TrafficChaos

版本 v0.1.0·更新於 2026-07-29

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

模組介紹 作者原文

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).

安裝與使用 安裝:按包內說明操作

  1. 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
  2. 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
  3. 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
  4. 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。

不同模組的安裝位置差異較大,包內說明是最可靠的依據。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

BepInEx-BepInExPack

檔案與校驗

檔案名稱
TrafficChaos-0.1.0.zip
檔案大小
11.8 KiB
SHA-256
ede5eeb846b8a51af8f837d455ee939ee60012a52fe324567890e2dcbb33d645
入庫時間
2026-10-12 00:33