Cities: Skylines

Cities: Skylines

2,055 ratings
Transfer Manager CE v3.0.67
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1.364 MB
6 May, 2022 @ 7:06pm
17 Jun @ 4:02pm
124 Change Notes ( view )

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Transfer Manager CE v3.0.67

Description
Description
Modifies the vanilla Transfer Manager to prefer closer transfers. ie Garbage trucks will go to nearby buildings first to collect garbage rather than travelling all the way across the city to get the garbage at some distant building.



Main Features
  • Improved matching algorithms
  • Allows low level control over a buildings transfers based on district, building and distance restrictions
  • Improved Import / Export controls including import restrictions, export vehicle limits and outside connection distance multipliers so one connection or connection type can be preferred over another.
  • Improved goods delivery options including factory first and warehouse first along with many other options allows you to organise your deliveries just how you want them
  • Supports using path matching to improve matches when your geography or network is complex.
  • Multi-threaded for better in-game performance.
  • Generic industry, DLC industry and commercial buildings can now re-request IN material when they have no material in storage and the responding truck(s) are still a long way away.
  • Vehicle AI - Enhances service vehicles to look for close by issues to resolve, so for example if a garbage truck is out at a building collecting garbage and another building next door also has garbage it will pick that up as well. (Service vehicle AI supported: FireTruckAI, FireCopterAI, GarbageTruckAI, PoliceCarAI and PoliceCopterAI)
Improved Matching Algorithms
This mod features 4 matching algorithms that have been carefully crafted for each transfer reason:
  • Match Incoming First
  • Match Outgoing First
  • Balanced (most similar to vanilla)
  • Priority only
By carefully selecting the right match mode for each transfer type this mod is able to produce much better matching results.

How To Use
I have written a brief overview of the main features and how to use them here.
There is also a brief explanation of the Transfers tab.

Background
The original idea for this mod was by pcfantasy and his More Effective Transfer Manager

Unfortunately he stopped working on it so another developer Cambrium started a new version, More Effective Transfer Manager (continued). Sadly after doing lots of great things with the mod he decided to introduce some malicious code into the mod and was booted off the workshop along with his mod. Discussion

This left lots of subscribers in the lurch as they could no longer use what had become quite a nice mod. I was asked if I would be willing to reboot this mod so that people could continue to play the game with its features. This is the result.



Incompatible Mods

Note: While Advanced Outside Connection is currently listed as compatible with this mod, we have found that the mod tends to produce double offers for outside connections when altering the ratio values that may cause issues with your game such as overwhelmed outside connections.

Translation
Supported Languages: English, Chinese (Simplified), Dutch, French, German, Japanese, Korean, Polish, Portuguese, Russian and Spanish.
Translation
We have set up a translation project on
[crowdin.com]
You are invited to join and provide translations, if you want us to add a language just leave a message in the comments below.
Source Code
Can be found on Github[github.com]
Discord
We have set up a Discord[discord.gg] sever to help with support.
[discord.gg]
Donation
If you appreciate my efforts then a small donation would be welcome.
[www.paypal.com]
Test Version
New features are being developed with the TEST version. If you are willing, feedback and bug reports would be great.

Changes


Version 3.0.67
  • Bug fix: Transfer Restrictions - Unique factory not applying outgoing restrictions correctly.
  • Bug fix: Settings - Outside Connection Priorities not saving correctly.
Version 3.0.66
Enhancements
  • Transfer Restrictions - Changed Outside Connection Multipliers to Outside Connection Priority.
  • Transfer Restrictions - Split incoming and outgoing distance restrictions.
  • Transfer Restrictions - Added option to enable / disable individual outside connections.
  • Outside Connection Panel - Added "Usage" column to panel.
  • Settings - Added "Tough on crime" option to increase police presence in the city.
  • Settings - New warehouse smarter import / export option for balanced mode warehouses.
Design Changes
  • Building Panel - Only show distance circle when on the corresponding settings tab.
  • Transfer Restrictions - Coded up new transfer rules for Cargo Warehouse.
Bug fixes
  • Path Distance - Detect when a cargo station is turned off or on and recalculate the connection graph.
  • Building Panel - Don't change the tab index when closing panel.
  • VehicleAI - Don't put out requests when in Arriving phase.
  • Transfer Manager - Added additional check to ensure fill mode warehouses don't export and Empty mode warehouses don't import.
  • Cargo Warehouse - Ensure we get the parent warehouse when setting priority.
  • Police Vehicle AI - Require more than 1 criminal to assign police car to the building.
  • Transfer Restrictions - Unique factories not getting garbage collected when outgoing building restrictions set.

