Cities: Skylines

Cities: Skylines

Transfer Controller 0.7.8
821 Comments
Maufla Nov 5, 2024 @ 8:28am 
Would you update the batch operating function? Its quite frustrating to set those similar buildings one by one :(
陈树 Sep 26, 2024 @ 8:42am 
I have a problem, I don't have a supply of steel from the rotary kiln in my industrial DLC mine, but there is no steel in the large warehouse next to it in full load mode
FuF-FunStar_Lim Feb 21, 2024 @ 8:00pm 
This mod has problems with {Transfer Manager CE v2.4.23} . Therefore you need to unsubscribe from this mod. If you can't just go use your abilities to read lol .
Clavicle Jan 14, 2024 @ 6:32pm 
does Imports and Exports CEO conflict with this mod?
3084868450 Oct 6, 2023 @ 7:01am 
好用
logor May 29, 2023 @ 6:13pm 
@algernon, can you, please, tell. I do use this mod. I've read, that after last patch the cargo truck bug has been introduced. And today sleepy has made a fix in his Transfer Manager. Do you plan to make similar functionality here? Because I don't want to change mod only for bug fix :(

Or maybe I don't understand smthing about this situation overall - would be grateful if you will explain.
LadyOya May 15, 2023 @ 4:06pm 
Is this mod still working?
wonderingpunk Apr 1, 2023 @ 3:57am 
works for me
ApollonDriver Mar 30, 2023 @ 6:00pm 
does it work?
Axphyl Mar 17, 2023 @ 8:30pm 
Unchecking the allow import option seems to not work? I don't know. Is there an extra step I need to do after unchecking the allow import button? When I unchecked it, it seemed to do the exact opposite. My storage areas were ONLY importing and would not taking inventory from my local buildings
edge2042 Feb 9, 2023 @ 4:17pm 
If I unsubscribe after setting various settings in the Transfer Controller, are the set values maintained or returned to their original state?
bzimage Feb 7, 2023 @ 6:58am 
Hi guys, I have met a problem as seen in this image https://steamcommunity.com/sharedfiles/filedetails/?id=2929815568 .

I have this warehouse set to import goods from outside connections, and its storage mode set to banlance, it works well. Everytime when it run out of storage, it will order goods from outside connections, this can be seen in the "incoming vehicles" section of "building status" window of the "transfer controller" MOD. But the problem is it orders way too much goods than its capacity. As you can see from the image, it has already 100% full, but there are still a lot of incoming vehicles with goods.

I dont know if this is the vanilla game's problem, have you ever met such situation? Is there a way to solve this problem?
MadGax Jan 30, 2023 @ 9:53pm 
Would be nice if there was an option to copy settings from one building to another for large industry areas.
ataier Jan 16, 2023 @ 1:41am 
nice!
잡다한 나날 Jan 1, 2023 @ 10:49pm 
I am writing using a translator.
You wrote that you recommend Transfer Manager CE rather than your mod.
As you said, I compared the two mods and used them, and as a result, I concluded that your mod is better.
Maybe it's just because I've been using your mod longer.
But I can proudly say that it is not.
Your mod is kinder and UI/UX is easier.
There is no inconvenience in creating the flow of logistics I want through your mod.

You said that the update of this mod will be slow.
I can wait enough, and I believe you will repay my wait.
Thank you for enriching my game with a good mod.
CaddyShack Dec 30, 2022 @ 8:18pm 
Even though another mod is recommended, you wouldn't believe how this saved my city from the rapidly expanding garbage and deathcare problems in my huge city. Of course, that means I had to go through and manually setup all my deathcare and garbage facilities to restrict their district service areas...heh.
Silver5word Dec 22, 2022 @ 3:46pm 
I love this mod, been reliant on this ever since EDS was discontinued. That being said, one core missing feature is raising the "cap" of exports (though one can increase priority of rail or ship transfers, it doesn't alleviate this problem). While there are some other mods that do offer this functionality, such as Advanced Outside Connection, these have compatibility issues; I'm also aware that sleepy's More Effective Transfer Manager also has something similar, but my projects already have extremely specified supply chains using this mod.

