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回報翻譯問題
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?
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...
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.
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.
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.
Thanks. I am just trying to get the Cargo warehouse to work properly then I think it can be left alone for a while.
It's the most awesomest mod.
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.
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.
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.
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.
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.
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.
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?
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.
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.
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.
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.
Yes that would help wouldn't it.I'll look into it.
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.
What a great idea! I'll look into it.
A panel listing all buildings with their settings, filtered by district/area/map plus type, and linking to respective buildings, would be extremely useful.
Oops, found a bug in my job offer code, thanks for letting me know there was an issue!
In version 2.25.22 I have changed the Over Educated Workers code to hopefully fix this issue for you. Thanks for your help!
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
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%
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!
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.
In Settings > Maintenance > Path Debuuging
Set the Path Debugging drop down to None.
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.