Cities: Skylines

Cities: Skylines

Transfer Manager CE [TEST] v3.1.8
419 則留言
Sleepy  [作者] 7 月 2 日 上午 5:08 
@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 7 月 2 日 上午 3:24 
@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 7 月 2 日 上午 3:23 
@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  [作者] 7 月 1 日 下午 3:33 
What do you mena automatically changed from balanced to vacant? Vacant is not option for warehouses
左岸 7 月 1 日 上午 9:15 
We'd love to hear from you, because this mod is really easy to use.
左岸 7 月 1 日 上午 9:14 
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  [作者] 6 月 29 日 下午 6:10 
@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 6 月 29 日 下午 6:05 
Thank you, I totally missed that! Very cool
Sleepy  [作者] 6 月 27 日 下午 4:22 
@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 6 月 27 日 下午 3:43 
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
patrioticparadox 6 月 25 日 下午 7:03 
Fair enough. Thanks for the reply!
Sleepy  [作者] 6 月 25 日 下午 6:38 
@ patrioticparadox,

Hello, yes its a nice idea and it would really improve city realism.

It is quite a big job though, not only a new schedule UI but also handling each different transfer type and what happens to things like timers and citizen consequences while the ban on responding is in place.

I gave up on the Real Time mod quite a while ago so can't see myself coding this anytime soon I am afraid.
patrioticparadox 6 月 25 日 下午 4:53 
Lol, @buda atum is right. I have to open the Change Notes frequently to see what I've missed. Awesome mod. Thanks for all the effort improving transfers.

Curious if you saw my feature request on the git. Not assuming its going to be implemented but I am interested in your thoughts on its feasibility.
Sleepy  [作者] 6 月 25 日 上午 2:57 
@buda atum,

Thanks. I am just trying to get the Cargo warehouse to work properly then I think it can be left alone for a while.
buda atum 6 月 24 日 下午 12:14 
I think you need to let this sleep some. I'm not being given enough time to notice the changes.
It's the most awesomest mod.
Yunshangyun 6 月 15 日 上午 3:54 
I really want to try the stable version that has been tested and released as soon as possible
Sleepy  [作者] 6 月 13 日 上午 5:18 
I usually like to leave on the TSST site for a little while so people can hopefully find any issues with it before moving to stable.
Yunshangyun 6 月 13 日 上午 2:44 
When will the latest 3.0.59 version be released as a stable version
Sleepy  [作者] 6 月 1 日 下午 7:24 
@MJB,

In TMCE you can tell the difference on the vehicle tab as the vehicles with loads will list the target as the warehouse name whereas the empty trucks will just say "Returning to facility"

Also the same vehicle will be listed as a guest vehicle on the Status tab.
Sleepy  [作者] 6 月 1 日 下午 7:20 
@MJB,

Are you sure that is what is happening?

From my brief look at it the cargo truck is given a new target (which may be its original warehouse) and transfers the remaining material to the new location.

Just to be sure, I put a debug line into CargoTruckAI.ArriveAtSource and it did trigger once over a 5 minute play through but I am not sure a fix is needed for a very rare case like that.

Obviously if it is happening all the time than I am happy to code something but so far I am not seeing what you say is happening.
MJB 6 月 1 日 上午 8:33 
@Sleepy…Scenario--> When a warehouse is set NOT to export. The truck leaves the warehouse full and returns to the warehouse with a partial load. The warehouse does not calculate the returning product into its inventory therefore the product is wasted. Could you modify your mod to add the returning inventory? The old Enhanced District Services mod by Tim used to do this. Thank You for your consideration.
CreatorOfWorlds 5 月 30 日 上午 8:18 
I'd like to add to the below suggestion. Though it is kind of seperate suggestion.

I'd like to suggest that resident house gets an extra pane for a list of residents, for this the highlight mode should illustrate where the residents work places are.

For workplace buildings, id like to suggest an extra pane for there workers, this pane would highlight the employees home buildings.

It would it quite nice to get an everview of the origins and destinations for the travel cims must do in relation to home/work.
CreatorOfWorlds 5 月 30 日 上午 7:34 
If i may make another suggestion.

