Cities: Skylines

Cities: Skylines

Transfer Manager CE v3.1.12
1,986 Comments
sam Dec 4 @ 6:57pm 
Dedicating a few fields worked. Broke the equilibrium and now F gets force fed by a few fields, which then causes it to send stuff to B. About 5-10 hours of tinkering to get it to do that lol
sam Dec 4 @ 6:30pm 
I can make it go again, by changing F to empty, or B to fill, but that would require ongoing management as that just works until a new equilibrium is reached. If B was filling a factory at the end of the chain, I suspect the factory priority would edge things out to keep it moving, but the priority to fill a warehouse for exporting just doesn't quite get there. I did try all the Transfer Manager warehouse settings, but they didn't knock it loose. Right now, I think I could do one of two things:

(1) Greatly expand the agricultural sector so that there is so much abundance that even the lower priority ask of F gets filled.
(2) Use the Transfer Manager to dedicate a few fields that can only send their produce to F. This is your only option! This is probably the easiest fix! :)
sam Dec 4 @ 6:28pm 
Thanks @UguuDoki for the time you've taken here! I very much appreciate it. Too bad that they're hard-coded.

I did try what you've outlined and it did work for a time. The boats stopped their dumb trips. The problem ended up being that F and B would eventually settle into an equilibrium and things would stop moving. I think this is related to priority. F didn't have a high enough priority to have its call for more resources met and so all the various farm fields were sending stuff elsewhere and B didn't have high enough priority to draw from what F had on hand. If B could just get some of F's crops, than F's stock would diminish and presumably then F's call for resources would go up in priority, but F and B were in priority equilibrium and the flow eventually stopped as a result.
sam Dec 2 @ 7:40pm 
Since fixing the game calculation that is favouring that journey is unlikely, I'm just flagging it as a hope that maybe the Transfer Manager might expand some day to cover the cargo terminals. If I could set Harbour E to export only, if I could block E from receiving local transfers, than maybe A to C to D would still happen, but then cargo would go by truck for the last few blocks to get to B. Blocking local transfer could also, alternatively, have A to C happen, but then cut out D altogether and use my almost unused siding station F that's right next to Silo B and was meant to be used for that purpose! More ability to control this flow would be welcome. I can micromanage the origin and destination with the transfer manager, but I can't really control the actual choice of how it moves there.
sam Dec 2 @ 7:40pm 
Even as one district, that doesn't change the games preference to ship to one cargo terminal and then send by boat to the next cargo terminal. It's not the origin or destination that's the problem, it's the path that is being used to get there.

Here's the scenario that's playing out in my city. Farm A is sending goods to Grain Silo B. To send the crops there, they're trucked to Train Station C. Station C then sends the crops by train to the combined harbour/rail station D. Station D is in the neighbourhood of Silo B (90% of the way there) and sends the crops to Silo B not by truck, but by boating them over to Harbour E. From Harbour E, the crops are driven across the road to Silo B. This journey leaves real world realities behind at the D to E portion. No one in the real world would use a boat to move cargo a few hundred meters down the waterfront only to unload onto a truck at that point. You would unload at D.
sam Dec 1 @ 9:45pm 
Basically an option to restrict a port to export only would go a long way!
sam Dec 1 @ 9:33pm 
Thanks Uguudoki for the reply, but unless I'm missing something, districts won't help since the problem is at the cargo terminals. The problem isn't cargo going to the wrong place (my farms sending to a grain elevator that's setup in transfer manager to accept their cargo), it's that the game believes the best path is to send it by rail to a cargo terminal and then boat to get it to the elevators, which is absurd since no one in real life would transport something by boat such a short distance. It would be wonderful to be able to have more control over transfers where cargo is being moved, not produced or consumed, but just moved.
UguuDoki Dec 1 @ 12:39am 
@sam

Districts are your friend.
sam Nov 30 @ 6:04pm 
Just going to float this as a wish list feature (posted over on vehicle selector initially but really it's a better fit here). Would be awesome to be able to set cargo terminals to export only. I have a harbourfront with more than one dock, which mean cargo has more than one option to leave the city along the waterfront. That's great. Unfortunately, my docks spend some of their time moving stuff between them. That's totally fine from a game play point of view, as it actually takes trucks off the roads, but from a realism perspective it's really dumb: no one in real life would load a boat to move stuff 2-3 docks down when a road is available. It makes no sense. Would be great to have more control over that. The ability to allow a cargo terminal to receive cargo, but not transfer it to another port would be amazing.
CitesSkyliner Oct 27 @ 8:50am 
Great mod!
Evader Oct 12 @ 9:56pm 
@Necko it is working now! Like @VaibhavKhandve the mod was not appearing in the content manager. I had to open Skyve and activate the mod in skyve for it to appear after restarting the game. Thanks for the help!

