Cities: Skylines

Cities: Skylines

77 ratings
Transfer Manager CE [TEST] v3.1.8
   
Award
Favorite
Favorited
Unfavorite
Mod
File Size
Posted
Updated
1.400 MB
20 May, 2022 @ 3:31pm
6 Jul @ 5:45pm
333 Change Notes ( view )

Subscribe to download
Transfer Manager CE [TEST] v3.1.8

Description
THIS IS A DEVELOPMENT VERSION

The stable version can be found here: Version 3.0.67

My intention with this version is to keep it regularly updated with the latest source code that I am working on, at the time. Hopefully this way, any issues with the code can be found before it gets into the stable version.

Warning: This TEST version may have newer settings, so any Transfer Manager CE settings saved by this version may not be loaded by the stable version.

The saved game will still load as normal but without any Transfer Manager CE settings. Use different save games to be safe.



Incompatible Mods
  • Transfer Manager CE - You will need to unsubscribe from the stable version to run this version as they will try to patch the same functions in the game.
  • More Effective Transfer Manager
  • Transfer Controller
  • Configure Outside Connections' Limits - This mod now allows changing outside connection capacity limits so both mods will be trying to change the same values
  • Call Again - Transfer Manager CE does all that Call Again does and lots more and they will just get in each others way.
  • Be wary of any other mods that attempt to patch the vanilla Transfer Manager as they will probably interfere with this mod unless explicitly handled in the code.

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]



Latest Changes
Version 3.1.8
  • Enhancements: Building Panel - Split stops out to separate tab to reduce need to scroll.
  • Enhancement: Stops - Intercity lines - allow toggling between nodes with multiple clicks.
  • Enhancement: Settings tab - Added light colored panel behind outside connection settings.
  • Enhancement: Capacity tab - Added light backing panel to match settings panel.
  • Enhancement: Transfer Manager Logging - Added Age to the log file for eldercare, childcare.
  • Design change: Intercity Bus Patch - Improved transpiler patch to fail more gracefully if vanilla code ever changes
  • Bug fix: Check for RoadAccessFailed before calling CheckRoadAccess.
  • Bug fix: Path Distance - Check for RoadAccessFailed before trying to access segment.
  • Bug fix: Path Distance Panel - Use correct algorithm type for initial nodes and display initial node for each building.
  • Bug fix: Status - Eldercare and Childcare now appear in outgoing not incoming section

See Change Notes for earlier versions
Popular Discussions View All (1)
1
21 Nov, 2022 @ 3:32pm
PINNED: Version History
Sleepy
419 Comments
Sleepy  [author] 2 Jul @ 5:08am 
@左岸,

Cargo Stations:
Cargo stations are way points as well as end points. Transfer Manager CE controls end points but has no influence on way points. If goods are traveling through a cargo station it is because the pathing algorithm has determined that its the best route to get to the actual end point destination.

Warehouse Question:
I have never seen a warehouse change mode without manually changing it myself. Are you sure you aren't running some other mods that may be doing this?

Export Restriction Question:
Sorry, I am not sure I understand the question. Could you ask it slightly differently?
左岸 2 Jul @ 3:24am 
@Sleepy, Also, what's the problem with the fact that even if there are restrictions on the export of buildings, it will still be exported from other places,thanks?
左岸 2 Jul @ 3:23am 
@Necko, There are three options for the warehouse: full, balanced, and vacant. Typically, the state of the warehouse is set to balanced. However, after some time, this balance tends to shift to vacant, with no other operations performed on the warehouse during that period. If the vacant state is then changed back to balanced, it will again revert to vacant after some time, particularly evident in warehouse scenarios.
Necko  [author] 1 Jul @ 3:33pm 
What do you mena automatically changed from balanced to vacant? Vacant is not option for warehouses
左岸 1 Jul @ 9:15am 
We'd love to hear from you, because this mod is really easy to use.
左岸 1 Jul @ 9:14am 
I'm using the CE building restriction feature, e.g. making warehouse A only export goods through train station A, but this warehouse A will still sail to the port for export and will not export goods according to the building I set up. Also, why is there a certain probability that the warehouse will be automatically changed from the "balanced" state to the "vacant" state, and there is no switch found.
Sleepy  [author] 29 Jun @ 6:10pm 
@jac96,

Also note that you do the same thing when adding a cargo warehouse as a building restriction. First click will add the road side, second click will add train side etc...
jac96 29 Jun @ 6:05pm 
Thank you, I totally missed that! Very cool
Sleepy  [author] 27 Jun @ 4:22pm 
@jac96,

The cargo warehouse now has separate settings for the road and rail connections.

To edit the rail side click on the building again and it will toggle between the 2 buildings.
jac96 27 Jun @ 3:43pm 
I have noticed recently (perhaps the past week) that my city has stopped exporting goods. I have goods importing turned off on all warehouses but I noticed a freight train importing goods to a warehouse with railway connection -- but it has importing disabled. seems like a bug