Cities: Skylines

Cities: Skylines

Transfer Manager CE v3.1.10
1,928 Comments
Necko  [author] 25 Jul @ 10:04am 
@Gakko yes, thats one of the main features of mod
Gakko 25 Jul @ 9:52am 
Back in the day I used to use District Service Limit, where I could forbid police, fire, healthcare and garbage trucks to go to specific districts while allow other stations to those instead through a menu where I could enable or disable each district. Does this mod have a feature like that?
SpardaSon21 22 Jul @ 5:09pm 
Oh, thank God for the the cargo warehouse bug fix!
Sleepy  [author] 22 Jul @ 3:43pm 
@Snake,

Yes defaults are fine.
Snake 22 Jul @ 2:15pm 
The amount of data and options in the screenshot scares me... Can you just install this mod, use a default or close to default setting and enjoy improved transfer matching?
DangerousRobot 20 Jul @ 10:32am 
@Sleepy the test version appears to have fixed it. No issues with ambulances anymore and doesn't appear to be any with police either. Some hearses are still doing it but the police and ems are my main concern.
Sleepy  [author] 19 Jul @ 2:52pm 
@DangerousRobot,

Also if possible, could you try using the TEST version (linked above) just to see if that helps as I have fixed a few bugs that may be related to your issue in that version.
DangerousRobot 19 Jul @ 2:27pm 
@Sleepy sounds good. I will when I get a chance.
Sleepy  [author] 19 Jul @ 1:22pm 
@DangerousRobot,

I also recommend logging into our discord server if you can as it is a lot easier to trouble shoot issues in there as we can paste screen shots more easily etc...
Sleepy  [author] 19 Jul @ 1:21pm 
@DangerousRobot,

Try turning ON:
Global Options > Transfer Manager > Services > Sick Citizen Collection > Override Sick Handler

Also I suggest logging a Sick match set. You can look into it yourself or if you upload it somewhere I can have a look for you:
Global Settings > Maintenance > Match Set Logging > Log Reason = Sick
Sleepy  [author] 19 Jul @ 1:09pm 
@dfheryon,

Sorry to hear that. If you upload your map to Steam or somewhere else I am happy to have a look at it for you.
dfheryon 19 Jul @ 12:27pm 
I have to unsubscribe. It kills my city for some reason. Probably because of some compatibility issue. Half an hour after activating the mod, 16 thousand people were gone from the city and it was accelerating, with people abandoning the city. Maybe its because the city is already big and built without this mod in mind. I just wanted to make the cargo centers to work per district but it kills the city and i cant accede to the settings for some reason
DangerousRobot 19 Jul @ 7:22am 
@Sleepy interesting. Ambulances werent going across the map before so I wonder if I had a mod that decreased the sick handler priority or something and that mod stopped.

@Necko there are no transfer issue with hospitals and the all the hospitals are sending out plenty of ambulances, just across the map instead of locally for some reason.
Necko  [author] 19 Jul @ 2:22am 
@DangerousRobot check do you have path issues and does that Hospital match to anything on Transfer tab
Sleepy  [author] 18 Jul @ 6:23pm 
@DangerousRobot,

The "Prefer Within" option will respond to requests outside the district when it's priority is 4+. In this new version of TMCE the vanilla Sick handler is used by default. This handler will add virtually all Sick requests as priority 6 so will always pass this check.

As you have mentioned you can change your restrictions to Within District only or alternatively you can enable the mod's Sick handler in the services tab after which the priority will once again scale by building sick timer.
DangerousRobot 18 Jul @ 5:04pm 
I'm going to switch to only within district since prefer within district stopped working.
DangerousRobot 18 Jul @ 4:50pm 
@Necko a hospital from across the map is sending ambulances to the building instead of the hospital right next to said building.
Necko  [author] 18 Jul @ 1:20pm 
@DangerousRobot do you have painted the district and is there any closer Hospital or Police Station to that area and do you have in that area also painted district?
DangerousRobot 18 Jul @ 8:12am 
@Sleepy I am using prefer local district on individual buildings and prefer local district services in the mod settings and they still go across the map.
Sleepy  [author] 18 Jul @ 6:54am 
@dgrad598

Global Settings > Vehicle AI > Police Vehicle AI
dgrad598 18 Jul @ 4:36am 
I have several districts in my city, i assign each police department to patrol their own district however, lately i've noticed they patrol districts there not assigned to sometimes and this problem didn't happen before like maybe a few months ago or more.
Sleepy  [author] 17 Jul @ 9:03pm 
@DangerousRobot,

