Cities: Skylines

Cities: Skylines

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Specialized Industry Fix Redux
   
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20.992 KB
1 Nov, 2018 @ 5:41am
24 Sep, 2022 @ 6:47am
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Specialized Industry Fix Redux

Description
Return of the Dead! This mod is the successor of the original Specialized Industry Fix, made by steevm, updated by myself with permission from steevm himself.

Specialized Industry Buildings no longer flicker between "Operating" and "Not Operating". Does not modify Industrial Districts from the Industries DLC. More info below.
專業化工廠不再無故遊走於「運作中」和「停止中」兩種狀態之間,既可增產,亦可減省無故入口。並不處理/改變Industries DLC的工業區。

Credits to steevm for allowing me to use his screenshots.

Features
- For Specialized Industry Buildings, as long as they meet the criteria for production (e.g., have power, have water, workers are there, etc.), they will never produce nothing, i.e., they will always be working.

Known Effects
- Increased (normalized) specialized industry productivity: duh, that's what this mod does.
- Significantly increased taxation: in my test city, forestry income basically tripled; see the screenshots.
- Greatly suppresses notorious "processing building ordering via imports but not from next door" issue: more info below.
- Increased resource consumption: this may also increase noise and land pollution, so watch out.
- Significantly increased industrial traffic: this would be the traffic level that should have been.

Technical Info, or Why This Mod Was Made
All technical info has been moved to the README.md file on the GitHub page. Link to the GitHub page: https://github.com/Vectorial1024/SpecializedIndustryFixRedux

Credits
It would not have been possible for me to roll this mod out in such a quick fashion.
Thanks to the author of Real Time, dymanoid, to open-source his code on GitHub. This allowed me to structure my code using proven fault-tolerant algorithms.
Thanks to the trusty Harmony library and her dev team. WIthout them, redirection would have been very difficult, and would have taken much time.
Last but not least, thanks to steevm for making the original Specialized Industry Fix mod. Without his dedication and effort (and most importantly, his documentation on the bug), this mod most probably would never exist!

Source Please?
The source is here! Click here to go to the GitHub page: https://github.com/Vectorial1024/SpecializedIndustryFixRedux

But How About Bugs?
Feel free to leave a comment below. Alternatively, if you have a GitHub account, you can make a new Issue on the GitHub repo.

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Popular Discussions View All (2)
0
15 Nov, 2018 @ 5:11am
PINNED: Unexpected Incompability with Klyte Commons
Vectorial1024
0
24 Sep, 2022 @ 8:47pm
[Issue with Update: 24 Sep @ 9:47pm]
VNDK8R
79 Comments
Playerguy11 27 Sep @ 7:34am 
Does this work with Industries DLC?
Vectorial1024  [author] 3 Feb, 2024 @ 10:47pm 
Incompatibility with RealCity is expected and will not be addressed. RealCity is changing too many parts of the game.
CyborgDK 3 Feb, 2024 @ 4:26pm 
not compatible with : RealCity (series) mod says the SKYVE
LeonardMT 23 Jun, 2023 @ 8:25pm 
@Hestia there is no way for this to break your game, it also still works just fine.
Hestia 23 Jun, 2023 @ 6:04pm 
Is this safe for the latest patch?
VNDK8R 15 Dec, 2022 @ 6:19pm 
Is a Cities: Skylines 1.16.0-f3 update coming for this mod?
LeonardMT 22 Oct, 2022 @ 10:24am 
@macluk Well it's more of economy of scale and the export rate.
macluk 22 Oct, 2022 @ 6:49am 
@ LeonardMT - just for the same reason i have unsubcribed the mod - i had just started a town with a a single resource extractor (1*4 footprint) and before it was giving me just below 4.00$ of intermitent income, after activating this mod I had constant influx of 61$ from just 3 people employed in there!
That's not quite serious is it? especially that a company doesn't have constant income, only when it produces and sells a product...
I'm happy with vanilla settings then :) but i admit, the income could be higher there :)
LeonardMT 24 Sep, 2022 @ 12:31pm 
Whoooo!:slimehappy: This mod is a must have for anyone who takes eco in CS serious.
Vectorial1024  [author] 24 Sep, 2022 @ 6:53am 
The problem of having no effect has been fixed & released.