Mind your business! Cities: Skylines - Industries is NOW AVAILABLE!

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It could have easily been integrated into the existing districts system instead of having a weird separate section which does the same thing only being ploppable.
But it had to be separate in order to
A: hook into the new code for areas
B: remain the same zoning specialisation for players who don't buy the DLC or want to mix both - I use both zoned and area industry.
Is pollution reducing my output by 40%? How do I prevent that?
I don't know where you read pollution is reducing your output? The area level bonuses are just what you get when you level up the area, so at the area level you're at your buildings produce 40% less pollution, meaning you won't get as much discolouration of the land around buildings etc
 
Is it me, or is the Auxiliary Building for the Forestry a little bit too big in comparsion to the other Forestry Facilities like Paperfactory.
 
Hi fellowes,

Is there a logic behind the commands between factories and warehouses or not?

Because as many peoples have noticed, you can have a well stocked warehouse with no truck in use, and the factories next door will command to the warehouse on the other side of the citie.

I keep in mind it's just an informatic code and therefore there is a logic. So I would like to understand how the command process works. If someone can enlighten me...

Regards
 
There is. In short all industry buildings want to deliver to a warehouse. Warehouses work differently depending on their storage option, where Balanced and Empty will export depending on how full they are. If all trucks are busy exporting, they cannot respond to requests for materials by processors/factories. One of the most common issues I have been people have is they have too little storage, so they fill up and there's no trucks to deliver.

For much more detail and explaination on how the different storage options work, I wrote this guide.
 
There is. In short all industry buildings want to deliver to a warehouse. Warehouses work differently depending on their storage option, where Balanced and Empty will export depending on how full they are. If all trucks are busy exporting, they cannot respond to requests for materials by processors/factories. One of the most common issues I have been people have is they have too little storage, so they fill up and there's no trucks to deliver.

For much more detail and explaination on how the different storage options work, I wrote this guide.

Hi Avanya, I saw your guide (well done). But I have maaannnnny warehouses. Indeed, thanks to your guide, i've build many warehouse (double warehouse for same goods, in my mind if the warehouse command is aleatory, two warehouses near the unique factories increase the probability to have a command... But it's not what happen).
I've balanced warehouse near goods product factories, others balanced all over the citie (my buffer to delivery the warehouses near unique factories)
Later I'll check if empty setting (for warehouses near unique factories and goods products factories) change anything (for now it's balanced setting too).
 
I don't think empty would help you, if anything fill might be better. Empty would likely just be busy getting rid of everything and then not respond to needs for deliveries. Fill never exports, so that should in theory just sit and wait for requests from factories, but I haven't had a lot of success with it. Either I'm just being unlucky or fill is less likely to respond to requests from factories than balanced is.

One idea I've been toying with but haven't tested is to have storages set to empty near the buildings that produce the resource and then have some on balanced/fill near the ones that need them. Extractors/processors should still drop off their stuff in the ones close by set to empty (as long as there's space) and the storages should then export as well as deliver to other warehouses of the same type (I've confirmed they do this, but I'm not sure if they would just end up exporting everything as I'm not sure how they determine what to do with the stuff they want to get rid of). My hope is that it could have the storages transport everything across town and the different options would increase the chance of the storages nearby being the ones who respond (because the ones emptying are too busy). Ofc it likely means you'll need to produce a bunch more of everything than you need since you will be exporting a bunch. And it might not work at all. :p

In my own city I've had the best luck with setting most things to balanced with a few on empty to focus on exporting. I then also spend a lot of time making sure traffic was flowing nicely, so things arrived in time. My city wasn't giant though, I think the longest distance they'd ever travel was 4 of the large city tiles. The more spread out things are, the more often things won't arrive in time ofc. For my big modded city I'm planning to use the Rebalanced Industries mod as travel times will become too long and the larger internal storages will be needed there. I'm hoping that plus vehicles being unable to despawn will make my industrial areas there functionel, but only time will tell.

Anyways, that was a longer answer than planned. :p In short, I've only done so much experimenting, so I don't have all the answers yet. But hopefully my guide prepares you enough to do your own experimenting until things are flowing well. If you play with 25 or 81 tiles it might be worth looking at Rebalanced Industries since travel distances can easily get too long with a large city.
 
Yes I play with 25 tiles. My raws production is far the city (with warehouses ofc). I put warehouses close and around the citie and another group of warehouse near the uniques factories. To summarize, I have three group of warehouses (near products factories, doors of the citie, and near uniques factories). So in that case logicaly the balanced industries mod is not indispensable. My only issue is with the unique factories all others factories are alway well-stocked.

But I'have also fews idea to put into practice, like play with warehouses settings, chage the size of warehouses,...

As I say since the begining, it's missing of an official en detailed guide of this great game to know how it's works. We are always force to grope for distinguish the rules of the game.
 