Can you please look into this and see if implementation is possible?
溯昔言 Dec 20, 2022 @ 4:17am 
I hope that the authors allow this module to specify the path of the specific external connection, because when I look at the log, I find that the factory on the separate path is constantly looking for other exits and constantly failing
Darkangel Dec 15, 2022 @ 4:51am 
You know whats more weird I've recently got a new computer to handle this ever expanding game and now i always have problems with uninstalling the paradox launcher as steam just wont launch the skylines now. Seems i may have to reinstall skylines yet again > Why cant i just click skylines without paradox or steam these days!. Now i cant see anything new in financial districts its like i'm off the grid and still using the old system so my mods will stay the same because financial districts hasn't installed for me yet like everyone else??? My office selections are still the same IT blockbuster offices wall to wall wtf and generic ones but no stock exchange or financial offices. I cant see people walking round with cats etc or anything!
algernon  [author] Dec 15, 2022 @ 4:14am 
@Darkangel No, not broken. It hasn't been (yet) built for the new game version, so will have the little exclamation mark in the content manager, but will still work. It will be updated in due course, but I've got several other mod updates to publish first.
Darkangel Dec 15, 2022 @ 3:48am 
I hope this isn't now broken otherwise I'm no longer playing as my whole city would be ruined as this is the best mod I've found to control traffic.
madcc Dec 11, 2022 @ 11:26am 
@TheLoot Thanks a lot:steamthumbsup::steamthumbsup::steamthumbsup:
The Loot Dec 10, 2022 @ 1:17pm 
@madcc Should be able to use Ctrl-C Ctrl-V
madcc Dec 10, 2022 @ 2:53am 
This mod is a real game changer. Anyone knows how to copy and paste restrictions on same buildings (like farms, quarry or derricks)
Darkangel Dec 5, 2022 @ 10:52am 
I love this mod but service points are a problem as stated. I have also found many messages saying garbage trucks are not being registered on the pedestrian pie charts and graphs like the cargo trucks do because unlike transfer manager you cant designate districts to service itself. Also some of my new Korea commercial buildings aren't picking up dead bodies and the crematorium also has dead staff who are actually waiting for an outside hearse to take them to another crematorium to be burnt when their fellow co workers could simply throw them in the local fire of the same crematorium. This again i feel is from the transfer controller. I used this mod because i heard transfer manager only did districts not individual buildings like this mod can do???
Aferiac Dec 3, 2022 @ 9:21am 
Hi! I wanted to know if Service points are going to supported by this mod in the future. I have some cases where I would like to have the granular control for instance been able to block imports to a specific Pedestrian area to simulate a more realistic "produced locally" policy.
ysy6ysy6ysy Dec 2, 2022 @ 12:02am 
6
algernon  [author] Nov 30, 2022 @ 1:37pm 
@Kodybod Steam only removes some links. Use paste.ee.
Kodybod Nov 30, 2022 @ 6:53am 
steam removes links idk why
algernon  [author] Nov 29, 2022 @ 1:44pm 
@Kodybod Please don't waste time by pasting error messages into the discussion of this (or any other) mod; they mean nothing without the proper context.