I really like the 'highlight mode' to get an impression of travel distinations and origins.
But it is somewhat difficult to actually see the map and the hightlighed buildings because the mod ui takes so much screen space.
So i would like to suggest something like a 'minimize' function for the mod ui so it does not cover that much screen space when looking at the map.
Sleepy  [作者] 5 月 29 日 下午 5:02 
@CreatorOfWorlds,

Nice idea, I'll see what I can do. Also note that there is a "Release Ghost Vehicles" button on the maintenance tab that can often fix issues where vehicles seem to be stuck.
CreatorOfWorlds 5 月 29 日 上午 7:46 
Thank you for putting your effort into this mod, it is such a nice tool when analysing the city.

If i may make a suggestion for an added feature.
For the cargo train terminal, there is a view that seems to be segmented into:

vans/trucks delivering within the city
vans/trucks exporting outside the city
van/trucks returning to facility.

For each of these vehicles it is possible to delete those individually.

May i make the suggestion to somehow make a feature where all vehicles within one of the catagories is deleted....
It could save a lot of time in some very specific situations.

As an example i have what seems more then a hundred vehicles waiting to spawn to export goods. All of these i would like to delete all at once, not one by one.
jac96 5 月 14 日 上午 7:01 
I've tested extensively and I believe the "Employ Overeducated Workers" setting is bug free at this point. But, I wish it were a little stronger (or had a setting to set the offer level threshold). It definitely does its job though. Thank you for the fix!
UguuDoki 5 月 9 日 下午 9:40 
@Sleepy

Would it be possible to create type specific default settings per district/area/map then make newly spawned/plopped/leveled buildings within that scope automatically inherit them?
buda atum 5 月 2 日 上午 5:55 
You awesomely definitely don't sleep. Thanks.
Sleepy  [作者] 4 月 27 日 下午 3:08 
@patrioticparadox,

Real Time Mod:
If you are running the Real Time mod by t1a2l then I highly recommend using this new version of TMCE v3.0 rather than the current stable TMCE v2.4 as the new version patches the FindHospital function in a way that is compatible with the Real Time mod so they both work together correctly.If you are running the old version and the Real Time mod then collection of sick citizens might not work properly.

Highlight buildings vehicles:
Sure you could do this, but it would need some sort of key combo to enable/disable the vehicle highlighting. I just move the building panel over to the side of the screen so I can see all the vehicles and building easily.
patrioticparadox 4 月 27 日 上午 11:02 
Love it! excited to try this out!
Questions:

Improved FindHospital patch ... improves compatibility with the Real Time.
Does this mean that if I'm running Real Time I should disable Transfer Manager's improved patch or that it will recognize RT's patch and adjust accordingly?

Selection Tool - Highlight buildings vehicles.
This is amazing! Would an option to show this highlight while building is selected (before opening TMCE panel) be reasonably feasible? I oft select a building and wish I could see where it's vehicles are.
UguuDoki 4 月 22 日 下午 8:05 
@Sleepy

This is as good as having a dropdown.

Your sorting buildings by district/no district already takes care of selecting/grouping.

Great job!

I'll be back if I find anything else worth suggesting.
Sleepy  [作者] 4 月 22 日 下午 6:45 
@UguuDoki,

I have added the buildings districts to the list and included them in the searching so you can filter by district by typing the name.

I will try to get a district drop down working at some stage but the drop down I tried to use was a bit buggy so I wasn't happy with it.
Sleepy  [作者] 4 月 21 日 下午 4:42 
@UguuDoki,

Yes that would help wouldn't it.I'll look into it.
UguuDoki 4 月 21 日 下午 4:16 
@Sleepy

Wow! Settings list in action so speedily, thanks!

I think there is little point listing all buildings across the map at once, while in the present form an extra [District] column would be necessary.

So, how about adding a dropdown to limit display to a selected district? Of course [No district] should also be an option.
Sleepy  [作者] 4 月 16 日 下午 5:15 
@UguuDoki,

What a great idea! I'll look into it.
UguuDoki 4 月 16 日 下午 5:11 
Needing an overview of custom settings, so that missing/unintended ones can be identified at a glance.

