Cities: Skylines

Cities: Skylines

Rebalanced Industries Revisited 0.9.3
238 Comments
goannawoman 15 Jul @ 3:44am 
"rebalance the distribution of workers" - does this fix the problem of industry dlc buildings taking up more space, while employing less workers?
patrioticparadox 7 Jul @ 6:58am 
Use Unified UI
Ammar Kun 7 Jul @ 3:57am 
The button been cover by Bulldozer
patrioticparadox 1 Jul @ 6:33pm 
No, it does not. You should NEVER second load. You MUST fully exit the game before loading again. You have issues that are entirely unrelated to this mod. Please, be careful blaming mods for breaking things without understanding what is happening.
Slyguy3129 1 Jul @ 5:48pm 
This mod breaks in game loading.

I have always had an issue where any save game I load, first time round, the roads are visually broken (weird blue highlights at certain heights).

Anyway the only way to resolve the issue, is to quick load the save again once you load the save.

This mod forces that issue to be permanent. I had a longer explanation but it's limited to 1000.
Angelhearth 22 Jun @ 6:09am 
OK, so the game without this mod is a disaster, with this mod it's still a disaster, just not so bad. What is needed is to increase the capacity of the trucks a lot. I do not see any reason a truck should leave a production site and drive to a storage building with scraps.
Angelhearth 22 Jun @ 5:40am 
I disabled this mod and it still overwrites the capacity values when I try to increase them with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1548831935
Angelhearth 22 Jun @ 5:08am 
After using it for a while I found out why I have so much trouble with getting stuff in and out of industrial areas. This mod has a max multiplier of capacity at 2, about 10 times less than I need to get all the damned trucks off my roads. When you run cities with well over half a million citizens there's a lot of traffic, and then you don't need all the trucks driving to and from industrial areas clogging up your roads. Any chance you can make that slider go way, way, way further than 2?
Rhygar71 10 Jun @ 8:55pm 
@Dirty-Deedz Have you seen the Transfer Manager CE mod. I haven't used it yet but it says "Improved Import / Export controls including import restrictions, export vehicle limits and outside connection distance multipliers so one connection or connection type can be preferred over another." You might want to check it out.
patrioticparadox 5 Jun @ 8:37am 
It is
.....?
[PR] HavenOnline 3 Jun @ 8:39am 
will this
Samsung Refrigerator 19 Apr @ 10:03am 
After enabling this mod in an existing save i've noticed that my ore and oil industries are making 60% less money, is that normal?
Dirty-Deedz 1 Apr @ 6:00pm 
What I am REALLY looking to do is control imports into my city.. Whether through restrictions on imports or Tariffs to where imported freight can generate extra funds for the city.. Will this do that?
patrioticparadox 29 Mar @ 4:49am 
You should NEVER quit to main menu and then load a game. The Unity game engine does not handle this correctly. You should ALWAYS quit to desktop and restart the game. That's why the button is disabled. This mod is fully "fleshed out", feature complete, and stable.
JuicyThicc 28 Mar @ 1:05pm 
As of writing this mod gives the user the ability to change the capacity of trucks, edit the number of available trucks, etc. However the key thing that makes it almost unusable for me is that when you change the values within your game your "Quit to Main Menu" button is disabled.

I'd wait until it's more fleshed out and stable before using it, but updates seem unlikely. Unsubbed for now.
风好大 28 Mar @ 9:19am 
在游戏内面板中,生产和加工建筑都是可以调节运输效率和货车数量的,但是在仓库方面我只看到了调节货车数量,不知道调节的同时是否有自动调节单辆货车的载货量?因为如果要靠仓库的货车来供货的话,默认设置里的50%肯定是不够的
coolou7 20 Jan @ 8:31am 
There a "handbook" for this thing? I have no idea what this stuff means.
vaypon97 19 Jan @ 12:13am 
This doesn't fix pre-existing "not enough buyers" problems?
Blinking Ice 7 Jan @ 4:55am 
I suppose the change to ProcessingFacilityProductionRate does not affect the materials consumption rate ? Therefore with the default 0.5 produce rate the ratio between extracting and production facility is changed?
The Loot 5 Nov, 2024 @ 12:58pm 
Noticed that the Bakery Unique Factory is nonfunctional with 0 output rate, like other buildings have been in the past.
tomydenger 26 Oct, 2024 @ 4:41pm 
Is it possible to set the button elsewhere or desactivate it ? It goes above "buldoze" in my game. And it's a menu that i don't need that often, unlike buldozing
zepnet 24 Oct, 2024 @ 8:28am 
Error with update 1.18.1-f3
The Loot 16 Oct, 2024 @ 4:52pm 
Silo capacity is also a little unbalanced: large is 6x the size of small, but only 2x the storage (but I'd say it should realistically only be around 4x based on the size of the model). Also they have the same amount of trucks, which makes the large even less useful.

Also noticed that the vanilla cotton field makes a lot more than the other crops.
The Loot 16 Oct, 2024 @ 4:43pm 
@patrioticparadox It's listed above in the description.

@Mbyron26 I noticed that some workshop farm fields I use (Maximilian's Farms https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1549054316) are using much lower values than the vanilla fields, especially the even larger fields. I know the original mod was compatible with added buildings, but it seems like it got overlooked here?

Also, I noticed this while I was comparing menu values for the vanilla fields, which aren't really balanced against each other when comparing sizes. The medium field is 2x as big as the small, but produces less than 1.7x, and the large is 4x the size and produces less than 2.5x. Can that be looked at and "rebalanced" some more?

