Cities: Skylines

Cities: Skylines

Transfer Manager CE v2.4.25
1,765 Comments
Sleepy  [author] Apr 4 @ 1:35pm 
@gmnowels,

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.
gmnowels Apr 4 @ 11:34am 
Loading saved game with recent updated version of this. Getting error that previous version is newer. Disabled mod. I have the latest version but game says version but indicates "MOD data version 37. Any suggestions?
Sleepy  [author] Mar 29 @ 2:34pm 
@spunkyp,

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.
spunkyp Mar 29 @ 12:21pm 
I'm a bit a loss here. Just when I thought I had it figured out, and things were working with Industries DLC. It all falls apart again, and this time I can't get it back to working.

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.
jsonlinebuying Mar 25 @ 9:26pm 
Great work mate. Thanks for the update.
Ludicrous Arts Mar 25 @ 2:29pm 
I have been looking for something like this, did not know it existed.
THANK YOU FOR CREATING THIS!
cjq0033 Mar 25 @ 7:04am 
thank you sleepy
Sleepy  [author] Mar 25 @ 2:58am 
I have built Transfer Manager CE against the new game code and have had a bit of a look at the new changes and I am pretty confident this mod will still work fine as no transfer related code seems to have been changed with this update

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.
Vinny Mar 8 @ 7:22pm 
Ok thanks! I'll put more residential
Sleepy  [author] Mar 5 @ 1:27pm 
@Vinny,

Ah, looking into the code commercial buildings will set m_outgoingProblemTimer when they don't have enough customers.
Vinny Mar 5 @ 6:18am 
@Sleepy , thanks so much for the reply, its a workshop building. In the status tab, I see "ShoppingC" with value of 39637 and a timer of 0:34 and I see "Goods" with a value of 16.0/16 and nothing under timer and no vehicle. I think this may have to do with Infinite goods or something, I'll investigate
Sleepy  [author] Feb 24 @ 3:19pm 
@Vinny,

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?
Vinny Feb 24 @ 9:26am 
Love this mod of course, but I am noticing commerical buildings are being listed in the issues panel under the goods out tab and I don't know what goods out mean, for commercial buildings?
sam Feb 17 @ 3:47pm 
So I have been playing around with this one and the ban imports isn't working as intended. It doesn't work on the global setting or for individual buildings. The mods other features do work, as I can pick and choose which buildings send what where (can kind of work around the lack of a one-click no imports that way), but it would be nice if the overall setting were active. Would save a lot of clicking through fields to ensure my flour mill isn't buying stuff from outside!
DangerousRobot Feb 11 @ 4:08pm 
Is there a way to make all outside connections appear to be equal distance in the eyes of the AI so traffic is spread out on the map?
glitchycrmareli Feb 3 @ 11:04pm 
I checked , the only one thing I found was that road services had a broken path yo a segment of a railway going to outside connection (bad initial map design). I fixed it and everything seems to be working fine now. However it's strange, because with the option "Path Failure Exclusion" everything worked fine too.
Well, if I find anything, I'll let you know
Sleepy  [author] Feb 3 @ 1:46pm 
glitchycrmareli

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.
glitchycrmareli Feb 2 @ 7:31am 
Does anyone have WPF \ WTF combo problems? (Waste Processing Facility + Waste Transfer Facilities)
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
*寒冰射手* Jan 25 @ 9:24am 
Why tourists/citizens coming out of the train station can't use the taxi?They will wait for the taxi,but a few seconds later,they will go to the bus station,subway station or disappear.And the taxi depot/stand near the train station does not respond during the few seconds they wait.Is this a bug or is it anything to do with the options?
Sleepy  [author] Jan 18 @ 2:12pm 
@gruedi,

The IT offices magically transport Goods, apart from that everything else should require a vehicle.
gruedi Jan 18 @ 11:44am 
This has been one of my favorites for a while, but I noticed some unusual behavior yesterday that is probably nothing new. I have some warehouses set to "fill" "commercial goods" and I am noticing them magically filling with goods without any truck drop-offs. Is this normal behavior?
avhealer Jan 15 @ 3:24am 
Absolutely incredible mod. I had so many issues with dead people, factories without special goods, not enough buyers, and so on. I got massive traffic issues when I installed the mod, as all my warehouses were exporting. However, when that was over, I ended up with 0 issues across the board. Thank you so much for making this.
白日梦 Jan 10 @ 4:06am 
thanks my friend :steamhappy:
black_panther559 Jan 1 @ 7:10am 
@MOLA! "OvO"