A panel listing all buildings with their settings, filtered by district/area/map plus type, and linking to respective buildings, would be extremely useful.
jac96 3 月 20 日 上午 6:15 
Awesome! I'm glad I can help and I'm excited to check it out! I was away for a day but will test it today! Thanks for your work, this is fun!
Sleepy  [作者] 3 月 18 日 下午 7:13 
@jac96,

Oops, found a bug in my job offer code, thanks for letting me know there was an issue!
Sleepy  [作者] 3 月 18 日 下午 3:43 
I have also added the Worker0, Worker1, Worker2 .. entries to the "Status" tab as some buildings don't show this information in their normal building panel.
Sleepy  [作者] 3 月 18 日 下午 3:41 
@jac96,

In version 2.25.22 I have changed the Over Educated Workers code to hopefully fix this issue for you. Thanks for your help!
jac96 3 月 18 日 上午 7:32 
I made some pretty significant changes last night to the population. Using lifecycle rebalance revisited I lowered the retirement age, so now there are some job openings (I did this to get a little residential growth)

But yesterday I had about 835k population, about 445k jobs available, and all but about 500 were taken. unemployment was near 0%

I can give current numbers if you prefer.

Education hasn't changed much, uneducated is 18%, educated is 6%, well educated is 5%, and highly educated is 71%. I have this heavily modified in realistic population. I have people starting school at 8, high school at 12, and college at 16 (I was dealing with a lot of broken citizenunits and was trying to minimize employment needs, which has now been fixed but I haven't re-adjusted)

It could be a weird interaction with realistic population
Sleepy  [作者] 3 月 17 日 下午 3:01 
@jac96,

That's interesting, lets see if we can figure out what is happening for you. Using the info buttons could you look up for me in your city:

-Population button:
Population
Employed
Jobs Available
Unemployment

Education button:
(Small pie chart in middle of panel)
Uneducated%
Educated%
Well Educated%
Highly Educated%
jac96 3 月 17 日 上午 7:21 
I'm excited you're still working on this! I think there might be something funky going on with "Employ Overeducated Workers" -- when I have this enabled it seems like fewer overeducated workers are applying, and unemployment goes up. Disabling it and they find jobs again
Sleepy  [作者] 3 月 12 日 下午 4:40 
Version 2.5.20.

Fairly major changes to Sick behavior in this release. Sick now acts more like Dead where the building timer can now run all the way to 255 and the sick citizens will remain in the residence until an ambulance comes (and die if not picked up in time) instead of moving out as happens in vanilla mode.

Also to stop having those shiny new high capacity hospitals sitting there doing absolutely nothing, I have added an option to randomly make citizens sick based on a slider controlled sick rate.

Feedback would be great!
cnerde 2024 年 11 月 25 日 下午 8:17 
2x as many people still playing CS:1 too
THANK YOU!!
I love cs2 as well but currently have no machine to play it on, CS1 gets by somehow... So this is amazing when mod authors continue to support this special game.
Francois424 2024 年 1 月 10 日 下午 10:44 
Glad to see there are still development on mods in CS:1 (which at the time of writing this I prefer to CS:2). Love you guys, happy new year !
17334635703 2023 年 12 月 8 日 下午 9:37 
Transfer Manager CE v2.4.22 Double clicking anywhere will pop up this module interface
Sleepy  [作者] 2023 年 9 月 24 日 下午 2:37 
@SimplyFenske,

In Settings > Maintenance > Path Debuuging

Set the Path Debugging drop down to None.
SimplyFenske 2023 年 9 月 24 日 下午 12:32 
So I had to check but this mod is causing green node indicators (the ones that show-up when selecting the earlier TM) to show up on start up. Anyway to get rid of that?
chibi 2023 年 9 月 16 日 下午 8:32 
@Sleepy
No joy really. At best a marginal improvement, compared to a small warehouse in the same spot.
Another issue with this is that the lack of local truck deliveries of course also means a lower demand/priority for train deliveries (remote cargo trains stay around 10% full) whereas as a real cargo station is a conduit to the shops nearby, meaning that trans for it get filled rapidly and 100% (OOC mod).
And this point unless you can think of something else, I'll consider this a lost cause.