Are you meaning when using specific "District Restrictions" on the settings tab or just when in unrestricted mode?
DangerousRobot 17 Jul @ 9:11am 
The seems to be an issue with the district services feature. Ambulances and police have started responding to calls on the other side of the map even though they didn't use to with this mod. All features for the mod are turned on too.
dgrad598 11 Jul @ 8:53am 
aww well it use to keep the police in whatever district i wanted so I was wandering what changed that? I like everything else its doing for my city of 500,000
Sleepy  [author] 11 Jul @ 6:48am 
@dgrad598,

The police vehicle AI finds nearby crime to respond to. It is separate to the matching process so wont follow any building restrictions. You could disable this if it bothers you.
dgrad598 11 Jul @ 5:39am 
The Police cars still wonder into other districts even with the setting at "Within district only"....
Sleepy  [author] 7 Jul @ 5:38pm 
@ALesserMan,

Just to give a bit more detail, vanilla outside connections are quite inefficient as all the vehicles are fighting to get to a particular spot and they have to wait till they aren't going to collide and all the usual vehicle stuff. Trains are especially bad at this issue.

What tends to happen as your city grows is that the outside connection can no longer keep up with demand as the vehicles are having to wait for longer periods of time before they can get access to the target location and your city will slowly die.

These patches are designed to speed up outside connection processing so they don't reach this point of failure.
Sleepy  [author] 7 Jul @ 5:14pm 
@ALesserMan,

That is a setting in the main/global settings for Transfer Manager CE, which you can disable if you want:

Settings > Advanced > Spawn Patches > Force cargo (train/ship/plane) to despawn at outside connections

Note that you will still receive all income from the train reaching the outside connection as normal (the train is still despawned normally) it is just triggered earlier to stop outside connections from backing up unnecessarily.
ALesserMan 7 Jul @ 5:06pm 
with this mod disabled, my cargo trains reach the edge of the map, unload and despawn (as would be expected). if it's enabled, cargo trains will despawn while at full speed several track segments from the edge of the map.

cargo train stations get slammed with trucks without this mod enabled...
Sleepy  [author] 29 Jun @ 4:36pm 
@ Rahmey,

Medical helicopters use the transfer reason Sick2, buildings will occasionally request Sick2 services so the helicopters should respond automatically.

If they aren't responding it may be that you either have no sick citizens or there are restrictions placed on Sick2 to stop them matching.

On the maintenance tab you can enable logging of Sick2 and either look at it yourself or upload it somewhere and I can read through it to see why no matches are occurring.

Note: In the global settings you can also enable the new sick handler and control how many requests are made for Sick2 compared to the normal Sick requests. Changing this should allow you to increase/decrease heli8copter usage as you wish.
Rahmey 29 Jun @ 2:11pm 
I might have missed this in the "How to use", but how would I make this apply to medic helicopters? I have mods that turn them into Cyberpunk assets and it's aesthetic as fuck seeing them fly around, I just didn't want them going to the same clinic in the middle of nowhere. I succeeded in that, and now hospitals and clinics actually help the local population, but now the medi-copters aren't spawning at all and I'm not entirely sure if it's because the local clinics have it covered now, or if the medi-copters just aren't spawning
Sleepy  [author] 26 Jun @ 4:20pm 
@Ad Nelson,

