Traffic Reborn 1.7

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Changelog

latest Version 1.7 · BeamNG.drive 0.39.x 2 weeks ago

Modslab Hub is a hard requirement for version 1.7+. Don't forget to install it!

The free edition keeps everything from 1.6 and gets the new menu and all the fixes. New features from this release go to Pro.

New menu: Modslab Hub

  • Traffic Reborn is now a tab in Modslab Hub, one menu for all my mods. Tabs in Free: Traffic, Vehicles, Police, Police Mode, Sandbox, Performance. Pro also has Career and Races

  • Esc, the same key again or a click outside closes the menu

  • The old radial menu and the three UI apps (pool picker, pursuit HUD, performance panel) are removed. The hub adds itself to your layout and removes the old app boxes, so you don’t need to do anything

  • When the menu is closed, a small status strip shows traffic state, your wanted level and Police Mode status (in Pro also your shift and race)

  • Selected options are marked ON in every list, and the Traffic button shows “Spawning (N)” while cars are still coming in

  • Hand-pick is now one list of all traffic vehicles, modded first, with brand and number of configs on each line

  • Without the hub, traffic still starts and stops with its key, and the game tells you once that you need the hub for the menu

New default keys

  • Alt+X: spawn / stop traffic (was Alt+T, it clashed with another mod)

  • Alt+Y: take over the nearest car (was Alt+E, it toggles the front diff in six stock vehicles)

  • Alt+P is gone, the hub uses G or F3

  • “Open on the Traffic Reborn tab”, Chase and Bust can be bound in Options > Controls (Pro also has Race). They’re unbound by default

Under the hood

The internal name of the mod is now trafficReborn everywhere. Your settings and profiles from 1.6 are moved over automatically on the first start. If you had your own keys bound to the mod’s actions, you’ll need to bind them again.

Fixes

  • Changing settings while traffic was still spawning could add a second or third fleet on top, so you’d get 45 cars with a 20-car setting. Now a respawn waits until spawning is finished, and quick changes are combined into one

  • Stopping traffic while it was spawning left the cars that were still on the way

  • Freeze didn’t hold, any car the game respawned just drove off. Respawning is now paused while traffic is frozen

  • Freeze could leave driving behaviour and Police Enforce stuck after stopping and starting traffic again

  • Bring traffic to me put most cars 200 m or more away. Now it lines them up on the road right in front of you

  • A taken-over car left with Re-arm stayed in traffic without AI and just stood there. Now it rejoins traffic properly

  • Convoy, Takeover and Police Enforce could pick a hidden pooled car instead of one that’s actually on the road

  • Drone beacons and spike strips had no materials. Fixed, and the beacons glow now

  • The police helicopter fleet could rebuild itself every frame if one of its meshes failed to load, which ate a lot of FPS

  • A respawn queued right before changing maps could spawn traffic on the next map by itself

  • Convoy followers and abandoned takeover cars weren’t cleared when traffic stopped or the map changed

  • The hand-pick list showed internal names on BeamNG 0.39 (vehiclesData.something.Name) instead of real vehicle names

  • The FPS readout showed 0 fps unless Auto density was on

  • Auto density cut traffic right after every spawn because it thought the loading stutter meant a slow PC. Now it waits until spawning is done

  • Pre-warm could hide a random vehicle, possibly yours, if the game refused to spawn a warm-up car. Leftover warm-up cars are now cleaned up after a Lua reload

  • Some settings spawned traffic in the middle of a click instead of on the next tick, which could cause a stutter

  • The mod no longer loads the game’s traffic system while you’re in the main menu

  • Small stuff: police share is clamped, the spawn log shows the police share that was actually used, Police Mode doesn’t rebuild the vehicle list every frame anymore

PRO ONLY

Everything above, plus:

Career (new)

  • Work shifts as a cop. Start a shift in the Career tab and Police Mode begins

  • You get paid for every arrest. Higher wanted level pays more, and there are bonuses for a takedown (suspect ends up on its roof) and for ending the chase quickly

  • Damage to your cruiser is billed at the end of the shift, so ramming everything isn’t free

