Cities: Skylines

Cities: Skylines

View Stats:
Cronnos Nov 19, 2018 @ 1:49pm
Not enough raw materials
Hello Guys, i've got a Problem with the new industries features.

My processing buildings most of the Time show "not enough resources" but my resource generating buildings like mines and my stock als also full with resources.

Trucks are at 1/7?

I donk't know what im doing wrong.
Can on of you help me?

Thanks!
< >
Showing 1-14 of 14 comments
scpool1986 Nov 19, 2018 @ 2:23pm 
I ran into the same problem with my first attempt with the Industries DLC. I noticed that in my oil areas the extractors would show “not enough buyers” while the processors were functioning perfectly. Wait a few minutes and the situation would change. The extractors would be working perfectly while the processors showed “not enough raw materials.” I literally took a step back (zoomed out so I could see my entire oil production area) and turned on the routes markers. I turned all but 4 off; 2 extractors and 2 processors. That’s when I noticed the pulsing. When my extractors were going full bore there were trucks going to the processors but once the processors stopped “ordering” crude oil the extractors would go to not enough buyers. Once the processors exhausted what they had in storage the “not enough raw materials” would come up. I thought back to an industrial economics class I took when getting my first degree. There was a crucial part of the supply chain missing; the buffers. In this case the buffers were oil tank farms.

I built some large oil storage tanks on the route between the extractors and processors. As the extractors extracted oil it would go to the storage tanks and the processors would “order” from the tanks, not the pumps. Over a little time things settled into a new cycle. As the extractors increased production it would go to the tanks and the tanks would deliver it to the processors.

Sounds like you’re having the same supply wave problem I had. You’ll need to build some storage facilities for your mining area to buffer things out between the extractors and the processors. The wave will slowly die off and if everything works the way it’s supposed to, you won’t see either “not enough buyers” or “not enough raw materials.” The extractors will deliver to the storage facilities and your storage facilities will finish the loop and deliver to your processors.
Cronnos Nov 19, 2018 @ 2:38pm 
Hey scpool,

Thanks for your answer!
I'll try it with the buffers between the areas tomorrow.
scpool1986 Nov 19, 2018 @ 2:45pm 
You’re welcome. If you’d like I can post a couple examples of how I have the warehouses set up in my districts.
scpool1986 Nov 19, 2018 @ 5:22pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1569344870

This is Alderwood Forest, my city’s primary timber area. As you can see there are several elements that are found along the forestry products supply chain; from the Large Tree Plantations (extractor) all the way up to unique factories (furniture factory and soft paper factory. On the left hand side of the picture you’ll find Large Tree Plantations. Just south of those you’ll see the first buffer, Log Yards. In this part of the complex there are 4 of them. They get their logs from the plantations to the left of the Soft Paper Factory. Right next to the Soft Paper Factory you’ll see 2 Saw Mills as well as a Engineered Wood Factory. Across the street from the Saw Mills and Engineered Wood plant you’ll find 2 sawdust storage lots. Moving to the left of those is a wood chip storage area. Just above the Log Storage Yards you’ll find a Biomass Pellet Plant. Directly above the saw mills, engineered wood factory, and the Biomass Pellet Plant you’ll find the first of 2 unique buildings in this area; the Soft Paper Factory. The next buildings in this sequence moving closer to the river are the Furniture Factory and a medium warehouse that is set to store the products made by the Soft Paper Factory and the Furniture Factory. In just this one area we have all the elements needed for a successful supply chain from extractor to unique factory.

The general flow of the supply chain goes like this:
Extractor(plantations)>Log Storage>Processor(Saw Mills and Biomass Plant)>Chip/Sawdust Storage>to local users (EG: Sawdust going to the Biomass Pellet Plant) and generic industry>Sold in city/or export

At the local users stage there is a second route that these semi-finished products can take, going to one of the Unique Factories where it is processed into a luxury product (soft paper or furniture) where those products are sold in the city or exported. Above the tree plantations that are to the right of the Furniture Factory and Soft Paper Factory you’ll find 2 more warehouses (one for paper, the other for planed wood) that act as buffers in the event that the processors shut down for any reason. You’ll find a Pulp Mill next to the warehouses. The facilities to the right of this is the same as on the left. With the correct set up your industrial areas will not only turn a profit but they’ll also require very little intervention from you. The end result is a supply chain that looks similar to this.

https://steamcommunity.com/sharedfiles/filedetails/?id=1569344782
Pops Nov 19, 2018 @ 11:43pm 
@OP, its obvious you dont understand the ind mechanics, ill try to explain. First buildings in CS only deliver, they wont go to storage to pick up what they need. Your processing bldgs require deliveries from your storage. If you overproduce like most do, your storage vehicles are far too busy exporting your overproduction to worry about delivering materials to your processing bldgs.

