Road & Path Node Conflicts
NPC traffic doesn't drive on the road you see, it follows an invisible road network the map ships separately. Any map pack that changes roads ships its own copy of that network for the area it touches.
When two packs cover the same area, only one of those copies wins. Everything the other one did is quietly undone.
๐ง What it looks like in-game
A map pack removes a road so it can build over it, a plaza, a car park, a new building. Another pack covering the same area still has that road.
The second pack wins, the road comes back, and now NPC cars drive straight through the new building, pile up, and jam. Both packs look perfectly fine on their own. The problem only exists because they overlap.
๐ What the scan tells you
Road network clashes show up on the Files tab with their own Path Nodes tag.
For each one you get the area involved, which resources are fighting over it, which one the game is actually using, and, most importantly, how many roads the winner is putting back that the other pack had removed on purpose.
That last number is the one to look at. A handful of restored roads through the middle of a custom build is a traffic jam waiting to happen.
๐ ๏ธ Auto-fix road paths
The Auto-fix road paths button on the dashboard handles every clash it can resolve safely in one pass, putting back roads that went missing, and closing off ones that were restored over another pack's work.
Anything it isn't sure about is skipped rather than guessed at. A backup is taken first, so the whole thing is one click to undo.
๐ Fix Road by Coords
Sometimes you already know where the problem is, because you're standing in the traffic jam. This works backwards from a location instead of from a file.
Open it with ๐ Fix Road by Coords on the dashboard, or ๐ Road Fixer in the map editor, the editor version fills in where your camera is for you.
Using it
- Paste a location as
X, Y, Z, or press analyse from the editor. - It lists every AI road within 50 metres, closest first.
- Pick the one causing trouble and press One-Click Fix to close it.
What the result means
| Status | What to do |
|---|---|
| ๐ข Safe Road Found | One clear road right where you're pointing. Safe to fix in one click. |
| ๐ Road Found, Review Needed | The nearest road is a fair distance away. Worth a look before you close it. |
| ๐ก Multiple Roads Found | Several are equally close, pick the right one from the list yourself. |
| โช No Road Paths Found Nearby | No AI road here. Whatever traffic you're seeing is coming from somewhere else. |
Closing a road stops NPC traffic routing through it. A backup is taken first, and the file is checked afterwards to make sure it's still valid, if anything looks wrong, nothing is written.
[!NOTE] One-click fixing is only offered when the road is close by and there's no doubt which one you mean. Otherwise you pick it yourself, closing the wrong road is a lot worse than closing none.
โฉ๏ธ Undoing a road fix
Road fixes appear in the Backups panel like every other fix, with a Restore button. Restoring puts the road network back exactly as it was before that fix ran.