I would definitely need a save game to look into this one for you.
Ad Nelson 26 Jun @ 3:16pm 
i belive yes something strange happens, But I can't say this is it your mod or I can see this problem throw your mod interface:
Planes won't start moving always stuck at bay as ghost vehicles.
I could provide mod list and saves if it would help.
As any tests needed.
PPTVPPS 24 Jun @ 8:22am 
Hello, this tool is very useful. However, I'm sorry to inform you that there is a bug here. Have you ever used the CSUR road module? The distance calculation algorithm in the Transfer Manager CE fails when the connected sight and path distance mode are enabled, and once the CSUR lane separation module is present in the navigation path, it seems that the route will fail, resulting in buildings not issuing vehicles anymore, leading to insufficient buyers on the entire map.
However, by switching the distance calculation algorithm to the sight mode, this issue will no longer exist. We look forward to your fixing this bug.
chibi 21 Jun @ 8:12am 
Welp, that seems to have been a case of causation versus correlation.
After a reboot I was unable to replicate this.
Will keep you posted if it happens again.
Removing failed path units and ghost vehicles is a muscle memory, reflex thing after a load.
As there are plenty of them at that time.
Sleepy  [author] 20 Jun @ 9:56pm 
Does it only crash after deleting ghost vehicles?
chibi 20 Jun @ 9:46pm 
Not right now, maybe in 10 hours or so.
This happened with 4 very different saves.
Sleepy  [author] 20 Jun @ 9:41pm 
Do you think you could upload the save game to steam or somewhere?
chibi 20 Jun @ 9:26pm 
Not all,. but from the TMCE release ghost vehicles onward.
https://paste.ee/p/conyD0fk
Sleepy  [author] 20 Jun @ 8:56pm 
None of that looks like me. Are you able to upload the full file somewhere?
chibi 20 Jun @ 8:38pm 
@Sleepy
That's the lot of them
chibi 20 Jun @ 8:36pm 
#4 0x007f5358cf9640 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#5 0x007f5358cf9660 in pthread_condattr_setpshared
#6 0x007f5358cf9700 in __clone
chibi 20 Jun @ 8:36pm 
#2 0x007f5358cf9610 in std::map<core::basic_string<char, core::StringStorageDefault<char> >, core::basic_string<char, core::StringStorageDefault<char> >, std::less<core::basic_string<char, core::StringStorageDefault<char> > >, std::allocator<std::pair<core::basic_string<char, core::StringStorageDefault<char> > const, core::basic_string<char, core::StringStorageDefault<char> > > > >::~map()
#3 0x007f5358cf9630 in std::map<core::basic_string<char, core::StringStorageDefault<char> >, core::basic_string<char, core::StringStorageDefault<char> >, std::less<core::basic_string<char, core::StringStorageDefault<char> > >, std::allocator<std::pair<core::basic_string<char, core::StringStorageDefault<char> > const, core::basic_string<char, core::StringStorageDefault<char> > > > >::~map()
Sleepy  [author] 20 Jun @ 7:55pm 
@chibi,

Are there any more lines for that stack trace I can't see where it gets into my code from the bit you have pasted
chibi 20 Jun @ 7:26pm 
[Linux btw]
Trying to copy properties from null material.

(Filename: Line: 1141)

Receiving unhandled NULL exception
#0 0x007f5358cf8240 in __sigaction
#1 0x007f5358cf8e10 in std::map<core::basic_string<char, core::StringStorageDefault<char> >, core::basic_string<char, core::StringStorageDefault<char> >, std::less<core::basic_string<char, core::StringStorageDefault<char> > >, std::allocator<std::pair<core::basic_string<char, core::StringStorageDefault<char> > const, core::basic_string<char, core::StringStorageDefault<char> > > > >::~map()
chibi 20 Jun @ 7:25pm 
@Sleepy
.67 crashes after a few seconds or minutes at most (tested with multiple saves, no other changes or updates).
Relevant lines in the next post, since this does not happen with TEST 3.10 I assume that you can figure out which change/fix addressed this.
Test OTOH resulted in several cars being stuck that had to be removed manually.
Sleepy  [author] 16 Jun @ 6:41pm 
@ Wakamiya Eve,

Thank you.

The latest build on the TEST site (link above) will have the changes in it so you could subscribe to that if you wanted to use the mod with the latest localisation support straight away.

I think it is nearly ready to be made the new stable build so you shouldn't have to wait too long for it to be released here. I just want to do a bit more testing first.
Wakamiya Eve 16 Jun @ 6:34pm 
I've updated the zh_cn translation on crowdin.:steamhappy:
Sleepy  [author] 16 Jun @ 6:33pm 
@chibi,

Its an interesting thought though. You could make another option that is like hard mode, where cims can only work their specific level couldn't you.
Sleepy  [author] 16 Jun @ 4:57pm 
@chibi,

The vanilla code occasionally offers jobs at different (higher) levels so Worker3 can get matched to Job2 for example.

The issues is that as cities age most cims end up as Worker3, so it can take a very long time for a particular job to offer itself out at level 3 to actually get a worker.

This option adds the ability for Worker3 to occasionally apply for jobs at lower levels as well, which tends to spread the workers out into the different levels better so each match cycle there are at least some workers to match to jobs.