Cities: Skylines

Cities: Skylines

Specialized Industry Fix Redux
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.
Vectorial1024  [author] 22 Sep, 2022 @ 7:50am 
And eventually, someone capable will be annoyed by the small bugs and decided to make mods (eg me); for example, the mods I made:

- This mod (and its predecessors): specialized industry randomly switches off
- Express Bus Services: the lack of realism where buses do not unbunch (perhaps this is true for most of the world?)
- Public Transport Unstucker: fixes the "citizen runaway problem"
- Better Train Boarding: uses a smarter (aka faster) way of loading passenger trains

And then, in a way, I improved the game without being employed by CO or even without knowing any of the CO people.

Would not recommend this way of running a business, but hey, it works. I'm here, and CO is pushing DLCs regularly. Players get shiny new content once in a while. Everyone got what they wanted.
Vectorial1024  [author] 22 Sep, 2022 @ 7:41am 
Yup, I can confirm it too and I opened an issue for this

https://github.com/Vectorial1024/SpecializedIndustryFixRedux/issues/1

I have also submitted a report to Compatibility Checker, saying that this mod is broken (no effect).

---

I guess the way it happened, was that Cities Skylines was made as some sort of experimentation against SimCity. They had no expectation of big success and yet the numbers showed great success. And so, to not disappoint the fans, they had to focus a lot on DLCs, which meant that, as long as the bugs are not too game breaking, they would choose to ignore it but focus on making new DLCs.

It is basic economics: you go fix bugs, you "un-bad" your game, but you lose potential revenue generated from making new DLCs as an alternative use of your resources. If you have some money then you would perhaps consider fixing the game, but if you lack money, well: all in DLCs!
LeonardMT 21 Sep, 2022 @ 9:47am 
@Vectorial1024 I'm wondering if you have already what did your tests show? (Side note why can't the CS devs have industry work properly? It's buggy with specialized industry and the industry DLC)
Vectorial1024  [author] 21 Sep, 2022 @ 8:55am 
Hmmm, that is interesting.
LeonardMT 21 Sep, 2022 @ 8:21am 
@Vectorial1024 Nope it looks like this mod doesn't do anything anymore, I'm getting the "Not Operating" bug again.
Vectorial1024  [author] 21 Sep, 2022 @ 8:15am 
@LeonardMT

If you are talking about Compatibility Report, I am told that they regularly assign "this mod is broken" to mods that arent too popular.

I can double check whether this really does not work or not.
LeonardMT 20 Sep, 2022 @ 8:08pm 
Looks like the game update broke this mod:steamsad:
fredriktomte 12 Aug, 2022 @ 4:08am 
Doesn't seem to be working for me, most of my specialized extractors are still "not operating". It says in the beginning that the mod does not affect industrial districts. My extractors are within industrial districts. Could that be the explanation and if so, do you know if there's any fix for that?
WHR | TMaekler 27 Jun, 2021 @ 8:27am 
"Mod Compatibility Checker" tells me that your mod and "Rebalanced Industries" are incompatible. From the description of your both mods they seem to tackle different areas. Could you check if that assessment is correct? Thanks.
WHR | TMaekler 11 Feb, 2021 @ 7:49am 
Yes, works now. Thanks.
Vectorial1024  [author] 11 Feb, 2021 @ 7:14am 
Alright now the Harmony problem is fixed for real. Previous "seem to have fixed" observations are most likely just changing the load order so that this mod "freerides" other mods that have proper Harmony version control with CitiesHarmony.
jpcosta92 2 Feb, 2021 @ 10:35am 
@tmaekler, unsubscribing and resubscribing fixed the errors for me.
WHR | TMaekler 29 Jan, 2021 @ 12:37pm 
Harmony 2 got an update which leads your mod throwing errors.
LeonardMT 23 Nov, 2020 @ 2:28pm 
@Vectorial1024 Yay a Harmony 2 port :steamhappy:
Vectorial1024  [author] 19 Nov, 2020 @ 2:50am 
This mod now requires Harmony 2! Please recheck your subscriptions.
Vectorial1024  [author] 18 Nov, 2020 @ 9:42pm 
@LeonardMT

That reminded me... this mod is still using Harmony 1. I should update this sometime later to use Harmony 2. (It is just changing the reference, there wont be any real code changes.)
LeonardMT 18 Nov, 2020 @ 7:39pm 
@Future yes any mod that uses Harmony 2 is incompatible but the looks like the mod might work
Vectorial1024  [author] 8 Jul, 2020 @ 7:19am 
@Future

Probably none; this mod is targeting something in the game so specific that it is very unlikely that some other mod is also targeting the same thing.

