Cities: Skylines

Cities: Skylines

Enhanced District Services
569 Comments
Dvasong_***** 9 Mar, 2023 @ 6:21am 
⚠️Breaks importing of goods, abandoned⚠️

REPLACEMENT ⬇️

Transfer Manager CE or Transfer Controller
MJB 25 Dec, 2022 @ 7:40am 
@caresoul...Place some commercial goods warehouses near your Industry zones and add some more commercial zones. That should fix it for you. I like a 3 commercial building to 1 industrial building ratio if possible.
MJB 25 Dec, 2022 @ 7:29am 
@Tim...This mod adds returning vehicles with product back into the warehouse inventory where the other two do not. Therefore, the product is wasted and rapidly depletes the warehouses. I informed both authors but they are not wanting to take a look at this issue. So, I stay with using the latest version of EDS. Since I do not play with 81 Tiles and I do not grow my population past 300K I never have any issues with EDS. **** Merry Christmas Tim!!!! ****
Tim 25 Dec, 2022 @ 3:00am 
EDS is no longer support and the author has abandoned the mod. There is two unofficial successors: Transfer Mangager CE {LINK REMOVED} and Transfer Controller {LINK REMOVED} - both are doing same as EDS in the meantime.

It is recommended to use one of those.
CyberVibes 24 Dec, 2022 @ 10:15am 
@caresoul cant you read? t
caresoul 24 Dec, 2022 @ 9:26am 
mod is working ,, kinda , with this mod my industry is having issues with "not enough buyers"
maybe it has a conflict with one of my other mods
Tim 16 Jun, 2022 @ 11:57am 
Hi Fabby - Replacement is already available, check for Algernon's TransferController... Link Steam-Workshop
Fabby! 14 Jun, 2022 @ 10:26am 
Will this most awesome mod ever get updated? Or maybe a 2.0 version?
yw 5 May, 2022 @ 7:30am 
大佬,这个不能用了,希望能改进下
LemonsterOG 4 Dec, 2020 @ 8:53am 
:greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare:

:ai_flare: N E W __ V E R S I O N __ A V A I L A B L E :ai_flare:

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 ! ! !


:greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare: :greenflare:
Tim 1 Dec, 2020 @ 10:16am 
Dear EDS Users & Subscribers

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 .
LemonsterOG 29 Nov, 2020 @ 10:54am 
@macluk -- :ap_reallyhappy:
macluk 29 Nov, 2020 @ 9:40am 
@LemonsterOG
stop being sarcastic :P I'm not as advanced... asset creator as you are a mod creator ;)
LemonsterOG 29 Nov, 2020 @ 9:31am 
@macluk -- Well...thanks, at least, for deleting your comment with that statement.
LemonsterOG 29 Nov, 2020 @ 9:22am 
@macluk --

- - - 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.
macluk 29 Nov, 2020 @ 9:15am 
I have completely forgotten about that one :D:D:D
macluk 28 Nov, 2020 @ 11:03pm 
... because i like this mod complexity... and it is still not complex enough for me :D
LemonsterOG 28 Nov, 2020 @ 3:14pm 
@UguuDoki -- I totally get what you're saying. I think because of the complexity between the district services and the industry features tapping into that, it would be difficult to separate them in two. However, making the options more clear between the two is a good idea. That's something we will consider. For now, we're looking to get the new mod uploaded with the minor fix to at least get it up and posted without that horribly annoying "incompatible" warning.
UguuDoki 28 Nov, 2020 @ 3:03pm 
@LemonsterOG
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?
LemonsterOG 28 Nov, 2020 @ 12:13pm 
@macluk -- What's not useful to some, is for others. To each their own. It comes down to the type of city you're building and what your goals are. It might be perfect for some cities and not for others. That's what's so great about Cities Skylines. It's a creative journey for the player.

Personally, I don't use the industry features when I play. I use this for district services management only. Again, to each their own. :smileyflag:
macluk 28 Nov, 2020 @ 11:35am 
@Tim - as soon as I read that going over 65K citizens put huge strains on the game because of the way the mod works, I said... nah... I prefer something useful :)
Tim 28 Nov, 2020 @ 10:51am 
@macluk - I liked the customization of the night / day cycle, as the night is simply too long for me :). This is why I used the Real Team for some time, before EDS came.
macluk 28 Nov, 2020 @ 9:25am 
I would be absolutely happy to use both mods but that's up to the Colossal Order I guess, to make it happen and make life easier for modders.
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 :)
Tim 28 Nov, 2020 @ 7:32am 
@eloascianka - yes, unfortunately it is, because both mods follow different functionaltiy for the "Order Management" triggered by the game. If you do not need the Supply Chain solution, you can deactivate the Supply Chain and use only the District Management etc.
eliascianka 24 Nov, 2020 @ 4:03pm 
it works perfectly but unfortunately it is still incompatible with real time :steamsad:
macluk 24 Nov, 2020 @ 10:25am 
well if you tell the warehouses not to import from outside connections (so no import at all), would that still work as import? I haven't notice that as yet - it keeps using whatever i produce.

