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Save game version 37 is the settings version for TMCE 2.4.25. Are you sure you have the latest version on your system?
You could try unsubscribing then re-subscribing as this forces a re-download of the mod which would ensure you have the latest version.
If that doesn't work, you could try unsubscribing from this mod and subscribing to the TEST version, it is up to settings version 42 so will definitely be able to read the file and I think has quite a few new features that you might like as well.
Just make sure you save the game to a different file as this mod cant read the settings from the TEST version as they are newer.
Sorry to hear that you are having issues. To really help, I recommend logging into the discord server as we can paste images and give advice more easily there.
For something like a factory incoming will be a request for the materials it needs to build it's products.It's outgoing offers will be for the products it makes which for DLC factories will be LuxuryProducts.
The main thing to remember is that in Cities there are 3 levels of material:
Raw -> Intermediate -> Final
Usually each building will move the production along this chain till the final materials which are then dispatched to shops or sold to other cities.
I would suggest you try to get familiar with the "Transfers" tab as this tab will show the "needs" for each building and what matches are occurring with it. I have written an explanation of it in the "How To Use" section above.
I don't understand the terminology, of outgoing vs incoming. Is it outgoing request or outgoing material. Same question with incoming. Is it incoming request or incoming material.
I have raw material producers complaining that there are no buyers and unique factories complaining that there isn't any material. Warehouses within the material producer's districts 100 percent full yet in the unique factory districts empty warehouses. Also, it seems like they are reluctant/ refuse to use cargo trains.
THANK YOU FOR CREATING THIS!
As always if you have any issues with this mod then leave a message for me here or on discord and I will look into it.
Ah, looking into the code commercial buildings will set m_outgoingProblemTimer when they don't have enough customers.
The "Goods Out" tab lists any buildings where its m_outgoingProblemTimer is greater than 0. This should be industry buildings that produce goods where its local storage is full.
Commercial buildings shouldn't have set this timer as they will want goods to be delivered to them and will set the m_incomingProblemTimer instead if they have empty goods storage.
If you look at the building panel for one of the commercial buildings listed in the Goods out tab does it list "O:<some number>" in the timers section of the "Status" tab and does it increase in value as the simulation runs?
Are the commercial buildings workshop buildings or standard vanilla buildings?
Well, if I find anything, I'll let you know
You should check your buildings for path failures in the TMCE building panel (an extra tab is shown when path failures are detected for a building). If so you might want to use something,like the Broken Node Detector mod to see if you have issues with your network.
With an option "Path Failure Exclusion" my WPF stops properly gathering garbage from WTFs and Landfills, they get full so they stop picking up garbage and the whole city gets half-drowned in garbage.
All mod settings are default. No building settings or districts shenanigans
The IT offices magically transport Goods, apart from that everything else should require a vehicle.
It also depends on what other mods you are using. Real Time Mod has a feature as well to disable dummy traffic. So, it could be a number of things depending on what you are using in your game. Maybe check some of the other mods to see if anything is conflicting with traffic design as well.
Happy city building everyone!
https://steamcommunity.com/sharedfiles/filedetails/?id=3397830301
https://steamcommunity.com/sharedfiles/filedetails/?id=3397830323
Happy city building everyone!
Thanks for answering
If the railway station has multiple tracks then it should have a different list line for each stop/node, so it can be that one of your stops is broken and the others work etc...
The code loops through the segments connected to the node/stop. If a segment is marked with the PathFailed flag then it records the segment id.
So in your case I think it is saying that there are 2 segments connected to this node/stop and both are marked as path failed. It should list the segment id's after that.
Basically it's a warning that the pathing is broken for the object you are looking at.
Districts are the old marking style
Area's are the new DLC marking style (eg. Industry area, Pedestrian area, etc ...)
A district and an Area can overlap but 2 districts or 2 areas cant overlap.
Thanks for your kindly explanation. I think i may need to add the restriction for my building.
The transfer reason is called DeadMove. Crematoriums and Cemeteries both offer DeadMove although the Crematoriums offer it at a higher priority.
If there is a nearby Crematorium then this should be selected in preference to a cemetery but if the crematorium is too far away then the cemetery may be chosen even though it is lower priority.
Note: You can restrict the cemeteries DeadMove options on the settings tab of the Building Panel.
I would like to ask.
When setting up to clean up Cemetery A, why are the bodies in Cemetery A transferred to Cemetery B instead of the crematorium.
Yes, this mod does alter crime responses. This mod completely replaces the vanilla in game transfer manager (ie. which building responds to which request).
Just in case someone else is experiencing something similar.
warehouses are spammed all over the place to ensure they have somewhere to unload and provide a buffer.
But yeah, I'll drop by the discord and see if there's any ideas on there. Thanks man :)
I would also add a few "Goods" warehouses over near your shops to act as a buffer so the shops don't have to get their goods all the way from across the map.
With your industry building complaining about not enough demand, do they have all their trucks out for delivery? If the travel path is too long then the building can run out of available trucks so wont put out any offers till a truck returns.
Once again more warehouses can help as they provide an increased number of trucks.
Hard to help when I cant see the issues you are having, but I would suggest looking on the "Transfers" tab for the buildings that are complaining about not enough goods and see if they are getting "Goods" matches.
If they do get matches then you should see vehicles with goods on the status page making their way to the building. If not then there must be a pathing error.
If you aren't getting matches then it is a deeper problem and you would need to log a "Goods" match set to see why that building isn't being matched.
You could always drop by the Discord server and upload some screen shots if you need more help.
I reset the mod and suddenly my ore-industry area was drowning in trucks.. now it seems to have settled back in to things, but better than it was when I wasn't using the default setting.
raw-materials producers are complaining that no-one wants to buy their goods, final product manufacturers are complaining that no-one wants to buy what they're selling.. meanwhile my commercial districts are screaming for goods.
Have you checked the Transfer Issues panel (Ctrl+3) it may be that you have a road that has gone buggy or something similar such that the vehicles cant get to the buildings.
in particular look at the Pathing tabs as issues will be added here when vehicles cant get to the requested destination.
This mod and optimised outside connections are compatible. With this mod you can adjust the outside connection parameters (eg. how many tourists and how much cargo is generated) , but optimised outside connections has additional capabilities, such as being able to delay trains from leaving to ensure they have more cargo.