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REPLACEMENT ⬇️
Transfer Manager CE or Transfer Controller
It is recommended to use one of those.
maybe it has a conflict with one of my other mods
Unsubscribe from this version 1.0.21
Then subscribe to THIS VERSION 1.0.23
For easy transition, your settings from 1.0.21 will automatically apply to 1.0.23.
New version contains bug fixes, new tool tip image slides and more!
The author still remains available to work on the mod.
There was only a change in the maintenance of the workshop site and the support.
E N J O Y ! ! !
Please follow us to the new Workshop Object site for the updated version of Enhanced District Services. Author still remains to work on the mod, there was only a change in the maintainance of the workshop site and the support.
Unsubscribe on the 1.0.21 version and subscribe to the just released 1.0.23 here .
stop being sarcastic :P I'm not as advanced... asset creator as you are a mod creator ;)
- - - Your Comment:
On the other hand I know how the mod creator wants to quickly create their asset or mod and present it to people, and how unhelpful and longlasting is the finishing touches process - especially after possibly many weeks of trying to work out how to make their assets or mod working.
- - -
Seriously? Wow. My opinion of you just drastically changed.
like you and me, i believe people use this mod more for district services than industry. yet many using this out-of-the-box can be confused by the unexpected industry behavior. whilst you are working on a replacement, may be the option to exclude/include industry can be more explicit than it currently is, like 1. district mod only, 2. district & industry mod, or, better still, split them into 2 mods?
Personally, I don't use the industry features when I play. I use this for district services management only. Again, to each their own.
That is the only reaso why i don't use Real Time mod - i can't see any value added in it and it limits the game enormously :)
I treat that setting actually for growable industries. they couldn't either export or import (or both, depending on scenario, I can't remember now exactly) when there was no warehouse or storage in their district. i think that was the reason why i had to change the settings.
Think of the global setting as a percentage (without the last zero).
Example:
1000 = 100
100= 10
It's the percentage of how much is imported vs using local resources.
When you set it to 1000, that's basically setting your city to rely 100% on imports and 0% local resources.
That's why 600 to 700 (meaning 60% to 70% for imports) is similar to the base game.
I hope that made sense. I'm in a bit of a hurry at the moment.
All works fine including fish deliveries.
Or use settings suggested below.
As long as you have your global setting to between 600 and 700, it should play as the base game intended. The ONLY reason this was marked as "incompatible" is because the default global setting is 50, thus causing import/export issues. All you had to do was change that number and it works fine. Apparently, someone that supports mods decided, unilaterally, that was enough to mark this as "incompatible".
Nevertheless, I was able to get modders together to get this resolved. @Chamëleon helped me out and @Tim totally stepped up and stepped in to get this done. Although we may have to upload a new mod (and not update this one), at least it won't have the incorrect label of "incompatible" anymore.
I'll be posting a
Thanks for your patience.
We've reached out to the developers to see if we can get more information about the order of priority.
It's my understanding that the base game's specialized industry delivers in this order of priority:
Commercial First -- If no orders available, continue:
Specialized Factory Second -- If no orders available, continue:
Warehouse Third -- If full (or meets warehouse settings requirements, contune:
Export Forth -- Last option.
Unfortunately, we don't know for sure. We've asked for clarification.
We'll let you know, but be patient waiting for the answer. It may take time to hear back.
Hope it answered your question :)
3 - there are no priorities - if u want export to outside connections be seperated from delivering to either all local areas or specific districts - each needs to have seperate storage.
In the DLC Industries, storage seem to be always in the way, inseperable from this delivery chain, but you can obviously choose an asset for such specific duties and change its values with one of the mods, so it's not too expensive.
So unfortunatelly - all generic/growables will be missed because that's how the game seem to be set up.
Rule 2 - u can do it in a current version too - as above - the only limit is, which i had in mind as well - it needs to go from a field (exctraction asset) to a storage of an appropriate type (silo or warehouse) and then to be exported - u can link specific buildings within same district or between districts (I think u need to have those specific districts exchange enabled as in: otgoing to district
I am referring to DLC Industries buildings.
Regarding rule 3: I mean that almost over 95% of DLC Industies trucks prefer to export than to serve local industries.
Thank you.
The only option available was the "global" setting, between 0 and 1000. The lower the number, the more the city relies on local, the higher the number, the more it relies on imports. Unfortunately, this can only be applied citywide and cannot be done per building.
That said, I *think* you can sort of accomplish #1 by restricting a specialized industry building to only districts in the city, thus not allowing them to export. (I may be wrong, but worth a try.)
@Tim -- Regarding the last comment:
"We have the impression that this Mod all trucks from specialized industries prefers to export than to serve local industries first."
-- That is not my understanding. Can you clarify?
But I'd assume there might be some game limitations otherwise we would probably have that by now :)
I believe the author of this mod has done an outstanding job it must be emphasized.
But also forgot some little rules in my opinion.
There should have been two rules that I thought would make this mod even more interesting.
1. First rule: Allow certain buildings or fields of specialized industries to serve all the local generic industry or local warehouses.
2. Rule 2:
Allow certain buildings or fields of specialized industries to export only.
3. Rule 3:
Allow the two previous rules at the same time with priority local industries before and exports after.
NB: We have the impression that this Mod all trucks from specialized industries prefers to export than to serve local industries first.