Cities: Skylines

Cities: Skylines

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Transfer Manager CE v3.1.12
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File Size
Posted
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1.396 MB
6 May, 2022 @ 7:06pm
24 Sep @ 8:52pm
126 Change Notes ( view )

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Transfer Manager CE v3.1.12

Description
Description
Modifies the vanilla Transfer Manager to prefer closer transfers. ie Garbage trucks will go to nearby buildings first to collect garbage rather than travelling all the way across the city to get the garbage at some distant building.



Main Features
  • Improved matching algorithms
  • Allows low level control over a buildings transfers based on district, building and distance restrictions
  • Improved Import / Export controls including import restrictions, export vehicle limits and outside connection distance multipliers so one connection or connection type can be preferred over another.
  • Improved goods delivery options including factory first and warehouse first along with many other options allows you to organise your deliveries just how you want them
  • Supports using path matching to improve matches when your geography or network is complex.
  • Multi-threaded for better in-game performance.
  • Generic industry, DLC industry and commercial buildings can now re-request IN material when they have no material in storage and the responding truck(s) are still a long way away.
  • Vehicle AI - Enhances service vehicles to look for close by issues to resolve, so for example if a garbage truck is out at a building collecting garbage and another building next door also has garbage it will pick that up as well. (Service vehicle AI supported: FireTruckAI, FireCopterAI, GarbageTruckAI, PoliceCarAI and PoliceCopterAI)
Improved Matching Algorithms
This mod features 4 matching algorithms that have been carefully crafted for each transfer reason:
  • Match Incoming First
  • Match Outgoing First
  • Balanced (most similar to vanilla)
  • Priority only
By carefully selecting the right match mode for each transfer type this mod is able to produce much better matching results.

How To Use
I have written a brief overview of the main features and how to use them here.
There is also a brief explanation of the Transfers tab.

Background
The original idea for this mod was by pcfantasy and his More Effective Transfer Manager

Unfortunately he stopped working on it so another developer Cambrium started a new version, More Effective Transfer Manager (continued). Sadly after doing lots of great things with the mod he decided to introduce some malicious code into the mod and was booted off the workshop along with his mod. Discussion

This left lots of subscribers in the lurch as they could no longer use what had become quite a nice mod. I was asked if I would be willing to reboot this mod so that people could continue to play the game with its features. This is the result.



Incompatible Mods

Note: While Advanced Outside Connection is currently listed as compatible with this mod, we have found that the mod tends to produce double offers for outside connections when altering the ratio values that may cause issues with your game such as overwhelmed outside connections.

Translation
Supported Languages: English, Chinese (Simplified), Dutch, French, German, Japanese, Korean, Polish, Portuguese, Russian and Spanish.
Translation
We have set up a translation project on
[crowdin.com]
You are invited to join and provide translations, if you want us to add a language just leave a message in the comments below.
Source Code
Can be found on Github[github.com]
Discord
We have set up a Discord[discord.gg] sever to help with support.
[discord.gg]
Donation
If you appreciate my efforts then a small donation would be welcome.
[www.paypal.com]
Test Version
New features are being developed with the TEST version. If you are willing, feedback and bug reports would be great.

Changes


Version 3.1.12
  • Recompiled against Cities Skylines version 1.20.1-f1
  • Enhancement: Added option to enable / disable cargo warehouse matching improvements.
  • Bug fix: Allow controlling import for unique factories due to Crops.

See Change Notes for earlier versions
Popular Discussions View All (32)
121
27 Oct @ 10:31am
Bug reports
Sleepy
39
2
14 Sep @ 1:41am
PINNED: How To Use
CattoGaming
3
15 Apr @ 5:43pm
Function with Sunset Harbor?
BodyBagger
1,986 Comments
sam 4 Dec @ 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 4 Dec @ 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 4 Dec @ 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 2 Dec @ 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 2 Dec @ 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 1 Dec @ 9:45pm 
Basically an option to restrict a port to export only would go a long way!
sam 1 Dec @ 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 1 Dec @ 12:39am 
@sam

Districts are your friend.
sam 30 Nov @ 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 27 Oct @ 8:50am 
Great mod!