@VaibhavKhandve try using Skyve to turn on an off Transfer Manager to have it appear in your game again
Necko  [author] Oct 7 @ 5:45am 
@Evader @VaibhavKhandve can you both also provide output.log? You can use our discord link to post there if possible or some link to it if you post here
Necko  [author] Oct 7 @ 3:57am 
@Evader can you provide us image of what are you saying?
@VaibhavKhandve same for you can you show us the mod being subscribed on steam and is not on list ingame?

When you subscribe mod on steam, you should let steam download the mod before launching the game and after launching the save file you should enable mod in Content Manager if you dont use Skyve to manage mods
VaibhavKhandve Oct 7 @ 12:41am 
hello, after the update the mod is not appearing in the mods section, rather it is shown in the assets section, which is weird so i cant enable then mod
Sleepy  [author] Oct 6 @ 8:48pm 
@Evader,

TMCE v3.1.12 has been updated to the latest CS release, see release notes above.

Try unsubscribing then resubscribing as the latest version may not have been downloaded.
Evader Oct 6 @ 7:10pm 
Will this mod be updated? I love it and my city is broken without it :( Unfortunately with the new update this mod does not load or appear within the game.
Chaos_02 Oct 1 @ 10:47am 
update: I've just read the note in "Real Time" settings about the 65k limit with REAL simulation mode and done the following:
- Clear fire manager
- Clear all stuck citizen schedule
- clear all stuck tourist
- clear all stuck citizens in closed buildings

- disable REAL simulation mode

and after unpausing the game it seems to have already completely UN-"stuck" my save.
I will come back in case of further issues (but I'm still interested in wether the combination is supported because some settings eem to contradict with ones of the other mods)
(also I accidentally posted the wrong Real Time Mod link)
Chaos_02 Oct 1 @ 10:36am 
Thanks for your fast response!
do you think this Mod combination is compatible because I'm having issues in my 170k city with:
- high housing demand but not many moving in
- many service buildings always closed
- Services not reaching buldings for unkown reasons (police station a few meters away, crime 111%)

Realistic population 2
Lifecycle rebalance
Real Time
Transfer Manager CE
Sleepy  [author] Sep 30 @ 5:35pm 
@Chaos_02,

I don't think that mod is compatible with the latest CS1 build. This mod also has improved fire engine AI support anyway so it shouldn't be needed.
Chaos_02 Sep 30 @ 12:46pm 
I think, using this {LINK REMOVED} Mod alongside causes issues that pretty much break matching entirely? It's really inconsistent and a couple buildings of mine are just permanently closed pretty much.
UguuDoki Sep 25 @ 2:44am 
@Sleepy

👍
Sleepy  [author] Sep 25 @ 2:25am 
@UguuDoki

In this new version you can now turn OFF the cargo warehouse matching rules to get vanilla behavior if you prefer it.
Sleepy  [author] Sep 14 @ 5:06pm 
"Perhaps it is the IT cluster buildings beaming goods to the warehouse."

Yes
CreatorOfWorlds Sep 14 @ 8:56am 
@Necko
Add to the comment below.
Perhaps it is the IT cluster buildings beaming goods to the warehouse. Hmm.
CreatorOfWorlds Sep 14 @ 8:05am 
@Necko
I'm unsure if what i'm experiencing is some of what is discussed below.
I'm seeing my newly build warehouse 'magicly' getting filed with goods without any trucks arriving with goods. (its a small warehouse)
Is this part of the mod?
Can i turn it off?
Necko  [author] Sep 8 @ 12:52pm 
@04_z can you come to our discord server and open the new thread for issue?
I am not sure which asset you are testing some Warehouse or CargoTrainWarehouse?

For CargoTrainWarehouse you need 2 rail connections to function it can be Outside Connection or other CargoTrainWarehouse or CargoTrainStation

CargoTrainWarehouse has 2 buidlings (its unique by design) Cargo Train Station as one, and Warehouse as another one, so both can request things and both function slightly different

It can be district mis-match which cause it to not match or deliver to CTW (Cargo Train Warehouse)
UguuDoki Sep 6 @ 1:27am 
@04_z

One more tip. You can ponder upon why two terminals rather than one, and replacing the distant one with a bunch of production buildings works the same.
UguuDoki Sep 6 @ 1:11am 
@04_z

