TMPE
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Something to check re: Service buildings flickering 0/1
If anyone wants to test this in-game, please do and let us know the results!
Discussion relates to hearses, but could probably apply to other services too - anywhere that you get flickering 0/1 vehicles in use issue.
Marksman has Cities: Skylines 2 hours ago
I figured out the problem. I know it's 3 years too late, but for the new players who are searching for the answer in 2020 may find this helpful.So, if you have any buildings (areas of the city) that are disconnected from your road network, even if they dont have residents the hearses can't leave crematoriums for some reason. You have to connect all the areas to each others.
I think it affects garbage service also (we've had similar issue not so long ago), because afaik disconnected building still generate garbage and buildings 'with problems' too. It might be a problem with TransferManager or/and pathfinding. Maybe we should set pf flag after x failed attempts? I don't remember if that behaviour occurs on vanilla :/
What if we add an array (or some sort of list, whatever is fast) member to offers (transfer requests? not sure what the terminology is) along the lines of ExcludeTheseSuppliers[]
.
So when a transfer manager sends a service building a job, I assume at that point some pathfinding takes place to route vehicle from that service building to target. If that pathfind fails, the service building (supplier) should add itself to the ExcludeTheseSuppliers[]
list and send the transfer/offer thing back to transfer manager for another attempt.
Transfer manager would then do it's usual thing, but filtering out any service buildings on the exclude list. If it can't find any supplier to handle the offer, then it could flag to user that there's a problem somehow? (or at the very least, stop endlessly spamming service buildings with it).
tagging #487
I've run into this issue myself and solved it.
Posted my city in issue 487
As a user, it would be helpful if you were able to alert of an issue and for starters somehow mark the problematic source and destination, which I assume are readily available. This would:
- tell me there's an issue
- tell me the issue is due to TMPE
- help me find the problem
2022 and I'm having the same problem in my game
2022 and I'm having the same problem in my game
If the issue fixes when you disable TM:PE then it's you that caused the problem. The reason why it behaves like that is the path between source and destination could not be found. In 90% cases we've tested (user savegames) the were wrong lane connections (remember they are strict! If you don't create all available lane transitions they won't use other lanes), 8% incorrect lane arrows, 2% vehicle restrictions and junction restrictions (e.g. allow lane change at intersection)