More Effective Transfer Manager (continued)
This is a continuation of pcfantasy’s More Effective Transfer Manager https://steamcommunity.com/sharedfiles/filedetails/?id=1680840913.
He was so kind as to license his code under the MIT license for us, so if you like this mod, please take the time to go to the above posting and show your appreciation for his original work!
The core code for the match-making logic has been mostly completely rewritten, but with pcfantasy’s original idea and design in mind.

[This mod is compatible with the Airports DLC and the accompanying base game patch]
Version 2.1.0.220303:
* added portuguese (brazilian) localization, provided by Tchelow
* services match mode strategy changed. This resolved all issues with service, including and in particular death care. Thanks to chibi for providing a suitable test scenario.
* transfer manager is working on a background thread now, improving simulation performance
* various under-the-hood improvements (especially cleanup of logging code). Log file renamed to "MoreEffectiveTransfer.log"
The vanilla transfer managers handles service requests and goods transfers by matching highest priority orders (incoming and outgoing) first, regardless of distance.
The observed effect is that trucks go from A to B, and from B to A. Learn more in this excellent article here: https://jamesmonger.com/2021/02/24/cities-skylines-trading-market.html
This mod attempts to improve the situation by:
- Optimizes the service dispatching and goods transfer. All match-making between supply & demand is done by shortest distance ("as the crow flies", not actual routing distance!).
- Serves highest priority requests (=more urgent problems) first, working its way down the queue (like vanilla).
- Additional options to further improve service locality and warehouse effectiveness.
Does not restrict citizen activies – Cims go to any school as they like, they go shopping wherever they please, they pick a work place as they want, and they dont just go to the nearby park, instead travelling all across the city to the zoo.
This is intentional – the Cims value their freedom and certainly dont accept being restricted to their district…
This mod does not change the match-making to use actual pathfinding distance/routing. Using that would be very costly without optimized data structures and algorithms, and cannot be easily done.
Affects: garbage, police, health care, maintenance, mail, taxi
This setting further improves locality of services by further restricting the matchmaking:
All low priority outgoing transfer requests will only match with services from the same district. If no matching services from the same district are available, the request is unfulfilled.
As the problem accumulates, the request will gain urgency and increase priority. Once reaching higher priority it will be matched to fulfill, regardless of district restrictions (but still with a bias towards local district services).
Effect:
While not quite duplicating mods such as DistrictServiceLimit or EnhancedDistrictServices, it ensures that most services stay local as much as possible.
Affects: warehouse goods deliveries
This setting makes all incoming and outgoing goods deliveries prefer warehouses as source/destination.
Effect:
This can help a lot in city logistics if there are some well-placed warehouses as "buffers" between industry & commercial, or industrial producers & consumers.
Note that this can make things worse if you do not have strategically well-placed warehouses, and will in general increase traffic around warehouse routes.
Affects: warehouse goods exports
This setting will prevent all warehouses from using all their trucks to export goods out of the city.
A contigent of trucks will be held in reserve and will only be used to fulfill requests from consumers within the city.
Effect:
* 25% capacity reserved at all times.
There is obviously a conflict between the "higher priority first" approach and the "closed distance preferred" approach.
In particular, preferring matchmaking by closest distance cannot fully prevent that buildings get serviced by service buildings from far away.
That is because a more suitable, closer service offer might have already been matched to a higher priority request, so now the closer building has no choice but be matched with an offer from a service further away.
This whole situation cannot be easily prevented, and would rather require a complete redesign of the offer matchmaking system, with a "global optimization" approach (instead of the current "line-by-line, from high to low priority" approach).
#### MoreEffectiveTransfer User Guide [github.com]
#### MoreEffectiveTransfer 模组说明书[github.com]
As of version 2.1.0 the match-making works on a background thread, reducing the burden of the game’s main simulation thread.
While actually improving performance over Vanilla, this is unlikely to translate into noticable higher frame rates, though.
(Vanilla: 0.6ms time per run, METM: 0.45ms time per run)
(1) Original More Effective Transfer Manager by pcfantasy. Completely unsubscribe original before using this one.
(2) District Service Limit (any version)
(3) Enhanced District Services
(4) Transfer Broker – DO NOT USE, See: https://steamcommunity.com/workshop/filedetails/discussion/1637663252/4731597528356140067/
(1) I highly recommend to use this mod in conjunction with Smarter Firefighters: Improved AI by themonthlydaily.
While METM ensures that your fires are serviced by the closest fire department, Smarter Firefighters will make each fire vehicles work relentlessly until everything is extinguished before calling it a day. With both mods together your fire fighting force will actually be quite effective in containing and putting out fire spread.
On Github: https://github.com/TheDogKSP/MoreEffectiveTransfer
License: MIT
Be sure to always respect pcfantasy’s original copyright!
This mod uses the Harmony2 library.
Contributions wanted!
Contributions, including localizations, in the form of Github Pull Requests are welcome.
Qualified issue reports or suggestions are accepted via github issue.
* There are currently no known confirmed issues with this mod.
Required items:
Click the title to search on this site.
Harmony 2.2-0 (Mod Dependency) — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.