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The police vehicle AI finds nearby crime to respond to. It is separate to the matching process so wont follow any building restrictions. You could disable this if it bothers you.
Just to give a bit more detail, vanilla outside connections are quite inefficient as all the vehicles are fighting to get to a particular spot and they have to wait till they aren't going to collide and all the usual vehicle stuff. Trains are especially bad at this issue.
What tends to happen as your city grows is that the outside connection can no longer keep up with demand as the vehicles are having to wait for longer periods of time before they can get access to the target location and your city will slowly die.
These patches are designed to speed up outside connection processing so they don't reach this point of failure.
That is a setting in the main/global settings for Transfer Manager CE, which you can disable if you want:
Settings > Advanced > Spawn Patches > Force cargo (train/ship/plane) to despawn at outside connections
Note that you will still receive all income from the train reaching the outside connection as normal (the train is still despawned normally) it is just triggered earlier to stop outside connections from backing up unnecessarily.
cargo train stations get slammed with trucks without this mod enabled...
Medical helicopters use the transfer reason Sick2, buildings will occasionally request Sick2 services so the helicopters should respond automatically.
If they aren't responding it may be that you either have no sick citizens or there are restrictions placed on Sick2 to stop them matching.
On the maintenance tab you can enable logging of Sick2 and either look at it yourself or upload it somewhere and I can read through it to see why no matches are occurring.
Note: In the global settings you can also enable the new sick handler and control how many requests are made for Sick2 compared to the normal Sick requests. Changing this should allow you to increase/decrease heli8copter usage as you wish.
I would definitely need a save game to look into this one for you.
Planes won't start moving always stuck at bay as ghost vehicles.
I could provide mod list and saves if it would help.
As any tests needed.
However, by switching the distance calculation algorithm to the sight mode, this issue will no longer exist. We look forward to your fixing this bug.
After a reboot I was unable to replicate this.
Will keep you posted if it happens again.
Removing failed path units and ghost vehicles is a muscle memory, reflex thing after a load.
As there are plenty of them at that time.
This happened with 4 very different saves.
https://paste.ee/p/conyD0fk
That's the lot of them
#5 0x007f5358cf9660 in pthread_condattr_setpshared
#6 0x007f5358cf9700 in __clone
#3 0x007f5358cf9630 in std::map<core::basic_string<char, core::StringStorageDefault<char> >, core::basic_string<char, core::StringStorageDefault<char> >, std::less<core::basic_string<char, core::StringStorageDefault<char> > >, std::allocator<std::pair<core::basic_string<char, core::StringStorageDefault<char> > const, core::basic_string<char, core::StringStorageDefault<char> > > > >::~map()
Are there any more lines for that stack trace I can't see where it gets into my code from the bit you have pasted
Trying to copy properties from null material.
(Filename: Line: 1141)
Receiving unhandled NULL exception
#0 0x007f5358cf8240 in __sigaction
#1 0x007f5358cf8e10 in std::map<core::basic_string<char, core::StringStorageDefault<char> >, core::basic_string<char, core::StringStorageDefault<char> >, std::less<core::basic_string<char, core::StringStorageDefault<char> > >, std::allocator<std::pair<core::basic_string<char, core::StringStorageDefault<char> > const, core::basic_string<char, core::StringStorageDefault<char> > > > >::~map()
.67 crashes after a few seconds or minutes at most (tested with multiple saves, no other changes or updates).
Relevant lines in the next post, since this does not happen with TEST 3.10 I assume that you can figure out which change/fix addressed this.
Test OTOH resulted in several cars being stuck that had to be removed manually.
Thank you.
The latest build on the TEST site (link above) will have the changes in it so you could subscribe to that if you wanted to use the mod with the latest localisation support straight away.
I think it is nearly ready to be made the new stable build so you shouldn't have to wait too long for it to be released here. I just want to do a bit more testing first.
Its an interesting thought though. You could make another option that is like hard mode, where cims can only work their specific level couldn't you.
The vanilla code occasionally offers jobs at different (higher) levels so Worker3 can get matched to Job2 for example.
The issues is that as cities age most cims end up as Worker3, so it can take a very long time for a particular job to offer itself out at level 3 to actually get a worker.
This option adds the ability for Worker3 to occasionally apply for jobs at lower levels as well, which tends to spread the workers out into the different levels better so each match cycle there are at least some workers to match to jobs.
Much obliged.
Since Overeducated workers are a vanilla thing, does the radio button hard enforce no longer working in "menial" jobs for smarty pants Cims?
No, I meant if you have trains with a capacity of 130 and the trigger set to the default of 240 and the barely random generator rolls 2 of the small trains in succession then you get that "bunching". :)
Obviously the capacity/influx at those outside connections is significant, as did change the ship trigger to 200 and a 600 capacity ship was filled with 550 at times (usually it is less than 300).
