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pcfantasy edited this page Aug 16, 2020 · 13 revisions

Main feature

This mod optimizes the service dispatching and goods transfer for industries.

The services optimized are police, fire, deathcare, garbage, snow and road+park maintenance. In vanilla, you often see a building on fire has firetrucks coming from the other side of the city, even though there is a fire station nearby or right next door. This mod should prevent this kind of situations for services.

For industries, this mod will prevent situations where there is a buyer (or seller) nearby, but a building is buying (or selling) goods from a very far away building. This mod will ensure your industrial buildings and factories have more efficient supply chains.

These changes also reduce unnecessary traffic arising from long distance offer matching.

This mod allows you to place multiple industrial zones or factories all around the city without running into supply chain errors all the time. It also ensures that warehouses act properly and reliably as buffers in supply chains.

How it works?

This mod contains 4 matchoffer modes for different services and industries.

Notes

  1. Higher priority offer will be matched first.
  2. For goods, if a building wants to sell, it'll send an outgoing offer. If a building wants to buy, it will send an incoming offer.
  3. For services (police for example), police station will send an incoming offer and the building with crime will send an outgoing offer.
  4. Other transfers that not mentioned here use the vanilla mode.
  5. The physical distance is used for matching the offers, not the road distances. This can create problems if your road network is disconnected, has a lot of one-way roads or U turns are scarce. Check 'FIX UNROUTED TRANSFER MATCH' option for more details.

Modes

  1. Incoming only mode
    Incoming offer will search all outgoing offers and match with the nearest offer.

  2. Outgoing only mode
    outgoing offer will search all incoming offers and match with the nearest offer. This mode is used for emptying landfills, cemetaries, snowdumps or prison transfer (from a police station to a prison).

  3. Balanced mode
    First, one incoming offer will search all lower priority outgoing offers and match with the nearest offer. Then, one outgoing offer will search all lower priority incoming offers and match the nearest offer. This will repeat and incoming and outgoing offers will be processed one by one. This mode is used for industry goods, snowploughing, park maintenance and road maintenance.

  4. Incoming first mode
    First, one Incoming offer will search all outgoing offers and match with the nearest offer. Then, one outgoing offer will search all lower priority incoming offers and match with the nearest offer. This will repeat and incoming and outgoing offers will be processed one by one. This mode is used for police, deathcare, fire, taxi and garbage requests.

Additional options

FIX UNROUTED TRANSFER MATCH function

From previous description, we know that incoming and outgoing offer may always find the nearest to match. But in some cases, the nearest incoming and outgoing building can not reach each other. (e.g. Path cannot be found because of disconnected road networks, lack of road access for one of the buildings, unconnected nodes, one-way roads or custom lane connections)

In this case, both building will always match, and can not start transfer.

Enabling this function will maintain an exclusionlist of pairs of buildings which can not find route to each other and they will not match with each other in the next iterations of match finding.

WARNING: This list can get full and it's heavily recommended to avoid too many buildings which can not reach each other.

Advanced Warehouse Options

  1. Warehouse first!
    If you turn this on, warehouses will be treated as highest priority and all offer will first consider warehouse. This option fixes following behaviors.

    A) When Extractors, Processors or Unique factories don't have trucks available to deliver the product and their storage is full, they'll stop working and give a rather misleading 'not enough buyers' error. These buildings usually have very few trucks and they run out of trucks if there are traffic issues or trucks are going very far/outside city to deliver. Enabling this option and placing a warehouse nearby ensures that warehouse handles long distance deliveries and industry buildings always have trucks to sell the goods to the nearby warehouse.

    B) In vanilla game, processors and unique factories order raw materials from anywhere in the city. The base mode already ensures that they order raw materials from nearby seller. This option ensures that they prioritizes warehouses when they buy raw materials. As a result, they'll order raw materials from nearest warehouse. You can use this option to further manage supply-chain.

    WARNING : This option results in most of the transfers going through the warehouses. You will see more traffic at warehouses and you might need more warehouses. If you do not have a warehouse nearby, they might buy(or sell) from a distant warehouse and ignore other nearby buyers(or sellers). It is recommended that you always plan for adequate warehouses in your industrial and factory supply chains with this option enabled.

  2. Fix Warehouse Spawn and despawn position.
    As mentioned, it will fix spawn and despawn positions for trucks at warehouses.

  3. Reserve warehouse cargo trucks for local transfer
    When you enabled this option, warehouses will not use all the trucks to export out of the city. This will prevent situations where your processors and unique factories order raw materials from a warehouse, but do not get raw materials in time because the warehouse does not have any truck to deliver. This should solve 'not enough raw material' errors arising from such situations. It is recommended that you use this option if you are using 'Warehouse first!' option because all the cargo transfer will go through the warehouses and they might get overwhelmed.