Cities: Skylines

Cities: Skylines

View Stats:
Migulcena May 14, 2024 @ 7:27pm
Cargo Ship issue
Is there a mod or just anyway to stop cargo ships from travelling intercity?
< >
Showing 1-15 of 17 comments
MarkJohnson May 14, 2024 @ 7:32pm 
That makes no sense, if you don't want ships in your city. don't build cargo ship/harbors.

Maybe post what exact issues you have, and maybe we can help advise what to do next?

Posing a saved game will help more, screenshots will help too.
Last edited by MarkJohnson; May 14, 2024 @ 7:33pm
Migulcena May 14, 2024 @ 7:42pm 
Ok. So I built a very expensive highway for my industrial vehicle’s to use but they are not using it. They go into a cargo port and then a ship spawns to go to a port very close to it. They use the cargo ports instead of the highway to transport the goods over the river. It’s a pain because it creates a bunch of unnecessary cargo traffic and road traffic.
MarkJohnson May 14, 2024 @ 11:01pm 
Sounds like you've overloaded your freight system. Maybe post a saved game that we can more closely examine.

In the mean time, go to your outside connections screen in Info Views. Try to get freight below 5,000.
Migulcena May 15, 2024 @ 5:05pm 
How do I post a saved game?
OneJasonBradly May 15, 2024 @ 5:14pm 
when you start Cities:Skylines you come to the place where you choose.
Below LOAD is Content Manager click that.
In there click SaveGames.
Then find the city save you wish to share and click its share button.
https://steamcommunity.com/sharedfiles/filedetails/?id=3050720481
james May 15, 2024 @ 8:49pm 
You might try using Transfer Manager mod. Within this mod's settings you can choose the priority of each cargo type. I.e. Plane, Ship, Train, Road

In your use case, you may consider putting ship at a higher ranker than road, and maybe more than just 1x higher. Fine tuning this may achieve the results your after. But, better infrastructure planning may help even better.
MarkJohnson May 15, 2024 @ 11:00pm 
Originally posted by Migulcena:
https://steamcommunity.com/sharedfiles/filedetails/?id=3247405261

Everything looks fine. I'm not sure what issues you were having.

I unsubscribed all of my mods and subscribed to your 211 workshop items. I couldn't get it to load at first, but I installed the Loading Screen Mod and told it to not load subscribed assets, so the next line would enable all assets in the map. Then it was fine. It also reduced memory significantly. The pagefile was only 13k, while ram was 25k, or thereabouts.

Policies are meant to be more for districts, so you can target a small area at a time.

You had the big 3 freight policies set globally and they double the freight for all three of them. (Big business Benefactor, small business enthusiast, and the freight one (I forget the name). Just disabling those three policies alone cleared up the city.

I disabled all global policies out of habit. Each policy has a positive and negative effect. But if you set it globally for the whole map, you can end up with more negative effects than positive effects. Then multiply that by dozen of policies, that may cause more issues.

I altered the shipping lane in the channel. It was more of a T-intersection, instead of triangular, which I find triangular intersections to work a bit better. Much like for train intersections.

Also, you don't need the whole shipping lane plotted. You only need a direct line of site across the water. So the shipping lane can be a ways away. I find this lessens clumping of ships and having ship jams if they have to stick to the lines.

Here's my saved game:
https://steamcommunity.com/app/255710/discussions/0/4344362686490470043/?tscn=1715831349

I didn't do much, so it shouldn't have messed up your city too much.

I tried letting the ship go out of the norther channel, but it was too shallow. You should be able to landscape it a little deeper if you want ships to use the norther exit.
Haystack (Banned) May 16, 2024 @ 1:08am 
Originally posted by Migulcena:
Is there a mod or just anyway to stop cargo ships from travelling intercity?

You don't need a mod. Just configure your ports for export only.
OneJasonBradly May 16, 2024 @ 6:05am 
I loaded, or tried to... your city and had an issue with the
"Simulation failed EndDeserialize(VehicleManager) tag m...."
the rest of the text would not fit in the window. Interesting it is the ship vehicle you are having issues with. Don't know what mod is responsible. Perhaps you may have a clue.
MarkJohnson May 16, 2024 @ 8:44am 
Originally posted by OneJasonBradly:
I loaded, or tried to... your city and had an issue with the
"Simulation failed EndDeserialize(VehicleManager) tag m...."
the rest of the text would not fit in the window. Interesting it is the ship vehicle you are having issues with. Don't know what mod is responsible. Perhaps you may have a clue.

Here's the workshop collection (211 subscriptions):
https://steamcommunity.com/sharedfiles/filedetails?id=3247759562

Hopefully you can find the offending/missing workshop item.
OneJasonBradly May 16, 2024 @ 12:18pm 
Originally posted by MarkJohnson:
Here's the workshop collection (211 subscriptions):
https://steamcommunity.com/sharedfiles/filedetails?id=3247759562

Hopefully you can find the offending/missing workshop item.
Thanks! No wonder I couldn't up and running. Nice collection though.
Last edited by OneJasonBradly; May 16, 2024 @ 12:21pm
OneJasonBradly May 16, 2024 @ 12:32pm 
Originally posted by Migulcena:
Ok. So I built a very expensive highway for my industrial vehicle’s to use but they are not using it. They go into a cargo port and then a ship spawns to go to a port very close to it. They use the cargo ports instead of the highway to transport the goods over the river. It’s a pain because it creates a bunch of unnecessary cargo traffic and road traffic.
Is there a way to slow the roads to the terminal/Harbour they are going to? And or increase the speed limits to the highway for industry? We forget that they (the agents) will find the quickest route, whether we see it on not. Through speed limits as control you can possibly convince traffic to head out to the highway instead of puddle jumping the harbours.
Last edited by OneJasonBradly; May 16, 2024 @ 3:33pm
Mr. Monday May 16, 2024 @ 3:03pm 
Originally posted by OneJasonBradly:
Is there a way to slow the roads to the terminal they are going to? And or increase the speed limits to the highway for industry? We forget that they (the agents) will find the quickest route, whether we see it on not. Through speed limits as control you can possibly convince traffic to head out to the highway instead of puddle jumping the harbours.

Using game-assets-only you can have the roads to the harbor be highway pieces or industrial roads as you see fit.

Using mods TMPE has an setting for altering speed limits on roads.
OneJasonBradly May 16, 2024 @ 3:50pm 
Originally posted by Mr. Monday:
Originally posted by OneJasonBradly:
Is there a way to slow the roads to the terminal they are going to? And or increase the speed limits to the highway for industry? We forget that they (the agents) will find the quickest route, whether we see it on not. Through speed limits as control you can possibly convince traffic to head out to the highway instead of puddle jumping the harbours.

Using game-assets-only you can have the roads to the harbor be highway pieces or industrial roads as you see fit.

Using mods TMPE has an setting for altering speed limits on roads.
I wasn't speaking of TrafficManager per say but it would work. I was speaking of actual road pieces to convince traffic from certain areas to take other routes rather than the one they are taking. If they are not wanted to go to the harbour then the roadwork towards that harbour should be slowed from the industries direction. In turn if you wish that traffic to use the highway then provide a quicker route to that destination or said highway.
To the vanilla game we have all speeds from 30 to 100 for roads pieces.
I speak of the same principal as getting truck traffic to use more the one terminal or harbour at a time when placed in very close proximity of each other. Without mod influence.
Last edited by OneJasonBradly; May 16, 2024 @ 3:51pm
< >
Showing 1-15 of 17 comments
Per page: 1530 50

Date Posted: May 14, 2024 @ 7:27pm
Posts: 17