TrafficChaos

v0.1.0·Updated 2026-07-29

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

About this mod Author’s original text

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).

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack

File & checksum

Filename
TrafficChaos-0.1.0.zip
File size
11.8 KiB
SHA-256
ede5eeb846b8a51af8f837d455ee939ee60012a52fe324567890e2dcbb33d645
Stored at
2026-10-12 00:33