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Add to the comment below.
Perhaps it is the IT cluster buildings beaming goods to the warehouse. Hmm.
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?
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)
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.
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.
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?
https://imgbox.com/0A8lUGrQ
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.
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)
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
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.
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.
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.
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.
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?
"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.
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.
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.
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
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.
Can you log into our discord channel? Its hard to help just from your description below.
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.
There’s an issue with the Chinese translation of the third item under "optimized warehouse regulation strategy" in the freight section of the Transport Management page.
The original Chinese text (for reference) is:
“同时仅允许货量少的仓库送货给货量多的”
The Chinese translation here claims the above, which would mean: "Only allows warehouses with less stock to deliver to those with more stock."
However, your original English text only mentions checking stock levels to prohibit unnecessary transportation, without specifying such allocation rules. My tests also show the opposite: warehouses with more stock actually deliver to those with less, achieving dynamic balance.
Thank you.
That is a known bug of the Better Train Boarding mod. I think it was fixed in the latest version so please check you have updated it correctly.
Yes defaults are fine.
Also if possible, could you try using the TEST version (linked above) just to see if that helps as I have fixed a few bugs that may be related to your issue in that version.
I also recommend logging into our discord server if you can as it is a lot easier to trouble shoot issues in there as we can paste screen shots more easily etc...
Try turning ON:
Global Options > Transfer Manager > Services > Sick Citizen Collection > Override Sick Handler
Also I suggest logging a Sick match set. You can look into it yourself or if you upload it somewhere I can have a look for you:
Global Settings > Maintenance > Match Set Logging > Log Reason = Sick
Sorry to hear that. If you upload your map to Steam or somewhere else I am happy to have a look at it for you.
@Necko there are no transfer issue with hospitals and the all the hospitals are sending out plenty of ambulances, just across the map instead of locally for some reason.