Cities: Skylines

Cities: Skylines

Central Services Dispatcher (WtM)
Function of Recovery Crews
Hi Jonas,

just wanted to check if I understand the function of Recovery Crews correctly. If I am not mistaken vehicles which block other cars will be selectively removed by those crews after a certain time period, right? (I guess the cars are simply despawned?)

So this basically changes the despawning function timer to the one set in this mod?
Or if I set despawning off with another mod this function still removes those blocking cars after a while, but does not remove the waiting cars behind those?!?
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Showing 1-12 of 12 comments
Jonas  [developer] 3 Jul, 2017 @ 3:09pm 
Not exactly. It will not affect the normal despawn function, or any of the normal timers.

It will only check vehicles that the game have problems with, which can be stuck forever, never despawning or moving on. Currently it checks vehicles that have the status "confused", and vehicles that are trying to park or waiting to get a path for a long time.

And yes, they are simply despawned.
WHR | TMaekler 16 Jul, 2017 @ 12:00am 
Have you experiences any problems when this function is activated whilst disabling despawning through Traffic Manager: President Edition? Looks to me that TMPE overrides that despawning function in your mod.
Jonas  [developer] 18 Jul, 2017 @ 3:08am 
I've never tried with disabling despawning in TM:PE. If TM:PE overrides the games standard despawn code, it will override it for the dispatcher as well. I could probably implement the despawn in a way that won't be overriden, so I'll look into that.

But if TM:PE works that way, it could potentially create problems for all services (and other vehicles) when there are path finding problems since the game needs to despawn vehicles if it discovers that they cannot reach their target.
Jonas  [developer] 18 Jul, 2017 @ 7:16am 
I did a quick check in the source for TM:PE, and it shouldn't override the despawning for the dispatcher. TM:PE doesn't override the base despawn function in the game.
WHR | TMaekler 18 Jul, 2017 @ 3:01pm 
Ok, will take a closer look into it. Looked like it would override. Maybe another mod... ;-)
WHR | TMaekler 21 Jul, 2017 @ 1:40pm 
Yes, if I use TMPE and CSD it looks fine. Disabling despawning inTMPE then activating recovery crews - then you really can see, how bad your road concept is. So far so fine.
Then another topic occoured. Trains don't despawn also. And they also can clog up everything. So I wanted to kindly ask if you could look into this and include the trains into the recovery crews and despawn them if they are confused also... . What do you think?
Jonas  [developer] 23 Jul, 2017 @ 7:12am 
It's supposed to handle trains already, but maybe you have trains stuck in a way id doesn't recognize. If you have confused or stuck trains, could you check whether those trains are lacking the engine? The recovery crews doesn't handle lost trailers yet, so when a trailer is left behind, it won't be fixed. It was a long time since I last saw that happen in a game, so I was hoping that whatever caused it was fixed.

Handling lost trailers is planned, and I'm also working on making it easy to dump a list of the vehicles that mod currently keeps check on because they have or might have problems. When that is done, it might help with figuring this sort of stuff out.
WHR | TMaekler 23 Jul, 2017 @ 9:08am 
Will take a look into it; although I fixed my train tracks and since then the problem did not occured again; but I think I can reproduce.
The list feature woud be very much appreciated ;-)
WHR | TMaekler 24 Jul, 2017 @ 10:01am 
What I have checked so far, the problem seems not to be related to trains with one or two engines. I try to figure out if it is related to assets in general.
Jonas  [developer] 24 Jul, 2017 @ 12:23pm 
Is it related to passenger or cargo trains?
I'm currently not removing vehicles with a specific type of cargo setting because I don't know what the consequences of removing them would be.
In the next version I can add setting (which won't be saved) that tells the mod to remove those as well. Together with the listing that could help figure this out.
WHR | TMaekler 24 Jul, 2017 @ 1:45pm 
Those trains which got stuck were passenger trains (US High Speed Pax & BRClass43 Intercity). It looks like they got stuck because they are longer than the train station and that blocks the interjunction directly after the train station. I lengthened that with "Move it" and since then not problems... .
Jonas  [developer] 5 Aug, 2017 @ 3:03pm 
That's good to know. I can reproduce that and see how the mod can recognize those stuck trains. Considering that it's a user-fixable problem, it might also be a good idea to show it in a message box if they can be differentiated from other problems. Maybe keeping a short log of recently handled stuck vehicles that can be shown would be also be good, so one can try to see and fix problems in a city...

The functions for listing vehicles the mod is keeping tabs on are done, and will be in the next release. There will also be some experimental options that makes the dispatcher handle some vehicles it currently ignores. I'm going to be away for about a week, and then it's back to work, and I don't want to publish a new release when I can't handle any problems I've missed, so it will be a couple of weeks until then.
Since you've fixed the problem you had, you probably won't need those changes now, but if you do, the version I'm currently playing with it can be downloaded from the doc-site[dinkytoyz.github.io] for manual install and tested.
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