Cities: Skylines

Cities: Skylines

Colossal Mills Cereal Factory
108 Comments
Braden<3 26 May, 2023 @ 8:15pm 
BorgonOfTheSnows - Glad it wasn't just me who thought of Minneapolis :D
BorgonOfTheSnows 28 Mar, 2022 @ 9:18pm 
reminds me of Minneapolis and the gold medal flour mill.
SpyroShock 21 Feb, 2022 @ 4:51pm 
I love stuff with detailed fictional backstories like this. Awesome job.
ASOM30 3 Feb, 2022 @ 2:22pm 
Might have been asked before but does it need After Dark DLC?
andysec18 18 Jul, 2020 @ 11:55am 
Very epic.
ABlueHairedFox 11 Apr, 2019 @ 5:39pm 
Never realized it took that big of a building to make just a box of cereal...
Kedryn 13 Feb, 2019 @ 12:11pm 
I really like this one. I changed it into a flour mill; I know it doesn't make sense but I really wanted a second kind of mill. I love how it can be seen from so far away.
LordDevorkian69 9 Jan, 2019 @ 8:56pm 
always wanted to be a CEREAL KILLER.
cakethulu 4 Nov, 2018 @ 12:26am 
Very glad to here that this asset will be updated to work with Industries DLC! Finally my dreams of this being a fully functioning cereal factory will come true :D
MrMaison  [author] 25 Oct, 2018 @ 6:35am 
Khaist- Oh yeah! I have plans for this to be interactive within the Industries. I want to connect farming, in fact a corn field to it since Chirpy Krisps is made with corn. I'm also making warehouses for it too.
Khaist 25 Oct, 2018 @ 4:28am 
It is possible that you release this asset as an new farming industry (for the new Industries update)?
Son Of Perdition 22 May, 2018 @ 11:34am 
Sweet, I can't wait!
MrMaison  [author] 22 May, 2018 @ 9:01am 
@Kernyx- Nah, it's not the building. Colossal framework would have something to do with the official game engine. Remember it's "Colossal Order" that makes the game.

@Son Of Perdition- Yeah, I do have more buildings in the works :) Thanks.
Elentári 22 May, 2018 @ 7:55am 
I'm getting an error message at the start of the game including the words "Colossal.Framework", is it possible it has anything to do with this mod? Because I don't have anything else with "Colossal" in its name and I don't see any other indication of a mod name ...
Son Of Perdition 17 May, 2018 @ 11:38am 
I wish you would make more buildings, this is perfect
BitsBytes 12 Apr, 2017 @ 5:58pm 
@the2pages I recently experienced this error myself, apperently being caused by Traffic Report Tool. Perhaps try unsubbing and deleting all the game files for it.
the2pages 1 Dec, 2016 @ 12:05pm 
I don't use any RICO settings I simplyplayed the game on November 29th just fine for 6 hours then after I started it up the next day I got this error and my save won't load
MrMaison  [author] 30 Nov, 2016 @ 4:29pm 
Not sure why it would. It's just a building with no mod ties. I will look into it just in case. Did you use RICO settings for it? If you have RICO prior to the update, get the newer test version for 1.6 and see if that helps.
the2pages 30 Nov, 2016 @ 3:07pm 
This mod is causing errors in my game is there something that can be done about that?

A Mod caused an error [ModException]

Details:
System.TypeLoadException: Could not load type 'ColossalFramework.Steamworks.Achievement' from assembly 'ColossalManaged, Version=0.3.0.0, Culture=neutral, PublicKeyToken=null'.
at EntryData.GenerateData () [0x00000] in <filename unknown>:0
CertainDeath 23 Oct, 2016 @ 9:10pm 
it works with rico. if its not already set up for rico (i am not sure), you can:
open rico menue, click on settings, search the building, set stats, save.
next gamestart it will be in the rico build menue in which yiu set it, and with the stats you set.
Muad'dib 23 Oct, 2016 @ 7:01am 
love this one butt want to find the rico version. Where can i find it?
CertainDeath 15 Oct, 2016 @ 3:13am 
Works fine, looks great!
Do industries with more Jobs use more ressources and produce more ressources?
For example, if i turn a farm building in a custom one, give it 40 jobs and make a farm with ground texture and props around it by hand (4x4 farms are a bit unreal^^), will it produce more basic farm ressource? will colossal mills turn more basic farm ressource in processed farm ressource?
UniverseMasterer 12 Oct, 2016 @ 11:34pm 
Love it
Deon ☣ 18 Jun, 2016 @ 7:50am 
Could you mention that the mod "Workshop RICO Settings" includes settings for this workshop? That would help a lot of people. Thanks for the amazing building.
MrMaison  [author] 24 Apr, 2016 @ 6:35am 
Matt Cubis- Awesome!! Please private message me. I have an idea.
Matt Cubis 23 Apr, 2016 @ 5:33am 
Hi, I accomodate your factory to RICO, can I release that? I'll write that you are the building author.
Regards
MrMaison  [author] 17 Mar, 2016 @ 10:47pm 
I been giving a RICO update very serious thought. Thanks for the suggestion. I been very busy with other projects but this is on my todo list.
Meteor Daddy 17 Mar, 2016 @ 10:43pm 
Hi Mr.Maison I'll look forward for big generic-style factories :D
mistahlova 9 Mar, 2016 @ 3:16pm 
@Owlchemist I second this. MrMaison, please consider making it RICO-enabled. It would be epic
Owlchemist 27 Feb, 2016 @ 7:24pm 
Yeah, this building is the perfect candiate for Ploppable RICO support. That way it would function like an actual industrial building.
ace0015 6 Feb, 2016 @ 8:37pm 
@ÐλΣMΦϟ ╚╬╝ ŧroøφer I think it may now be possible to do so with the Ploppable RICO mod. I think we just need to add the desired stats the mod's XML file. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=586012417
Daemon Trooper 18 Jan, 2016 @ 4:18pm 
Hope we will have the opportunity in this game to plop functional buildings as in SC4