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.

LemonsterOG 24 Nov, 2020 @ 10:02am 
@macluk -- Just a note:

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.
macluk 24 Nov, 2020 @ 9:55am 
and did you actually mean Fish Factory, and not a warehouse? cos as far as i know the game doesn't allow fish in warehouses ;)
macluk 24 Nov, 2020 @ 9:53am 
by "the new version" i mean this 04.2020 update ;)
macluk 24 Nov, 2020 @ 9:52am 
just try the new version - i have global settings set to max - 1000 (the top one, i just can't remember the name of it - the game takes 20 minutes to load so excuse me ;) ), the other one was 100 - I remember that from yesterday play.
All works fine including fish deliveries.

Or use settings suggested below.
Splifsend 24 Nov, 2020 @ 7:24am 
I'm still using version 1.0.18 It works ok for the most part, but the fishing places won't deliver to the fish packing warehouse, they just export everything. I can live with that because I don't loose anything.. I hope you newer version works right - any idea when you might have it ready?
LemonsterOG 22 Nov, 2020 @ 4:19pm 
Oh yes...it's not actually broken or "incompatible" as someone chose to mark it.

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 :redflare:flashy:redflare: message once the new one is uploaded.

Thanks for your patience. :smileyflag:
Kaybs 22 Nov, 2020 @ 2:49pm 
Yep, working for me too. Super keen to see the update (or new mod) to resolve this warning and hopefully a continued roadmap for this mod. It is seriously one of my "Won't play without it" mods because of the amount of industry I do in my cities!
macluk 22 Nov, 2020 @ 1:04pm 
@xXColHomerXx - it's still working, I'm using it... as recently as yesterday.
LemonsterOG 22 Nov, 2020 @ 12:21pm 
@xXColHomerXx -- Thanks for your interest in this mod. Stay tuned for updates.
xXColHomerXx 22 Nov, 2020 @ 12:12pm 
@LemonsterOG Thanks for not giving up on this mod! When it was working it really helped sort the weird way logistics works with the vanilla versions of the Industries DLC. I hope you can getting it working again!
LemonsterOG 20 Nov, 2020 @ 12:21pm 
@assipaterne2 and @macluk --

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.
macluk 20 Nov, 2020 @ 10:09am 
Oh well... I've just had a "weekend". Back to work tomorrow so I won't have that much time again ;)
LemonsterOG 20 Nov, 2020 @ 9:27am 
@macluk -- Thanks for the help. Real life keeps kicking my azz and I haven't been able to be online as much as usual, so thanks.
macluk 20 Nov, 2020 @ 3:54am 
Simples ;)

Hope it answered your question :)
macluk 20 Nov, 2020 @ 3:49am 
2 and in district 2: incoming from the other one - and then link specific ID buildings - try it first by skipping districts, it may work.
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.
macluk 20 Nov, 2020 @ 3:49am 
In this case that's quite well working - all settings are there for either whole map (without exporting it to outside through the road connections) or to just selected (even multiple selections) districts... or even better - to selected buildings only (only DLC buildings or services, not growables)
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
assipaterne2 20 Nov, 2020 @ 3:35am 
Hi Marluck and LemonsterOG
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.
LemonsterOG 19 Nov, 2020 @ 12:03pm 
@assipaterne2 -- @macluk is correct. There are game limitations to how drastically the game mechanics can be altered. I agree with you, those features would be great, but not achievable.

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?
macluk 19 Nov, 2020 @ 10:45am 
@assipaterne2 - if you could only specify a bit more if you're reffering to Industries DLC buildings or growable specialized buildings... that would help a bit.
But I'd assume there might be some game limitations otherwise we would probably have that by now :)
assipaterne2 19 Nov, 2020 @ 10:40am 
Hi.
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.
LemonsterOG 17 Nov, 2020 @ 4:35pm 
@mstrchacon — Simply set the default “global” setting to between 600 and 700 and that should do the trick. (I set mine to 600.)
OneZ 17 Nov, 2020 @ 3:57pm 
Are the industry settings set to the games default for imports/exports? I only want to use this mod for service vehicles.
LemonsterOG 17 Nov, 2020 @ 9:17am 
@macluk -- Hardy har har. :fgsmile: