TrafficChaos
Turns city-course traffic up to eleven: faster, denser vehicles with bigger knockback and more honking. Fully configurable.
By Cray
| Date uploaded | a week ago |
| Version | 0.1.0 |
| Download link | Cray-TrafficChaos-0.1.0.zip |
| Downloads | 129 |
| Dependency string | Cray-TrafficChaos-0.1.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
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 (defaulttrue). Off = vanilla traffic, unpatched.Chaos.SpeedMultiplier— multiplies vehicle speed (default2.0).Chaos.SpawnDelayMultiplier— multiplies the delay between spawns on each lane; lower = denser traffic (default0.3).Chaos.TravelDistanceMultiplier— multiplies how far a lane's vehicles travel before despawning (default1.5).Chaos.HonkCooldownMultiplier— multiplies the cooldown between honks; lower = more honking (default0.25).Chaos.KnockbackMultiplier— multiplies how far getting run over launches you (default1.6).Chaos.ForcedVehicleType— force every spawn to a single type (Off,Car,Van,Taxi,Bus,PoliceCar) instead of the normal weighted mix (defaultOff).Diagnostics.VerboseLogging— log every multiplier application (defaultfalse).
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).
CHANGELOG
Changelog
v0.1.0
- Initial release. Harmony postfixes on
TrafficSettingsgetters (VehicleSpeed,HonkCooldown, the four run-over knockback values,GetWeightedRandomVehicleType) plus a prefix onTrafficSpawner.OnStartServerto scale each lane'sminSpawnDelay/maxSpawnDelay/travelDistance. All multipliers are configurable; a masterChaos.Enabledtoggle falls back to untouched vanilla behavior.