And well done for the second picture ! xD
MrMaison  [author] 30 Dec, 2015 @ 11:01pm 
Thank You both!
KyleofKerbin 29 Dec, 2015 @ 5:44pm 
Pardon my language, but this is a badass factory! It's HUGE compared to the other puny industrial buildings! I absolutely love it; now if only someone(not me, haha I just bought this game a few days ago) would make a General Mills-based factory(not called that of course, but something similar in size and/or design)!
Hawkeye 19 Dec, 2015 @ 3:30pm 
One of the best buildings I've seen & certainly the best factory. Thanks for your hard work on this one!
MrMaison  [author] 7 Dec, 2015 @ 5:06pm 
murley91- those daytime screenshots is what it looked like before After Dark. We are waiting for the developers to fix the rendering of our textures back to how it was unfortunately. They have it on their to do list.
murley91 7 Dec, 2015 @ 3:08pm 
Great Building.

In the screenshts have you used a mod to change the colour of the grass and make the dirt around the roads much more subtle?
MadCat3D 29 Sep, 2015 @ 10:36pm 
Man this is awesome.
Zaphod 26 Sep, 2015 @ 11:10pm 
Best building ever.
Ozymandias 24 Sep, 2015 @ 8:41pm 
Wow, updated on the same day After Dark was released! That was fast. It looks even better now in my small-town-charm lakeside region. I especially like the little flashing red lights on the stacks. This is one of my favourite items on the workshop, thank you for continuing to support it!
Seed5050 24 Sep, 2015 @ 9:32am 
wow exellent thanks
- DownloaD 23 Sep, 2015 @ 6:05pm 
seems great, thanks man
MrMaison  [author] 22 Sep, 2015 @ 4:53pm 
Ozymandias-Thank you...glad you like it. We have prisons coming in the update. So anyone caught with ceareal contriband without a reciept will be arrested. There's also an investigation on the blue marshmallows. Some critcs are saying it have addictive properties that lead to some questionable behavior.
Ozymandias 22 Sep, 2015 @ 10:42am 
This factory has been an absolute boon for my town! All the buildings nearby levelled up immediately - apparently this factory makes my town smell like fresh Chirpy Crisps! I've placed it on a hill near some agricultural processing buildings, and now it dominates the town's skyline. I've had a few problems with crime, which I blame on unscrupulous executives and workers walking out with their shirts stuffed with cereal. But every town has its problems so I'm not too concerned. Maybe After Dark's crime rebalance will provide some insight. Thanks for this wonderful mill, it turned my sleepy village into a boom town!
Karadical 5 Sep, 2015 @ 3:24pm 
Chirpy in the box is so cute that i almost died! (jk but still hes cute as hell!)
Mizral 23 Aug, 2015 @ 1:00am 
chirpy crisp?!?!?! im in! thanks!! :chirp:
Andiamo Bones 22 Aug, 2015 @ 9:50am 
Very cool, good job sir.
Tadoké Is N Aint 13 Aug, 2015 @ 3:13pm 
The asset is having just odd behavior, yet doesn't affect overall gameplay.
What I observed is: Crime bubble quickly turns red when appears. Police coverage value in asset area is 120-175. Once crime bubble vanishes, in about 5-30 mins bubble re appears. Rinse repeat.

Wish I had a gif to visually show. But no real serious issue so all is good :)
Maverick Mullah 13 Aug, 2015 @ 9:50am 
Wow beautifull thanks for making this mod i was waiting for it now i can finnaly start and play the game again and man congrats on this much fame for the mod
MrMaison  [author] 13 Aug, 2015 @ 8:52am 
OK, I was able to get my editor back but still have some reservations about changing any stats here.
1. I have a serious crime problem with the CN Tower which have far less workers and tourists etc. than this factory. So I don't think changing those values will make a difference.

2. I don't have a crime problem at this factory in my game. I play for long stretches and been watching it. What I can say is that it had high crime when I first plopped it in. I don't know if subscribing to the CN tower and plopping that transfered the crime. More study on this is needed to understand the system. There is very liitle info on the values in the side panel of the asset editor but at least we know that crime is getting an overhaul in the coming update.

So I will look into why a building would have a persistent crime issue and tske it from there. In the mean time, I will leave this as is for now. If anyone have more info about crime and unique buildings, please report. Thanks.