Instead, you need to post a link to your full output log .
Kodybod Nov 29, 2022 @ 12:49pm 
what's going on here? i keep getting this error System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) TransferManager.TransferManager.AddOutgoingOffer_Patch3 (TransferManager,TransferManager/TransferReason,TransferManager/TransferOffer) <0x002da>
at CallAgain.CallAgain/<>c__DisplayClass10_1.<AddOutgoingOffersCheckExisting>b__0 () <0x0006c>
at AsyncAction.Execute () <0x00039>
jaunco Nov 21, 2022 @ 8:59am 
great thanks
algernon  [author] Nov 20, 2022 @ 7:44pm 
@jaunco325 Yes, Ctrl-C, Ctrl-V. Buttons will be added in a future update.
algernon  [author] Nov 20, 2022 @ 7:43pm 
@Darkangel This is a ground-up rewrite, using only my own code (plus a couple of small contributions from others), so fortunately malicious code was not an issue here.
jaunco Nov 20, 2022 @ 7:20pm 
Didn't this mod have before an option to copy the configuration of a building and paste it in another?
Darkangel Nov 18, 2022 @ 11:03pm 
Maybe your mod is actually better than the other traffic manager. & btw how did you manage to avoid the malicious code of 'Holywater' modder that Traffic Manager discussions and debates told us. That is a fascinating read and what was the conclusion of that? Why did that modder put in a malicious code in Traffic manager ...was he not being paid by skylines or not praised enough for his work or something? That's really scary.
Darkangel Nov 18, 2022 @ 10:49pm 
This mod is great as i can individually re-path every specialised I building to a particular generic one. NB "prefers own I" doesn't mean trucks from my other forest I on the other side of 81 tiles wont take that path down unless i click 'restrictions of only allowing the area on which this Pro is to have an X from same district' etc. I haven't used TMCE thats not beta but if this TC is beta then gamers prefer doing things by bulk rather than individual buildings? I've gone into a thousand different buildings now & reworking all their pathways. not enough goods or raw materials is because i haven't specifically restricted the Pro to only get the raw materials from an X from same district hence why the traffic time is so long for trucks to get there. This should be part of vanilla game itself as it seems to love having X & Pros marrying up on furthest regions of map. PS i c u updated this 3 hours ago but C report still has green badge of 'beware not fully updated'.
algernon  [author] Nov 16, 2022 @ 3:14pm 
@Dinek05 Universities already have infinite coverage. You can't expand that.
Dinek05 Nov 16, 2022 @ 10:33am 
Hi, will this mod expand universities coverage?
algernon  [author] Nov 8, 2022 @ 4:59pm 
@MJB I am unable to reproduce that issue, and this mod doesn't touch any of the game code about goods handling, warehouse behaviour, or vehicle behaviour.
MJB Nov 8, 2022 @ 7:42am 
@algernon...Warehouses are still not calculating return goods from returning trucks. This is easy to reproduce. Set warehouse to NOT allow exports. Wait for a warehouse truck to return with goods. The warehouse does not add the goods back into the warehouse inventory. I have reported this before on October 4, 2022.
algernon  [author] Oct 31, 2022 @ 5:29pm 
The Vehicle Selector mod has now been released!

When both mods are active, Transfer Controller will DEACTIVATE its own vehicle selection functionality (Vehicle Selector will control all vehicle spawning instead).

Vehicle Selector will automatically read and import any existing Transfer Controller vehicle settings for any savefile not already used with Vehicle Selector - no action is needed on your part.

The vehicle selection functionality in this mod will be completely removed at a later date.
algernon  [author] Oct 31, 2022 @ 4:19pm 
Updated to version 0.7.8 :
- Add DepotAI to Vehicle Selector detection.
- Update AlgernonCommons
jorgerohwedder Oct 28, 2022 @ 7:53pm 
I tested it for 9 hours and everything worked fine.
The Engineer Pop Oct 28, 2022 @ 6:10pm 
Sorry but would you update Korean translation DB? I just fixed typos and not fluent translations.
jr Oct 27, 2022 @ 8:50am 
@algernon: The hofix solved the problems in my savegame. I let it run for about 30 minutes - and everything looks fine. So thank you very much!
algernon  [author] Oct 27, 2022 @ 5:10am 
Updated to version 0.7.7.1 hotfix :
- Fix bug in PR #32 m_isLocalPark distance nullification check
algernon  [author] Oct 27, 2022 @ 1:29am 
Okay, I *think* I've worked out what might be going on - I have to run some more tests to be confirm, though. I hopefully will have a fix up in a few hours.
jorgerohwedder Oct 26, 2022 @ 4:18pm 
I would also like to comment that there has been a significant increase in traffic.
jorgerohwedder Oct 26, 2022 @ 4:09pm 
Unfortunately, after the change this weekend, the service vehicles (garbage and hearses mainly) did not work properly.
ex. I have a house with a corpse awaiting removal next to a crematorium and that body is not removed at all.
Not to mention that I have over 2,500 corpses to be removed for a long time and nothing has happened. I unsubscribed this mod and everything started working correctly.
It is a pity.