Cities: Skylines

Cities: Skylines

Iron ore processing
15 Comments
Fulanodetal 28 Oct, 2020 @ 1:32pm 
Thank you so much. I’ll be looking forward to it.
Avanya  [author] 28 Oct, 2020 @ 6:06am 
@Fulanodetal: That's a good idea! No promises on when I'd get around to doing that, especially since I'd like to also update these assets to look a bit better. But I could definitely see that being useful! :)
Fulanodetal 27 Oct, 2020 @ 5:47pm 
Hi Avanya. I’m a big fan of your work. I do enjoy building port and industrial areas that function and your assets are all over my builds.
I’ve been looking for an ore or grain hoper to complete a couple of loading areas for both trucks and trains, you know, for the vehicles to load directly underneath the actual hoper. All I can find are the ones included within a few of your assets. Would it be possible for you to release them on their own? I’m looking at the one within this asset but also the ones in the Ore Crusher and Ore extractor. Actually, if is not too much to ask, also release the other elements within those assets.
Thank you so much for all your creations.
Darkangel 31 Aug, 2017 @ 4:07am 
it seems to be happening with some oil assets extractors there too saying 'not operating' then 'operating' about every 30 seconds i mean is this just a visual glitch or does it affect the treasury as well which i suspect as that seems to be going up and down. Ore and oil dont run out now with the new dlcs a few months ago. I have used rico on a generic industry factory and made that into a ore processor and that stayed fine like 'operating' all the time like the games default ore extractors. Then i tried to rico your ore extractrors to see if a plopable version of your growable could stop the annoying 'not operating' bs but no the plopable versions of your ore extractors were also saying 'not operating' 'operating' every 30 secs too. Maybe i've hit my asset limit i dont know. all i know is that on my limits mod the only thing saying is over limit is 81 tiles which i play on every map but 'active traffic' and buildings and roads are all way under the limits so i cant figure it out.
Avanya  [author] 30 Aug, 2017 @ 5:19am 
@Darkangel: I'll have a look at it, but most likely it's completely out of my control. There hasn't been any changes to ore in the last many patches and even if there was it shouldn't affect custom assets. Sounds like an issue with extracting ore. Are you using any mods to keep ore around or can it get depleted? By default the game spawns many more processors compared to extractors, but with all my ore assets you get more extractors. It could be the balance of the two types being a little off because of this.
Darkangel 30 Aug, 2017 @ 12:11am 
Ok this one stays 'operating' unlike the extractor ore assets. Ie for some reason you cant make assets that extract ore without it changing to 'not operating' and back to 'operating' every minute! Processors are ok but extractors need updating!!!
Avanya  [author] 1 Nov, 2015 @ 1:36am 
Yes I did. Played around with the texture to give it a bit more life. And yes it looks much better now. :) I cut the legs on those two to keep the tris count down for the lod. As it's a growable I don't want to go above the recommended 100. I don't know what resolution you play with, but I can't see the legs even when they are there. :P
Leo Mystic Magic 31 Oct, 2015 @ 5:40pm 
Did you just change the textures on the metal? Cause the model is looking waaay better now. Thanks! :) If I could ask one more thing, could you make some legs for lod for the trommel and thing next to it so it doesn't look like its floating?
http://i.imgur.com/Q7aIAE1.png
Avanya  [author] 31 Oct, 2015 @ 2:06pm 
@Blackdragonbird: I've got loads of ideas, the challenge is to keep it within the 4x4 squares needed for growables. That mine would prob be very nice in CS if it wouldn't end up looking weirdly small. :P
Blackdragonbird 31 Oct, 2015 @ 1:38pm 
@Avanya. Short on ideas? Why don't you try to make the Sim City 2013 ore mine? I think it will look great in CS.

Seems very complex to do, but you can simplify it:

[img] http://www.slate.com/content/dam/slate/articles/technology/future_tense/2013/03/130306_FUT_Sneedville-mines.jpg.CROP.original-original.jpg [/img]
Avanya  [author] 31 Oct, 2015 @ 1:35pm 
@ Blackdragonbird: Yes, that's my plan. I don't have much planned for oil yet, just a few pits for some Shell refinery (since we have Shell gas stations, trucks and trains). I'll prob do something for farming as well and possibly forestry, but we'll see when I get there. First I have to finish ore buildings :)
Blackdragonbird 31 Oct, 2015 @ 1:27pm 
@Avanya. Suberb. Keep this great work. Do you intend to do custom model assets to oil industry too?

@templeofdoom. I think what make whe see so little assets to especialized industry is that ore and oil drain so ridiculously fast that the majority of players simple ignore it. If you dont use you don't have any reason to improve it. A pity really. =(
Avanya  [author] 31 Oct, 2015 @ 12:31pm 
@ templeofdoom: Tyvm! I got so tired of the same 3-5 buildings in my industry I decided to give it a try. :)

@ Shroomblaze: Ty for the tips. I've deliberately kept the textures generally "clean" to keep with the a bit cartoonish look the game has. I did give it a bit of dirt spots this time around, but it might have been too vague to really show in the game (I see it as I know it's there :P). Still getting used to how the colors change when imported into the game.

Normal maps I've done a little bit in, but very new to them and I just can't seem to get them to pop right (I invert red like it seems we need to). It's like they're rotated 90 degrees from what they should be. If you have any links to guides or tutorials that would be much appreciated. :)
Leo Mystic Magic 31 Oct, 2015 @ 10:28am 
I think this is great and the industry category needs more growables. I really think you should consider better texturing though, this asset could be 10x better with some simple textures that break up the fake look they have right now. That tumbler could use some grunge and rust as well as the feeder. Textures can really take your models to the next level, same goes for normal maps.
templeofdoom 31 Oct, 2015 @ 9:14am 
Outstanding! Your assets really fill a need of better custom growables. The majority of the industrial assets are just cosmetic changes on the same buildings and I am really liking the stuff you're making to enhance the feel of these districts. Thanks and can't wait to see your future installments! :)