Yes I play with 25 tiles. My raws production is far the city (with warehouses ofc). I put warehouses close and around the citie and another group of warehouse near the uniques factories. To summarize, I have three group of warehouses (near products factories, doors of the citie, and near uniques factories). So in that case logicaly the balanced industries mod is not indispensable. My only issue is with the unique factories all others factories are alway well-stocked.

But I'have also fews idea to put into practice, like play with warehouses settings, chage the size of warehouses,...

As I say since the begining, it's missing of an official en detailed guide of this great game to know how it's works. We are always force to grope for distinguish the rules of the game.
did you read the dev diaries? did you watch the official tutorial videos from two dollars twenty? Both give an abundance of information.
 
did you read the dev diaries? did you watch the official tutorial videos from two dollars twenty? Both give an abundance of information.

I read the devs. And the videos of two dollars twenty are a big joke, they not explain at all the deeper working.

But let me explain what I mean.For example in Sim City, we had a guide (like Red dead Redemption 2 now). This guide explained you the deeper rules in the game. If you watch or read the informations gave, you have a superficialy look on the interactions, but not exactly how it's works. For example how exactly works the interchange between warehouses and factories. If I have two warehouses wich one who export to the factories? The nearest? with the less activity? The fastest to delivery? There is no responses to that just, extrapolations with what we see, and there is too much possible interactions to conclude what we see are the interactions only between warehouses and factories.

Behind the game there is a code. So it's not like IRL, you can say exactly why this warehouse send a truck and not the other close to the factory.

Of course I took an example with warehouses and factories but it's works also with all the interactions in the game.
 
I read the devs. And the videos of two dollars twenty are a big joke, they not explain at all the deeper working.

But let me explain what I mean.For example in Sim City, we had a guide (like Red dead Redemption 2 now). This guide explained you the deeper rules in the game. If you watch or read the informations gave, you have a superficialy look on the interactions, but not exactly how it's works. For example how exactly works the interchange between warehouses and factories. If I have two warehouses wich one who export to the factories? The nearest? with the less activity? The fastest to delivery? There is no responses to that just, extrapolations with what we see, and there is too much possible interactions to conclude what we see are the interactions only between warehouses and factories.

Behind the game there is a code. So it's not like IRL, you can say exactly why this warehouse send a truck and not the other close to the factory.

Of course I took an example with warehouses and factories but it's works also with all the interactions in the game.

I think what you're looking for is on the official wiki. If you look at the "paradox wikis" page located on the header of every single forum page you will find the skylines wiki, which has a record of every single dev diary made, which details - at length how all of the game mechanics work - and if you read them in order you will be able to logically follow the progression of the code as they're expanded and updated over the last few years.

These will explain basic simulation techniques that are used in all service buildings - which include Industries buildings like the warehouses.
happy reading
 
I think what you're looking for is on the official wiki. If you look at the "paradox wikis" page located on the header of every single forum page you will find the skylines wiki, which has a record of every single dev diary made, which details - at length how all of the game mechanics work - and if you read them in order you will be able to logically follow the progression of the code as they're expanded and updated over the last few years.

These will explain basic simulation techniques that are used in all service buildings - which include Industries buildings like the warehouses.
happy reading

Not at all, I have already read all of them, and it's not what I would. For example it's write "Build your Storage Buildings close to your Factories with good road connections to avoid Factory downtime as it will quickly show as a loss of income!" But one, It's doens't explain why with a warehouse well-stocked next door the unique factory, the warehouse will not send, and the goods come from a warehouse far away. And second it's not explain, if I have two warehouses, how the Unique factorie will choose the warehouse for command goods... When I say "the deeper rules" it's not a simple sentence.
 
Not at all, I have already read all of them, and it's not what I would. For example it's write "Build your Storage Buildings close to your Factories with good road connections to avoid Factory downtime as it will quickly show as a loss of income!" But one, It's doens't explain why with a warehouse well-stocked next door the unique factory, the warehouse will not send, and the goods come from a warehouse far away. And second it's not explain, if I have two warehouses, how the Unique factorie will choose the warehouse for command goods... When I say "the deeper rules" it's not a simple sentence.
Ok but what you just said is an illogical conclusion to come to from the given quote.
"Build your Storage Buildings close to your Factories"
and you say "and the goods come from a warehouse far away." it's literally telling you not to build any warehouses far away...
 
Ok but what you just said is an illogical conclusion to come to from the given quote.
"Build your Storage Buildings close to your Factories"
and you say "and the goods come from a warehouse far away." it's literally telling you not to build any warehouses far away...

No, it's a summarize for unique factories. But you must have enough warehouse around the cities to have a good buffer. Like that yours warehouse near the raws sites production can supply the warehouse "near the citie" and this ones can supply the warehouses near the unique factories.
Without that I have more dead time in the unique factories products process.
But anyway I'm not alone to saw this strange action. Some peoples think the unique factories command aleatory way... But aleatory isn't possible with an informatique code ;-)
 
Not sure if this is the right place - but here's a query about the very good industry expansion.

Under City Stats - the new industries are not adding to "industry" workers - which is a little unbalancing in terms of zone planning.
 
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