Not sure if these issues apply to all other types of industry buildings, but might be worth a look.
patrioticparadox 29 Sep, 2024 @ 8:29pm 
Still trying to figure out exactly what this does. Especially when used in conjunction with Realistic Population 2.
Talia 27 Sep, 2024 @ 6:31am 
@Draylynn
"Every crop field, every animal shelter, 1 worker each?"

- I'm having this exact problem as well. Why does the small crop/fruit field only have 1 worker available? I know it rebalances the amount of workers but when I have to get to 800 workers for level 5, it makes it really difficult when even the large farms only have 4 workers each.

Normal small field would have 20 workers and 25% of that is not 1 so I think there's an issue somewhere maybe?
Mr. Coja 31 Aug, 2024 @ 1:05am 
awesome, thank you
Mbyron26  [author] 30 Aug, 2024 @ 9:13pm 
@Chloe Wichers @Mr. Coja Fixed
Chloe Wichers 20 Aug, 2024 @ 3:04am 
Icon in game wont get removed despite opting out of it in the settings, pls fix soon thanks
Mr. Coja 10 Aug, 2024 @ 4:44am 
The Tool button display option doesn't properly remove the button and does not remember the option selected either, defaulting to "Only in game" constantly.
Finwickle 9 Aug, 2024 @ 8:32am 
@Parmbir: You won't be able to exit to main menu when this mod is enabled, and you really should never do that with any mod loaded anyway. Mods will stays loaded partially when you exit to main menu and load another save, getting all kinds of serious mod conflicts and game crashes. That is why this mod removes that option. It's not a bug, but a safety feature.

When using any mods, always exit to desktop and restart the game if you want to get to the main menu.
Parmbir 8 Aug, 2024 @ 4:58pm 
After the update I get the message "In order to ensure the normal operation of Re balanced Industries Revisited Mod, back to main menu function has been disabled. Please exit the game and reload the save."

I'e backed out to my desktop, reloaded the game, and I still receive the same message. I also unsubscribed and resubscribed to the mod, and tried re-saving the game file, but I am stil unable to back out to the main menu.

Help please!
IIIIIIIIIIIIIIIIIIIIIIIII 8 Aug, 2024 @ 4:55pm 
This overlaps with the bulldozer icon
Timoh 20 Jul, 2024 @ 9:09am 
V0.9.1
[*]Code cleanup.
[*]Fix potential issues.

Taken from Github directly. For the actual code changes:
https://github.com/Mbyron26/RebalancedIndustriesRevisited/commit/80f9c9df753a6cf0dc219073eec3012be98da82d
Finwickle 20 Jul, 2024 @ 5:51am 
Nice to see this is still getting updates. Can you say some more about the potential issues that were fixed?
RED 4 Jul, 2024 @ 1:29am 
is it still work?
Hestia 27 Apr, 2024 @ 8:22pm 
Skyve is reporting this mod with potential issues.
Enterprofilenamehere 27 Apr, 2024 @ 2:41pm 
A great addition to the game in my opinion.

It also seems to solve an issue I'd been experiencing with agriculture storage buildings not sending out trucks.
Giovanni 27 Apr, 2024 @ 9:17am 
crashes with various mod, per example game anarchy
Fangslash 26 Apr, 2024 @ 7:11am 
reporting this mod as broken for now.

I also got a similar bug reported by @Menhom, both the production and trucking capability of buildings will decrease by 1/2 everytime you load a save. This includes loading from desktop.
jman 8 Mar, 2024 @ 3:33am 
This mod could really do with some documentation :(
The1ManClan 6 Mar, 2024 @ 6:45pm 
There is no decent documentation on this from what I see.
Under the "TRUCK" tab what does this mean?
"Multiplier factor of the truck count in extracting facilities and processing facilities"

What happens if I make that smaller, versus making those rates larger? Same for other settings down that page in subsections. I'm trying to fix all my Warehouses sitting at 99% full all the time and after installing this mod, I have not made any changes to its baseline settings, Yet many years in my warehouses overload!
The Loot 24 Jan, 2024 @ 9:48pm 
From what I've seen that's exactly what is supposed to happen with the shipyard, though I've never used one. Do all these complaints about the single truck even have an actual problem with the buildings functionality, or are people simply reporting a problem that isn't?
phillipterence35 18 Jan, 2024 @ 7:29pm 
With the Shipyard having only 1 truck, does it pose a game issue? Since the Luxury Good (Ships) is automatically exported without needing to be sent to Commericial or trucked on highways for export, the Shipyard doesn't really need any freight trucks like the other Unique Factories. Is that right?
annakusz9498n 3 Jan, 2024 @ 7:21am 
nope - the shipyard is still screwed...
QueenPixxa 1 Jan, 2024 @ 8:09pm 
Has the 1-shipyard-truck issue been resolved?
oreia 23 Nov, 2023 @ 7:09pm 
I believe I found an error in the mod. I don't know if it's intentional or not, but unlike other unique factories, the Shipyard only has 1 vehicle, and I also noticed that when you change the vehicle multiplier for unique industries, the Shipyard is not affected.
SteelCrow 20 Nov, 2023 @ 1:43am 
When using the Shipyard Unique Factory, the max amount of trucks is set to 1 always, changing the setting for cargo trucks for unique factories effects the other unique factories I tried but not the Shipyard Unique Factory. Others will have a max of 40 trucks while the Shipyard will have a maximum of 1, no settings change in the mod impacted this.
大白 20 Nov, 2023 @ 12:59am 
Is this module in conflict with the Transfer Manager CE? I have found that installing both modules will cause the raw material processing plant to be full and unable to operate. It should not be related to the upper limit. I have installed a module that solves the import and export upper limit.
daameer 4 Oct, 2023 @ 4:01am 
It's late now with CS2 comming up, but... is it possible to add control for mail as well since it came with industries?