings field, which golf cart run-overs do gate on). There's nothing to usefully patch there, so it's left alone.

Build / deploy / release

dotnet build -c Release
pwsh tools/package.ps1

Build auto-deploys into the r2modman Default profile. See the workspace root CLAUDE.md for the full release flow (bump manifest + changelog, tag, package, gh release create).