Of course I would think that this mod is incompatible with the original Industry Fix.
Future 6 Jul, 2020 @ 2:31pm 
Any incompatibilities?
Termite 20 Jun, 2020 @ 2:21am 
@stmSantana as a matter if interest do you use the realistic population and consumption mods? I found this issue only happens in my game when I use the mods. Without the mods I have no issues. Still I do use them and so need this mod to fix the issue.
stmSantana 7 Apr, 2020 @ 2:18am 
After the Sunset Harbor update, Even now patch v1.13, Vanilla game still flickers between "Operating" and "Not Operating".
Good mod.
Vectorial1024  [author] 4 Apr, 2020 @ 11:26pm 
@Captain Toof

This mod ensures that specialized industry is always operating whenever there is enough power, water, and workforce. As such, there will be more traffic compared to vanilla. The traffic level in this mod should be the "normal" and "expected" traffic level.
Captain Toof 4 Apr, 2020 @ 5:48pm 
If someone tested it with rebalanced industry mod or another one to fill transports better, how the traffic changed in general?
76561198037772813 27 Mar, 2020 @ 5:33am 
Just to let people know who wonder: this mod still works (with the vanilla game) after the Sunset Harbor patch (Patch 1.13.0-f7). Thanks for the great work!
macluk 19 Oct, 2019 @ 9:08am 
i don't think it works as mentioned below - it gave a tiny twitch to my stats and then all got back to normal - meaning getting worse and worse :)
Royal Raven 23 Jul, 2019 @ 7:55am 
Yeah no worries. I will unsub and see if I notice anything. I will keep an eye on industries and see.
Vectorial1024  [author] 23 Jul, 2019 @ 6:37am 
@Raven_2012
I'm not quite sure either.

Supposedly the Industries DLC replaced the pre-DLC specialized industries zoning (...?) with something else, so there's a chance this mod does not work at all, because it is changing something that is not used at all...

I have no idea how those new "industrial park" (?) works so not sure about them.
Royal Raven 23 Jul, 2019 @ 6:21am 
I just started playing again and didnt check some of my mods. I had this one with the DLC for a while. But honestly I wouldn't know what to look for in testing.
Vectorial1024  [author] 23 Jul, 2019 @ 6:05am 
@Raven_2012
I'm trying to say, because I cannot test it, *to be sure nothing goes wrong*, don't use this mod with Industries DLC. If you feel brave enough, you can use it, and report to us if it works.
Royal Raven 23 Jul, 2019 @ 5:14am 
So your saying if we have Industrial DLC, don't use this mod?
Vectorial1024  [author] 11 Mar, 2019 @ 8:26pm 
@Good stuff ⭐️⭐
Well, I did not test this mod with Industries DLC, nor do I have Industries DLC...
Perhaps the Industries DLC are using different code for handling resource import/export?
Anyways, this mod was never intended to be used together with the Industries DLC
Good stuff 11 Mar, 2019 @ 1:45pm 
Hi @Vectorial1024 "Interestingly, when I play-test this mod, I noticed a significant reduction of such problem. I theorized that as "extraction" buildings work continuously, it is more likely that "processing" industry can find some local "extraction" industry that has the said resources, and thus rely less on imports". Do you think it's can be the same issue with Industry DLC? I don't know why this fuc#@! factory imports raw materials from outside !
Vectorial1024  [author] 15 Feb, 2019 @ 11:01pm 
@hambil
Not my fault. Not fixing. But I can tell you this: you are using some other mods that causes error with this mod.
After you found out what those mods are, tell their authors to update his Harmony library.
hambil 15 Feb, 2019 @ 11:46am 
The Mod C:\Program Files (x86)\Steam\steamapps\workshop\content\255710\1553517176 [0Harmony.dll, SpecializedIndustryFixRedux.dll] has caused an error [ModException]

Details:
System.InvalidCastException: Cannot cast from source type to destination type.
at Harmony.PatchInfoSerialization.Deserialize (System.Byte[] bytes) [0x00000] in <filename unknown>:0
...
at SpecializedIndustryFixRedux.SpecializedIndustryFixRedux.OnLevelUnloading () [0x00000] in <filename unknown>:0
at LoadingWrapper.OnLevelUnloading () [0x00000] in <filename unknown>:0
Vectorial1024  [author] 18 Dec, 2018 @ 8:02am 
@sagiluv1
Unfortunately, I am not sure; I don't have the Industries DLC
sagiluv1 18 Dec, 2018 @ 5:58am 
@Vectorial1024
Will this mod have issue with the rebalanced industry mod?
Vectorial1024  [author] 17 Dec, 2018 @ 6:08am 
@sagiluv1
This mod does not handle/process night-time industry activity; use something like Real TIme for that.
I don't help with any road management either...
sagiluv1 17 Dec, 2018 @ 5:11am 
@Vectorial1024
There are industries that are not running a 24 hours operation, plus the fact this will clogged up my roads is a huge turn off.
vitalii201 29 Nov, 2018 @ 3:49am 
@Vectorial1024, got it. Did not know. Thanks for clarifying.
Vectorial1024  [author] 29 Nov, 2018 @ 3:44am 
@vitalii201
Mind you, industrial buildings should have very bad fire safety ratings in the game, so you *should* be looking at brown industrial buildings. However, due to the bug, as industrial buildings shut down, their ratings got reset to 0 (light blue), which is incorrect.
The screenshots aim to show that the industrial buildings are all functioning correctly by showing an all-brown fire safety industrial district.
The fire safety bit is something that you should look after.