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Yes defaults are fine.
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.
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...
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
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.
@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.
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.
Global Settings > Vehicle AI > Police Vehicle AI
Are you meaning when using specific "District Restrictions" on the settings tab or just when in unrestricted mode?
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.
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.
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.
cargo train stations get slammed with trucks without this mod enabled...
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.
I would definitely need a save game to look into this one for you.
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.
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.
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.
This happened with 4 very different saves.
https://paste.ee/p/conyD0fk
That's the lot of them
#5 0x007f5358cf9660 in pthread_condattr_setpshared
#6 0x007f5358cf9700 in __clone
#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()
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
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()
.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.
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.
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.
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.