See Change Notes for earlier versions
Popular Discussions View All (30)
115
29 May @ 2:42am
Bug reports
Sleepy
37
2
7 Jul @ 6:52pm
PINNED: How To Use
CattoGaming
3
15 Apr @ 5:43pm
Function with Sunset Harbor?
BodyBagger
1,905 Comments
dgrad598 11 Jul @ 8:53am 
aww well it use to keep the police in whatever district i wanted so I was wandering what changed that? I like everything else its doing for my city of 500,000
Sleepy  [author] 11 Jul @ 6:48am 
@dgrad598,

The police vehicle AI finds nearby crime to respond to. It is separate to the matching process so wont follow any building restrictions. You could disable this if it bothers you.
dgrad598 11 Jul @ 5:39am 
The Police cars still wonder into other districts even with the setting at "Within district only"....
Sleepy  [author] 7 Jul @ 5:38pm 
@ALesserMan,

Just to give a bit more detail, vanilla outside connections are quite inefficient as all the vehicles are fighting to get to a particular spot and they have to wait till they aren't going to collide and all the usual vehicle stuff. Trains are especially bad at this issue.

What tends to happen as your city grows is that the outside connection can no longer keep up with demand as the vehicles are having to wait for longer periods of time before they can get access to the target location and your city will slowly die.

These patches are designed to speed up outside connection processing so they don't reach this point of failure.
Sleepy  [author] 7 Jul @ 5:14pm 
@ALesserMan,

That is a setting in the main/global settings for Transfer Manager CE, which you can disable if you want:

Settings > Advanced > Spawn Patches > Force cargo (train/ship/plane) to despawn at outside connections

Note that you will still receive all income from the train reaching the outside connection as normal (the train is still despawned normally) it is just triggered earlier to stop outside connections from backing up unnecessarily.
ALesserMan 7 Jul @ 5:06pm 
with this mod disabled, my cargo trains reach the edge of the map, unload and despawn (as would be expected). if it's enabled, cargo trains will despawn while at full speed several track segments from the edge of the map.

cargo train stations get slammed with trucks without this mod enabled...
Sleepy  [author] 29 Jun @ 4:36pm 
@ Rahmey,

Medical helicopters use the transfer reason Sick2, buildings will occasionally request Sick2 services so the helicopters should respond automatically.

If they aren't responding it may be that you either have no sick citizens or there are restrictions placed on Sick2 to stop them matching.

On the maintenance tab you can enable logging of Sick2 and either look at it yourself or upload it somewhere and I can read through it to see why no matches are occurring.

Note: In the global settings you can also enable the new sick handler and control how many requests are made for Sick2 compared to the normal Sick requests. Changing this should allow you to increase/decrease heli8copter usage as you wish.
Rahmey 29 Jun @ 2:11pm 
I might have missed this in the "How to use", but how would I make this apply to medic helicopters? I have mods that turn them into Cyberpunk assets and it's aesthetic as fuck seeing them fly around, I just didn't want them going to the same clinic in the middle of nowhere. I succeeded in that, and now hospitals and clinics actually help the local population, but now the medi-copters aren't spawning at all and I'm not entirely sure if it's because the local clinics have it covered now, or if the medi-copters just aren't spawning
Sleepy  [author] 26 Jun @ 4:20pm 
@Ad Nelson,

I would definitely need a save game to look into this one for you.
Ad Nelson 26 Jun @ 3:16pm 
i belive yes something strange happens, But I can't say this is it your mod or I can see this problem throw your mod interface:
Planes won't start moving always stuck at bay as ghost vehicles.
I could provide mod list and saves if it would help.
As any tests needed.