  • Ranks go by total earnings: Rookie, Officer, Sergeant, Lieutenant, Captain, Chief. Every rank raises your pay. Sergeant unlocks Call backup (all units go after your suspect), Lieutenant gets air support from wanted level 2 while on shift

  • It works the other way too: if you get busted while wanted you pay a fine based on your wanted level, and if you get away you collect a bounty. It’s all one wallet and it’s saved between sessions

Street Races (new)

  • Challenge the nearest traffic car to a race: Sprint 800 m, Street 1600 m or Long run 3200 m

  • The finish point is picked on the map’s road network, so it’s always somewhere you can actually drive to, and route arrows show the way

  • The rival goes flat out to the same point, whoever gets there first wins. You can bet money from your Career balance or race for free

Parked Cars and Police Tactics

Both stay in Pro from 1.6. Two fixes for Police Tactics in this release:

  • It used to push every patrol unit on the map at once. Now only units within 300 m of you join in

  • If an intercepting unit’s car despawned, it kept its slot forever and no new units were sent to cut you off. Fixed

Convoy, Takeover, Police Enforce and Police Tactics no longer pick hidden pooled cars either.

Notes

  • Works on BeamNG 0.39

  • Random Events 2.3 (coming soon) will be another tab in the same hub menu

If you find any bugs, let me know in the comments.

Pro-only updates

Parked cars (new)

Fill a map's parking spots with parked cars so the streets are not empty between moving traffic. Radial: Pool > Parked Cars, cycling Off / Light / Normal / Heavy / Auto. They use the game's own lightweight parked models, so the cost is small, and they are cleared when you stop traffic. This needs a map with parking spots defined. Maps without them are skipped quietly.

Police tactics (new)

Police stop trailing you in a line. Radial: Sandbox > Pursuit > Police Tactics.

  • Intercept - a unit too far back to matter leaves the chase and drives to a point ahead of you, so you meet it head on. It rejoins the chase once you are near.

  • Box in - once you are nearly stopped, two or more units stop avoiding and pin you.

  • Press - collision avoidance is dropped and aggression scales with your wanted level, so high heat really does get you rammed.

  • Spikes - an intercepting unit that beat you to the spot lays a strip across the road.

Honest note: BeamNG gives no steering-level control over another car's AI, so a true PIT manoeuvre is not possible from a mod. This changes where units go and how hard they press, which is what actually reads as tactics from the driver's seat.

v1.2:
Takeover
- Enter Nearest Car (Alt+E) - get into the nearest traffic car.
- Enter the Car You Look At - take over the car the camera is looking at.
- Convoy: Follow Me / Disband - the nearest cars follow you in a convoy, then return to traffic.
- Exit Mode - what to do with the car when you exit: re-arm (return to traffic) / despawn / abandon.

Police Pursuits
- Police in Traffic: None / Some / Lots - how much police spawns with traffic.
- Wanted Level 1 / 2 / 3 - the police start chasing YOU.
- Clear / Evade - end the pursuit.

Live Controls
- Freeze / Unfreeze Traffic - instantly freeze/unfreeze all traffic.
- Scatter Traffic - shuffle the traffic around you.
- Bring Traffic to Me - pull traffic right up close.

Polish and fixes
- A dedicated, meaningful icon for each radial entry.
- Radial reorganization: all interaction tools under a single Sandbox tab.
- Stability: traffic respawns are deferred from the menu -> no crashes on heavy setups.
- Your car no longer gets taken over by the AI when the 'Mix' behavior is enabled.

V1.0 is already available for free for all users. The v1.1 is only for paid patreons for now, it'll become free too once the update v1.2 is ready (~1 week). Thanks! 

V1.1 Changelog:

  • Added new driving behaviors - give your traffic a personality: realistic, calm, aggressive, racers, slow, rush hour - plus Mix, where every car drives in its own style for a lively, varied flow. Switches live, saved between sessions, stacks with any Pool / Preset / Intensity.
  • Pre-warm - the selected pool's vehicles are pre-loaded in the background, so spawning custom/era/class traffic hitches far less (toggle in Pool - Pre-warm pool).

About Mod

Latest Version 1.7
Game BeamNG.drive
Category Other
Game Version 0.39.x
Downloads 1317
Created 4 months ago
Last Updated 2 weeks ago