Why do specialised Industries Import matching raw materials?

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Avanya

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Unless you have a mod for infinite ore and oil the resources will dry up (fairly quickly) and they'll then start importing raw materials instead. Specialised industries also consist of two types of buildings - extractors and processors. If you have too few extractors (or they're missing workers), that could also be the reason the processors are importing.
 

Mahasona

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Ah! I was using Bloodypenguin's mod which doesn't renew resources once removed. Just switched over to Nohealforu's mod which hopefully will sort out the Oil/ ore problem.

As for the other industries I guess I need to make them far less dense so they last longer. Shame there's no mods for those.
 
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Mahasona

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Problem solved. Just installed Bloodypenguin's Extra Landscaping Tools which enables resources to be painted ingame.

Hadn't expected stuff to run out so quickly. Thanks for the tip Avanya.
 

prismaticmarcus

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you don't need as much specialised industry as the map would lead you to believe
 

28rommel

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As for the other industries I guess I need to make them far less dense so they last longer. Shame there's no mods for those.

Without the use of mods, it is only the oil and ore specializations/industries, that are limited in resource.
The forestry and farming specializations are 100% renewable as per normal game specs.

Another thing to note:
In order for the game to produce an "extractor" (not a processor) growable, the oil industry size lot must be a 3x4 size (3 facing the street).
And for the ore industry, I believe the only extractor growable, must be a 4x4 size lot.

PS: Remember to visit Skylines Wiki pages for informative data, advice and hints to the game.
http://www.skylineswiki.com/Natural_resources#Specialization
 
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28rommel

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There are smaller extractors than 28rommel says. They are just weird because the in game graphic is storage yards.

Good to know.
Promethian, do you happen to know the exact size of the other smaller extractors. I sometimes have problems having enough "extractors" to meet the demand of my processors, and it would be nice to know so that I can manipulate the size of the growables, in order to get what I need.
 

Promethian

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Good to know.
Promethian, do you happen to know the exact size of the other smaller extractors. I sometimes have problems having enough "extractors" to meet the demand of my processors, and it would be nice to know so that I can manipulate the size of the growables, in order to get what I need.
There is a trick here. If you zone outside of "fertile ground" as it were then they will all be processors. This will shift the balance and you can make the "fertile ground" be taken up by extractors. Then you can scale back the processors as needed.

However its also not as bad as the coloration and pie charts would indicate. Look at the raw number of imports. My imports generally float around 40 unless I build commerical beyond my goods production. There will always be a little bit of desync with your general industry's need of specialized materials and when the specialized goods become available. This number will increase the bigger your city is but at 75k (the final unlock point) 40 imports is about normal. By comparison I have over 1000 exports which mostly leave by train and boat.
 

28rommel

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There is a trick here. If you zone outside of "fertile ground" as it were then they will all be processors. This will shift the balance and you can make the "fertile ground" be taken up by extractors. Then you can scale back the processors as needed.

However its also not as bad as the coloration and pie charts would indicate. Look at the raw number of imports. My imports generally float around 40 unless I build commerical beyond my goods production. There will always be a little bit of desync with your general industry's need of specialized materials and when the specialized goods become available. This number will increase the bigger your city is but at 75k (the final unlock point) 40 imports is about normal. By comparison I have over 1000 exports which mostly leave by train and boat.

I understand your first paragraph 100%.
But you lost me completely in what you are trying to convey in your second paragraph. Can you give it to me in baby-steps.
 

Promethian

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So when you bring up the imports info panel it gives you graphics and colors buildings receiving imports. There is also a number. The graphics can look scary. Oh, wow the pie chart is halfway black. I must be importing a lot of oil. Nope you are just importing 10 units of oil and less of everything else. The number is units per week (i think, might be longer but its definitely not daily). A single truck definitely can hold more than one unit. So the import infopanel looks scary. But really its saying you got around 5 trucks of imports in the last week. So if your weekly imports are low it isnt a big deal.

I also tried to explain that you cant eliminate imports entirely. The industry doesnt hold onto much stock. In fact I am pretty sure they build up to capacity then send out the truck. If there is somewhere local that needs it the truck stays local. Otherwise it exports. Something similar probably happens on the recieving end. When stock gets low it gets flagged to recieve a delivery. If one isnt sent locally in time it orders an import. There will always be some desync here so some imports are going to get ordered. At around 75k pop I generally have about 40 imports and over 1000 exports. I mention the export number to give you perspective of how little 40 imports is. A ship or train carries 200 units. So even 1000 isnt a lot.
 
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