That city is very popular with them tourists, mind.
The half empty train is obviously due to the intercity setting. I wonder why you then had 2 trains leave close together soon after. The intercity train option wont have triggered, and I assume all the waiting passengers were picked up the first time so the max wait time should have been reset to 0.
Hmm weird...
Intercity:
Yes, I'm very much aware of OOS simplistic approach to things and have pointed that out numerous times on reddit to people. :)
The bunching up of full vehicles is quite a nuisance, but dozens of empty ones as well .
And as said, PITA to base it on the actual capacity of the vehicle due to the randomness.
Will give it a spin as it is right now, but a half empty 600 train then then 2 129 ones in rapid succession also feel, uh, sub-optimal.
I wonder if increasing the minimum time between spawns could help here, if possible.
I think that should be better in the new version, I moved the criminal pickup code into "Tough on crime" so it should be a lot calmer.
I have just updated the TEST version to 3.0.63, I am pretty sure that will fix your police issue.
I would love to code up something smarter than a simple slider but I haven't come up with a better one yet because you don't actually have a vehicle to query the capacity of till it is spawned and the vehicle is randomly selected so may have any capacity.
I will have more of a think and see if I can come up with anything.
Oh I think I see the issue. Could you try turning off Police Vehicle AI for a bit and see if it gets better. I think I had a bug in it.
Intercity options: Just to make sure I am understanding you, we are talking about the "Train Waiting Passenger Count" options?
Assuming that is the case then it should be fine with OOS (I run that all the time). What that mod does is slow down the waiting timer so the vehicle wont be spawned for a longer period of time, hence ensuring fuller vehicles. Which is great when you have only a small trickle of citizens arriving at a time and you don't want lots of buses with hardly any people
The problem with the vanilla behavior and in particular when running this mod is when you have lots of citizens arriving, then you have to wait for their now very slow timer to get to 255 before a vehicle is spawned even though you have far more people waiting than can possibly fit on the vehicle.
Of course the logs are just as expected with the priorities matching the selected state, 1 or 2.
However what I'm suggesting is that just like before RP and TMCE don't gel well and TMCE changes the base crime rate to vanilla and not the RP value.
Because all the P1 crimes would have become P2 anyway in the end, so nothing would have changed in terms of arrests ultimately.
With regards to the Intercity options, does this interoperate will with OOS?
Also, given the possible variations in capacity, would a percentage be feasible?
(I know that would be much more of a PITA to program)
Something to remind you, if you have really LARGE shops (i.e. turn the department store into one). 270k local good storage capacity never exceeds 10% or so.
Not a supply issue and shops with 60k capacity can fill up nicely.
The other option is to not add the P:0 offers as well (Criminal collection) but that has been in for ages, well before 2.4 so I cant see how that is causing the issue for you.
Could you check your Crime logs for me? You should see lots of P:1 offers with the "Tough On Crime" option on and then only P:0 and P2+ without.
That is the only change I can think that I made that was specifically aimed at crime.
On TEST now, No joy with toggling the "Tough on crime" button, no difference after waiting for a long time. Still hordes of siren blasting police cars and no reduction in detainees.
Not sure what the issue and fix in the past was for a similar issue in conjunction with RP.
Regarding the aviation club asset.
It seems that the mod only registers the planes while they are landing and taking off.
Would it be possible for you to add something in the mod so planes that are in the air are present in one of the lists so to be able to select them?
I have made the police and vehicleAI changes and released it as v3.0.61 to the TEST site. If you get a chance could you check that this version solves the issues for you?
3. Ah I see, I think I can check for the Arriving flag to avoid that, I'll check.
2. Loaded another save, initial 88 out 369 detention cells (no prison) used.
After some time nearly all stations filled up, 300 used and prison required.
Crime rate dropped from 2 to 1$, so while this is likely beneficial for vanilla users with earplugs, not so much for RP users.
Warehouses with railway connection, will have another look when I got the time.
2. Much obliged, the real issue is not so much amount of police cars but them treating everything as an emergency instead of just patrolling.
3. Vehicle AI was on before. Again the issue is that the truck already is in state "returning" and when at/in the facility goes to "compressing", might take another spin around the block or spin before eventually despawning.
Once they are at the facility (spawn point) they should stop reacting to matchmaking requests.
Oh also, I have been having another go at getting the cargo warehouses to behave nicely but sadly no luck so far. If you have any thoughts on how to improve their behavior I would love to hear it.
2. I'll make this an option then so you can turn it off.
3. That will be the garbage truck AI, in the previous version this was OFF by default whereas in the new version it is ON by default.