Does the demo not show otherwise? You should first prove to yourself that it works, then apply or not apply settings to figure what makes it not work.
04_z Sep 5 @ 9:03pm 
@UguuDoki
Based on my testing, two Cargo Train Stations on the same rail line can transfer goods to each other, and two Rail-Connected Warehouses can also exchange goods directly. However, direct transfers between Cargo Train Stations and Rail-Connected Warehouses don't work. When the mod is disabled, transportation returns to normal.
What specific settings need to be enabled to make direct transfers between Cargo Train Stations and Rail-Connected Warehouses possible?
UguuDoki Sep 5 @ 10:00am 
04_z Sep 5 @ 3:01am 
@ Sleepy
I have also joined the Discord and sent you a message there.
The core question I am seeking confirmation on is: Can a Cargo Train Station transfer goods directly to a Rail-Connected Warehouse without requiring road-based transport for the final delivery?
I would like to ask if this specific logistics model has been tested. If it hasn't, would it be possible for you to verify this behavior? It should be a relatively quick check to perform. If this direct connection isn't currently supported, please consider adding this functionality in a future update. I believe it would be a valuable improvement to the mod's capabilities.
To help with your investigation, please let me know what specific information you need from my end. I am ready to provide save files, screenshots, or detailed logs to assist in diagnosing this behavior.
CybenNight Sep 3 @ 12:02pm 
@ Sleepy
I changed the Delay in multiple Step´s down to 0.... no significant Change. I tried several other Changes like "Heuristic-Calculation" or Calculation by "Line-of-Sight" instead of Road-Network (my Default)... slightly increase of Traintbased Deliveries by 5%. I even tried to Change my Road-Layout to increase the Path-Length of my Road´s. ...No Change.
The only Solution i have left: is to restrict Truck-Traffic In and Out of Industrial-/Servicepoint-Districts.
(Just for explanation: I play on High Difficult with TMPE:Despawn off)
Sleepy  [author] Aug 31 @ 8:57pm 
@04_z,

If you would prefer to solve the issue yourself then I would suggest enabling match logging for the material you are having issues with and the transfer manager will generate a file that lists exactly why matches were or were not chosen.

Global Settings > Maintenance > Log Matches
Sleepy  [author] Aug 31 @ 8:54pm 
@04_z,

If you are wanting assistance I will at least need screen shots and/or a save game to load and test. The easiest way to do this is log into our discord server and/or to share a save game file on Steam.
04_z Aug 31 @ 7:58pm 
I have verified that the global vehicle limit for my city has not been reached. This issue is directly tied to the mod, as deactivating it immediately restores normal logistics and resolves the shortage.
A separate but related issue I have observed involves a high number of 'ghost vehicles' accumulating in the city. A periodic clearance is required roughly every 10 minutes, removing between 40 to 50 vehicles each time. I am providing this information for your diagnostic purposes.
04_z Aug 31 @ 7:58pm 
The road connections between the Warehouse yard and this industrial district are confirmed to be clear and unobstructed. Despite this, the Warehouse yard is operating significantly below its vehicle capacity—for example, only 4 out of its 12 trucks are active. Critically, the warehouse is correctly matched to the struggling factories, and its budget is set to reserve over 50% of vehicles for local distribution. Export limits have also been set. However, based on my monitoring, none of the active trucks are making deliveries to the local industrial district; all shipments are being sent outside the city as exports.
04_z Aug 31 @ 7:57pm 
I am writing to report a new issue I have discovered regarding local goods distribution. My Warehouse yards do not seem to be dispatching trucks for local deliveries.
A specific industrial district in my city is now experiencing a severe goods shortage. It is important to note that this district is not integrated into the railway network, nor was that planned, as it functioned without any supply issues prior to the mod's activation.
04_z Aug 31 @ 2:13am 
The delivery logic I am trying to achieve in my city is as follows:
Factories produce goods and send them to a Cargo Train Station.
The Cargo Train Station should then transfer these goods to the Rail-Connected Warehouse for storage.
Finally, my unique factories should get their supplies from this Rail-Connected Warehouse.
I would like to confirm if this intended logistics chain is supported by your mod.
04_z Aug 31 @ 2:13am 
I am using Line-of-Sight connections for my cargo terminals. I am inquiring if this specific setting might be the cause.
The reason I switched to Line-of-Sight is that I built a large cargo harbor area with multiple terminals. When I used Path-Based connections, all the traffic would congest into a single terminal, which is why I had to change the method.
Regarding the rail-connected warehouse, I have pressed Ctrl+3 for a network overview. There are no error notifications for 'Path Connection Error' or 'No Road Access' related to this building. In fact, there are no warnings or notifications about the rail-connected warehouse at all.
My main question is about the operational requirement: Does the rail connection require that both the sender and the receiver be a rail-connected warehouse for direct transfers to function?
04_z Aug 31 @ 1:49am 
I have observed a persistent issue. To isolate it, I started a new game on an official map with only the official unlimited money mod and your mod enabled. My testing shows that the rail-connected warehouse cannot receive goods directly by train. Both imported and locally produced goods cannot be delivered by rail to this building. However, the same warehouse can receive goods without issue by road transport."

