Cities: Skylines

Cities: Skylines

Transfer Manager CE v3.1.12
Sleepy  [developer] 14 Jun, 2022 @ 4:30pm
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The issue I'm facing can be observed in these screenshots here [drive.google.com]. In HiresScreenshot 1, the buildings that the bakery has actively sent goods to are highlighted in blue. In HiresScreenshot 2, the buildings that the bakery is permitted to send to are shown. It appears that the restricted buildings option is not being taken into account. I will check the Statistics panel and also plan to deactivate all mods and check only with transfer manager activated. Or maybe i missunderstood how "Restricted buildings" should work.
Last edited by cretu.sebastian; 26 Mar @ 3:23pm
Pengu 26 Mar @ 6:03pm 
@Sleepy
Thank you so much for your answer.
This "requesting multiple ambulances for the same cim" also explains why I've seen (once) one line of "Material: sick; value 0, ambulance, hospital", so an ambulance driving to the building even though there was no sick cim any more.

I noticed, I still have the "call again" mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2818311563&searchtext=call+again Is that mod even still needed with TM?

I will try TMCE 2.5 TEST out in the next few days and report back. Can I switch to TMCE TEST and back to the release on the same save game?
Last edited by Pengu; 26 Mar @ 6:05pm
Sleepy  [developer] 26 Mar @ 6:05pm 
Pengu,

I would recommend unsubscribing from Call Again, TMCE does all that Call Again does and lots more and they will just get in each others way.
Sleepy  [developer] 26 Mar @ 6:08pm 
Pengu,

Q: Can I switch to TMCE TEST and back to the release on the same save game?

You can as long as you don't save the game or make sure you save it as a different save file. The TMCE settings version for 2.5.25 is newer than 2.4 so will be able to load the old settings, but the satble version TMCE 2.4 won't be able to load any settings saved using the TEST version so you will lose all your TMCE settings if you switch back.

Note: The save game will still load as normal but TMCE 2.4 STABLE will see the settings are newer and not read them in.
Last edited by Sleepy; 26 Mar @ 6:10pm
Pengu 26 Mar @ 6:17pm 
Thank you, unsubscribed from Call Again. (Skyve didn't tell me about this :D )
Last edited by Pengu; 26 Mar @ 6:18pm
Sleepy  [developer] 26 Mar @ 6:24pm 
Pengu,

I wonder if I should add a warning to TMCE when it detects CallAgain.
Pengu 26 Mar @ 6:30pm 
I just sent a report using the button in skyve. Hopefully it will tell people to unsubscribe from CallAgain if they already have TMCE.
I haven't noticed any weirdness to be fair, my city grew to 60k+ without issues so it seems to me like nothing terrible happens with TMCE+CallAgain.
Pengu 26 Mar @ 6:31pm 
You could add CallAgain to the "incompatible mods" list in the description of this mod
Sleepy  [developer] 26 Mar @ 6:42pm 
Done.
There is currently a bug where activating this mod will prevent city service vehicles from spawning
The seems to be an issue with the district services feature. Ambulances and police have started responding to calls on the other side of the map even though they didn't use to with this mod. All features for the mod are turned on too.
I have a lot of bugs too.. My all city just qet sick out of nowhere all at once
Sleepy  [developer] 26 Jul @ 2:39am 
@jeffersonmbanguema,

The mod fixes a bad vanilla bug in ResidentAI.FindHospital. This will result in sick citizens now getting collected that wouldn't have been before due to this bug.

So basically the sick would have always been there, but they weren't getting picked up before due to the bug.

Let the simulation run for a while and the sick collection will normalise.
DD 27 Oct @ 9:06am 
When using this Mod in conjunction with Real Time 2.6, Workers never go to work at service buildings when the option "building must have worker to operate". The calls for the worker to arrive go out, the worker flashes for a second and the green route shows like they are on the way to work and then they return home immediately. The only way to unstick this, is to temporary turn off Real Time's "building must have worker to operate" option until you see a worker actually register as not just registered to work, but registered in the building, then flick it back again.

Having spent a couple of days observing this behaviour, I think there is some interference here between the two mods. Once a service building gets a worker inside, they will always be on and work. It's worth noting that Real Time doesn't seem to allow setting of work schedules for service buildings to avoid such issues and the only thing I can think of that would disrupt their arrival would be Transfer Manager fiddling with the priorities of workers. The workers that are not in the call queue spot #1 for service buildings, basically just lounge around the city doing whatever. So the first call for a worker causes all following workers to just never respond to calls for the service building. I cant think of any other reason why this interaction is flaking out. Like I said transfer manager can handle this stuff once that first worker walks in the door of the service building, the fix of toggling that feature in Real Time on and off to make it work, is a pain in the ass haha.

I am still observing the behaviour and have only tested so far on the initial placement of services, I am going to now place a second service building to see, if the hours when shift changes happen with real-time unstick this behaviour and shall report back.

The reason I am posting this here and not in the Real Time mod, discussion is well, Real Time has had so many developers and so many versions and this issue seems to affect some people and not others (boy have i read alot of reddit posts and steam comments to get here). I suspect this is an undetected conflict between to two mods that isn't immediately apparent. The second reason I am posting this here, is I think you would be better placed to fix it with some transfer manager-fu, to ensure Real Time can't mess this up, by looking at this specific interaction between "building must have workers to operate" and services, by forcing the 1st worker to always be active in the building and not engage in PASSIVE actions to fill the demand of a service building.

I am no coder, but I have a decade and a few years of modding games and sniffing out problems. If I can help or provide anything to help resolve this issue, I think perhaps it would solve many many many headaches for people using these two mods for many years now. I read through every version of Real Time comments and here to aid in reaching these conclusions.

Also thanks for the mod, I can really hone my industrial areas with this, awesome work.
Last edited by DD; 27 Oct @ 9:24am
DD 27 Oct @ 9:10am 
The reason all of the above matters, is turning off "buildings must have workers" option kinda defeats the point of the simulation Real Time is about. Factories spew out goods when no one is there etc, without this feature being on, the rest of the mod is essentially aesthetic and not a full sim of worker locational behaviour. If there is a way to force the call for workers to be executed to ensure they go to work, that would be awesome and i think alot of peoples frustrations with Real Time would be over.
Last edited by DD; 27 Oct @ 9:11am
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