Cities: Skylines

Cities: Skylines

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Transfer Manager CE [TEST] v2.5.8
   
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May 20, 2022 @ 3:31pm
Jan 11 @ 3:17am
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Transfer Manager CE [TEST] v2.5.8

Description

THIS IS A DEVELOPMENT VERSION

The stable version can be found here

My intention with this version is to keep it regularly updated with the latest source code that I am working on, at the time. Hopefully this way, any issues with the code can be found before it gets into the stable version.

Main Features in Version 2.5
  • Enhancement: Advanced - Added Intercity Stop forced spawn based on waiting passenger count.
  • Enhancement: Advanced - Added despawn options for planes and ships near outside connections.
  • Enhancement: Transfer Restrictions - Added Taxi restriction support to taxi stands.
  • Enhancement: Building panel - Improved vehicle count information.

  • Design change: District selection panel - Now lists selected districts only instead of all districts.
  • Design change: AddCrimeOffer now adds offer from priority 1 instead of 2. This will increase police vehicle usage but reduce crime rates in the city.

  • Bug fix: Transfer Manager - Added check for IT Zone office offer and fallback to MatchOfferPriority as it transfers magically.

Background
I thought I would try having a test version like some of the main mods do to hopefully provide a better user experience instead of releasing a relatively untested version onto all subscribers.

Hopefully some kind users will be willing to test this version for me and let me know of any issues with it.

Incompatible Mods

Translation
We have set up a translation project on
[crowdin.com]
You are invited to join and provide translations, if you want us to add a language just leave a message in the comments below.

Source Code
Can be found on Github[github.com]

Discord
We have set up a Discord[discord.gg] sever to help with support.
[discord.gg]
Donation
If you appreciate my efforts then a small donation would be welcome.
[www.paypal.com]

Warning: This version may have newer settings, so any Transfer Manager CE settings saved by this version may not be loaded by the stable version.

The saved game will still load as normal but without any Transfer Manager CE settings. Use different save games to be safe.



Changes
Version 2.5.8
  • Enhancement: Added TMCE button to hotels panel.
  • Bug fix: Fixed invalid list error message for hotels.
Version 2.5.7
  • Design change: Reverted HotelAI exclusion bug fix from sick citizen checks.
  • Design change: Added building / Vehicle ID when detecting an invalid citizen list to allow easy finding and rebuilding of the affected building.
Version 2.5.6
  • Bug fix: Do not try to request sick collection for citizens at the new HotelAI as it seems to trigger an "Invalid list detected!".
  • Design change: Add a low priority (0) Crime offer when more than 1 criminal in a building.
  • Design change: Selection Tool - Highlight priority 1 crime buildings in light blue.
  • Design change: Match logging - Use temporary file instead of BuildingMatches.bin.
  • Selection Tool: Handle right click in OnToolGUI
Version 2.5.5
  • Design change: AddCrimeOffer now adds offer from priority 1 instead of 2. This will increase police vehicle usage but reduce crime rates in the city.
Version 2.5.4
  • Enhancement: Advanced - Force vehicle for waiting passenger count, added reset button.
  • Enhancement: Stats panel - Added SimulationStep times to Game tab.
  • Design change: Reduced timer values for re-request, to start requesting earlier.
  • Performance: Improved performance of Force spawn waiting passengers options by adding HasReachedPassengerLimit.
  • Bug fix: Vehicle tab - Fixed counts information for several building types (Prison, Incineration plant, Pumping station).

See Version history for earlier versions
Popular Discussions View All (1)
1
Nov 21, 2022 @ 3:32pm
PINNED: Version History
Sleepy
374 Comments
Francois424 Jan 10 @ 10:44pm 
Glad to see there are still development on mods in CS:1 (which at the time of writing this I prefer to CS:2). Love you guys, happy new year !
17334635703 Dec 8, 2023 @ 9:37pm 
Transfer Manager CE v2.4.22 Double clicking anywhere will pop up this module interface
Sleepy  [author] Sep 24, 2023 @ 2:37pm 
@SimplyFenske,

In Settings > Maintenance > Path Debuuging

Set the Path Debugging drop down to None.
SimplyFenske Sep 24, 2023 @ 12:32pm 
So I had to check but this mod is causing green node indicators (the ones that show-up when selecting the earlier TM) to show up on start up. Anyway to get rid of that?
chibi Sep 16, 2023 @ 8:32pm 
@Sleepy
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.
Sleepy  [author] Sep 11, 2023 @ 12:51am 
@chibi,

I have had another go at the warehouse with cargo station. The offers should now be 50 / 50 between the warehouse and cargo station and matches are now blocked when transport type is different.

Hopefully that makes them more useful for you.
chibi Sep 10, 2023 @ 7:49am 
@Sleepy
You mentioned the same thing back then in the stable release comments, so most likely yes.
Sleepy  [author] Sep 10, 2023 @ 4:37am 
@chibi,

I wonder if it is the offers. They are currently mostly the train line 5 out of 6
i then change it to be the warehouse. I wonder if your train line isn't easily matched so it doesn't get selected much.

I'll look into patching them to be warehouse ones more often.
chibi Sep 9, 2023 @ 9:06pm 
@Sleepy
Note that matching normal shops works and all vehicles will get used when set to Empty, but since no further deliveries by either rail or truck will come in, that is obviously not a solution. ^o^
When set to Balanced it kinda works, but the amount of rail deliveries is significantly less than when set to Fill and it has a hard time keeping up with demand (it shouldn't).

In any case, it still acts very differently compared to regular warehouses set to Fill.
chibi Sep 9, 2023 @ 8:16pm 
@Sleepy
Unfortunately the WH+Rail still will sit there fat (full) dumb and happy and not service local demand (set to fill of course) with just a few exceptions.
The only shops that show up in the transfer list are 2 converted ones, the hypermarket and department store, (very high demand of course) not a single regular low or high density shop shows up.
Unlike the much longer and complete list of a regular warehouse in the same area and with the same settings.