Cities: Skylines

Cities: Skylines

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Factory Hall 1 (RICO)
   
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Assets: Park
File Size
Posted
Updated
3.205 MB
22 Jul, 2016 @ 12:24pm
27 Jul, 2016 @ 5:21am
2 Change Notes ( view )

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Factory Hall 1 (RICO)

In 2 collections by Avanya
More industry
39 items
Miyagi Motors factory complex (RICO)
29 items
Description
A large factory hall for your CIMs to work in. It's made to fit the Miyagi Motors plant style, but it can also be used on it's own. The walls touch the edges on 3 sides, so you can easily have them in clusters.




Stats
Level 2 generic industry
16x8 squares
Employees 300
Cost 55000
Pollutes

Model
Tris: 1897
Texture: 1024x1024

LOD
Tris: 46
Texture: 256x128

Disclaimer
For full transparency: I am an employee at Colossal Order, however this is my personal account and as such all opinions, content and contributions to the community reflect my own views and interests, and are not created nor maintained as part of my job. Like all user generated content, this is not officially supported content and should be used at your own risk.

Questions, bugs & feedback
Please direct all questions regarding the game, official content and Colossal Order to the official channels: https://linktr.ee/colossalorder

Copyright 2017 Samantha Woods. This item is not authorized for posting on Steam, except under the Steam account named Avanya. If you have a good reason for another version to exist, then message me and we can talk.
23 Comments
Pizzaguy 19 Feb @ 4:57pm 
I wish there were more gigantic generic and simple factories to use
Avanya  [author] 2 Nov, 2016 @ 2:58am 
@CertainDeath: I'm honestly not sure what increases the resources needed and amount of goods produced. For all my larger industry both size and employees increase roughly together (so the same amount of ppl would be employed had you zoned the area instead).

The larger factories do use more resources and produce more, though it should be about the same as if you had zoned industry in the same area.
CertainDeath 1 Nov, 2016 @ 10:22pm 
does a bigger factory demand more ressources and produce more goods?
is this size related or jobs related?
Avanya  [author] 30 Jul, 2016 @ 9:03am 
@fatfluffycat: Make sure there's good connection to the highway and/or a cargo terminal. Also check that your industry specializations (if you have any) have good connections to where these are. This is a sign that trucks aren't getting there in a satisfying time. It isn't an issue with this asset - because it is one large building instead of several smaller ones (like zoning) it is just a bit more sensative to trucks not getting there.
fatfluffycat 30 Jul, 2016 @ 8:51am 
They're all complaining about "Not enough raw materials", zoned industry is just fine.



SonOfNitrous 26 Jul, 2016 @ 6:47am 
Yeah, but beware they there'll be a lot of crying after changes :D
Mb just separate versions would be enough... idno)

Some thought: there is a mod called Rainfall - it somehow separates water flows in pipes and makes separate water calculations. Mb it author could help with making Sewage simulation better.

anyway - I'm rlly glad that we are feeling the same and I'm sure that you'll come up with nice ideas.
Avanya  [author] 26 Jul, 2016 @ 6:23am 
I'll have to do some testing I think. I could always adjust my water pump buildings to produce a bit more water to balance it out (ofc that only works for ppl using them along with my sewage stuff). The problem is that to simulate the sewage treatment becoming clean water the building is actually gathering water from the ground like a water tower.
SonOfNitrous 26 Jul, 2016 @ 6:18am 
Oh, my bad about description! =)

RICO pollution near your water assets was my reason to ask AJ3D about tweaking industry pollution ;)
It rlly needs some thinking. The cool thing about your sewage assets - as city grows they are nicely spread in different areas and they feel balanced in the way "how you have to build them".

So there should be definitely way of producing enough water "with realistic look as water infrastructure becomes bigger" if this functionality is removed from some assets.
But this also feels a bit too unrealistic at this point - as some assets will become "cut in impact/effect" instead of industry =)
Avanya  [author] 26 Jul, 2016 @ 5:55am 
@SonOfNitrous: Switching off pollution by default feels a little too much like cheating to me, so I'm glad AJ3D just gave us the option to switch it on and off. I have actually noted that this one (and the Miyagi Motors) pollute - it's in the description right under the cost. :) Generally you can assume my industry will pollute with the exception of warehouses - I'll just have a look at all of them and make sure it's noted in all descriptions. :)

I usually create a buffer zone of parks/parking, rail lines or commercial between my industry and residential. As for the water and sewage I totally get you. I've actually considered an update to them, which would solve that. The downside to that is they would no longer output clean water, only get rid of the sewage. Then all sewage buildings would be placeable in polluted areas no problem. How would that seem to you?
SonOfNitrous 26 Jul, 2016 @ 3:42am 
Added: like it would be never possible to place some sewage and water facilities (yeah, the best ones....made by you!:steamhappy:) in industry districts near some factories, and so on.

Cheers!)