"Furthermore, I have confirmed that the rail connection is fully operational, as I have witnessed the warehouse successfully exporting goods directly out by train. Conversely, for incoming goods, I have observed a different behavior: goods are first shipped to a nearby railway station and are then transferred to the warehouse by truck. This creates an inefficient delivery loop."

"The situation is inconsistent. The warehouse has a confirmed functional rail link for exports, yet it does not utilize this same link for direct imports. This is the specific behavior I have recorded.
Sleepy  [author] Aug 28 @ 8:24pm 
@04_z

If the trains are disappearing from the guest list then it may be that your rail lines are not connected correctly and the pathing is failing. It mightr be worth checking the global pathing error list (Ctrl+3).

You should be able to set up 2 warehouses with cargo stations, one in each district then restrict one to only receive from the other in the settings. I have done this on several of my maps and it works fine.
Sleepy  [author] Aug 28 @ 4:26pm 
@CybenNight,

I think your issue sounds more likely to be due to the new cargo station delay option that adds time to the calculation when transitioning through a cargo station. This will make routes that require going through these cargo stations less desirable and hence wont be selected as often.

Try reducing this value in the global settings to see if it helps your cities layout more.
CybenNight Aug 28 @ 2:46pm 
@ sleepy...
I Use this Mod for Year´s now. But i got a Problem with one of your latest Changes.
You changed the "Path-Distance-Multiplier" to "Outside-Priority".
But the Multiplier affected all Path-Calculations, not just Outside Ones.
Now my City is Clogged up with Trucks happily moving Goods 20 km around the City, instead of using the Innercity-Cargo-Trains. Would you pls add this Feature back.
I don´t want to set every f**king Building to a Transport-Chain (wich doesn´t include Trainstation´s).
This also could explain O4_z `s Problem.
Thx
04_z Aug 27 @ 10:06pm 
Is it possible that the goods originally intended for the warehouse were loaded onto the same train as those meant for export? This might explain why the cargo train only exports and does not transfer goods.
04_z Aug 27 @ 9:59pm 
Let me clarify. Here's what I meant: I have two separate industrial districts. I want to ship goods from District A via train to a rail-connected warehouse in District B. District A produces plenty of goods, and I haven’t placed any restrictions on its cargo train station—yet it only exports goods and does not transfer any to other local stations. I also did not set any import restrictions on the warehouse, and the freight train route is correctly established. Strangely, though, no trains are delivering goods to the warehouse. I’ve already tried enabling Smarter Warehouse Scheduling and turning on all external links, but still no trains are supplying the warehouse. Additionally, after opening the panel with Ctrl+4, it briefly showed that a train from the cargo station was scheduled to deliver to the rail-connected warehouse, but the message disappeared after one second and no train actually arrived. There has also been no sign of any external import trains.
Sleepy  [author] Aug 27 @ 4:00pm 
@ 04_z

You can control imports for a warehouse on the settings tab of the building panel, including which outside connection the building is allowed to match with (Ctrl+4).

Note: For the warehouse with rail line clicking on the building multiple times will alternate selection between the outer warehouse building and the cargo train sub building allowing you to change settings for either transport mode.
04_z Aug 27 @ 2:47am 
Hello, I'm a fan of yours and I really like your mods and they are very powerful. But there is one feature I would like to add that my rail connection warehouse cannot set up imports, so I cannot send goods from other regions to this warehouse by train. So I hope this can be improved, such as adding an import option to the warehouse, like the Transfer Controller mod.
Sleepy  [author] Aug 17 @ 4:07pm 
@zameebe,

Can you log into our discord channel? Its hard to help just from your description below.
zameebe Aug 9 @ 9:03pm 
Hello Sleepy, all my warehouses are stuck in patthing, can you tell what settings I need to enable or disable to get it fix.
Sleepy  [author] Aug 8 @ 12:05am 
@ 一剑天涯,

I don't speak chinese i'm afraid, but there is a link to the CrowdIn website where the localisations are available above.

If you wanted to update the chinese localisation file as needed then I am happy to update the build with this new translation.