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! :steamthumbsup::steamhappy:
Necko  [author] Jan 1 @ 4:31am 
@MOLA! "OvO" check options, if u disabled, then yes
MOLA! "OvO" Dec 31, 2024 @ 10:44pm 
I've noticed a huge decrease in dummy traffic in my city, does this have anything to do with this mod?
J45P3RYU Nov 21, 2024 @ 12:16am 
@Sleepy

Thanks for answering
Sleepy  [author] Nov 20, 2024 @ 4:07pm 
@Jasper Yu

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...
Sleepy  [author] Nov 20, 2024 @ 3:57pm 
@Jasper Yu

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.
J45P3RYU Nov 20, 2024 @ 7:13am 
what does 'PathFailed (2/2...)' mean for railway station with multi tracks?
Sleepy  [author] Nov 19, 2024 @ 9:46pm 
@Wind of Changes,

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.
Wind of Changes Nov 19, 2024 @ 2:47am 
So what's the difference between District and AREA ?
Dog Nov 12, 2024 @ 5:25pm 
@Sleepy

Thanks for your kindly explanation. I think i may need to add the restriction for my building.
Sleepy  [author] Nov 12, 2024 @ 2:40pm 
@Dog,

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.
Dog Nov 12, 2024 @ 5:50am 
Thanks for developing and maintaining this mod.
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.
Sleepy  [author] Nov 5, 2024 @ 9:40pm 
@Pvt. Parts,

Yes, this mod does alter crime responses. This mod completely replaces the vanilla in game transfer manager (ie. which building responds to which request).
Pvt. Parts Nov 5, 2024 @ 8:45pm 
Hello, I have one question about this mod. Will it also effect how police work? I get annoyed when I see a station t responding to a call on the other side of my city when another station is much much closer. Does this mod make it so crimes get responded to by the nearest station?
Froberg ٩(●̮̮̃•̃)۶ Nov 1, 2024 @ 2:20pm 
Not sure what really was the cause. I disabled this mod and it changed nothing, so I figured that this one was in the clear. I decided to clear all trafic from the map with TMPE and now everything is spawning, so I'm trying to enable this one again.
Just in case someone else is experiencing something similar.
Froberg ٩(●̮̮̃•̃)۶ Nov 1, 2024 @ 6:35am 
Buildings do appear to be functioning and listing matches.. they just vansh really quickly and no trucks are spawned.. then once in a blue moon something will get sent. But all the factories are either inactive, or barely stocked with resources.
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 :)
Sleepy  [author] Oct 31, 2024 @ 5:31pm 
@Froberg ٩(●̮̮̃•̃)۶

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.
Sleepy  [author] Oct 31, 2024 @ 5:28pm 
@Froberg ٩(●̮̮̃•̃)۶,

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.
Froberg ٩(●̮̮̃•̃)۶ Oct 31, 2024 @ 2:15pm 
Did some testing. The industry areas are all located far away from each other on the map.. all have access to rail and airways.
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.
Sleepy  [author] Oct 30, 2024 @ 4:29pm 
@Froberg ٩(●̮̮̃•̃)۶,

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.
Froberg ٩(●̮̮̃•̃)۶ Oct 30, 2024 @ 4:26pm 
I am noticing issues with dead-body pickup, garbage pickup and now it appears that none of my industry buildings are actually doing anything any more.. not much, anyway.. I have tons of extractors, tons of production buildings.. everyone is either complaining that no-one wants to buy the raw materials, or that there are no raw materials available.. any idea what could be going on here? I've tried fiddling with the options.. it's entirely based on the algorithm now but it doesn't seem like my fiddling with any of the warehousing, industries settings or the pathing actually does anything.
Sleepy  [author] Oct 21, 2024 @ 4:27pm 
@Red Earth,

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.
Red Earth Oct 14, 2024 @ 5:58pm 
Question: Does this overlap with Optimised Outside Connections mod? This on doesn't expressly say it does the same thing as the other, but does it have a similar effect by different means?
kunred Oct 13, 2024 @ 12:38pm 
@Necko Hello, my plane has been taxiing at the boarding gate and disappeared after a while. Why is that?
yidiansky Oct 13, 2024 @ 5:30am 
great mod really,thanks a lot
陈树 Oct 6, 2024 @ 1:25am 
With the addition of modules, the primary production facilities in the agricultural sub-district do not ship, but the secondary and warehouse are short of crops. Is this a bug of mod or is it conflicting with other mods?