This means you have 2 options,
1, Dont overproduce
2. Build more starage for raw materials (to store up your overproduction), so as to free up some exporting vehicles to make deliveries.

Maybe more options but they are the best to do.
Cronnos Nov 20, 2018 @ 11:57am 
Thanks for all your answers guys! I'm looking forward to try all this things in my city, but sadly haven't got time for it today. :steamsad:
I'll update the post as soon as i had the chance to use all the new aquired knowledge!

Once again, thank you very mutch for all the help =)
Detail Nov 20, 2018 @ 1:30pm 
Originally posted by scpool1986:
https://steamcommunity.com/sharedfiles/filedetails/?id=1569344870

This is Alderwood Forest, my city’s primary timber area. As you can see there are several elements that are found along the forestry products supply chain; from the Large Tree Plantations (extractor) all the way up to unique factories (furniture factory and soft paper factory. On the left hand side of the picture you’ll find Large Tree Plantations. Just south of those you’ll see the first buffer, Log Yards. In this part of the complex there are 4 of them. They get their logs from the plantations to the left of the Soft Paper Factory. Right next to the Soft Paper Factory you’ll see 2 Saw Mills as well as a Engineered Wood Factory. Across the street from the Saw Mills and Engineered Wood plant you’ll find 2 sawdust storage lots. Moving to the left of those is a wood chip storage area. Just above the Log Storage Yards you’ll find a Biomass Pellet Plant. Directly above the saw mills, engineered wood factory, and the Biomass Pellet Plant you’ll find the first of 2 unique buildings in this area; the Soft Paper Factory. The next buildings in this sequence moving closer to the river are the Furniture Factory and a medium warehouse that is set to store the products made by the Soft Paper Factory and the Furniture Factory. In just this one area we have all the elements needed for a successful supply chain from extractor to unique factory.

The general flow of the supply chain goes like this:
Extractor(plantations)>Log Storage>Processor(Saw Mills and Biomass Plant)>Chip/Sawdust Storage>to local users (EG: Sawdust going to the Biomass Pellet Plant) and generic industry>Sold in city/or export

At the local users stage there is a second route that these semi-finished products can take, going to one of the Unique Factories where it is processed into a luxury product (soft paper or furniture) where those products are sold in the city or exported. Above the tree plantations that are to the right of the Furniture Factory and Soft Paper Factory you’ll find 2 more warehouses (one for paper, the other for planed wood) that act as buffers in the event that the processors shut down for any reason. You’ll find a Pulp Mill next to the warehouses. The facilities to the right of this is the same as on the left. With the correct set up your industrial areas will not only turn a profit but they’ll also require very little intervention from you. The end result is a supply chain that looks similar to this.

https://steamcommunity.com/sharedfiles/filedetails/?id=1569344782

Like you I've gotten better at balancing, was way overproducing so I cut back on extractors yet maintained storage.

https://steamcommunity.com/sharedfiles/filedetails/?id=1569938261

scpool1986 Nov 20, 2018 @ 3:19pm 
Originally posted by Detail:
Originally posted by scpool1986:
https://steamcommunity.com/sharedfiles/filedetails/?id=1569344870

This is Alderwood Forest, my city’s primary timber area. As you can see there are several elements that are found along the forestry products supply chain; from the Large Tree Plantations (extractor) all the way up to unique factories (furniture factory and soft paper factory. On the left hand side of the picture you’ll find Large Tree Plantations. Just south of those you’ll see the first buffer, Log Yards. In this part of the complex there are 4 of them. They get their logs from the plantations to the left of the Soft Paper Factory. Right next to the Soft Paper Factory you’ll see 2 Saw Mills as well as a Engineered Wood Factory. Across the street from the Saw Mills and Engineered Wood plant you’ll find 2 sawdust storage lots. Moving to the left of those is a wood chip storage area. Just above the Log Storage Yards you’ll find a Biomass Pellet Plant. Directly above the saw mills, engineered wood factory, and the Biomass Pellet Plant you’ll find the first of 2 unique buildings in this area; the Soft Paper Factory. The next buildings in this sequence moving closer to the river are the Furniture Factory and a medium warehouse that is set to store the products made by the Soft Paper Factory and the Furniture Factory. In just this one area we have all the elements needed for a successful supply chain from extractor to unique factory.

The general flow of the supply chain goes like this:
Extractor(plantations)>Log Storage>Processor(Saw Mills and Biomass Plant)>Chip/Sawdust Storage>to local users (EG: Sawdust going to the Biomass Pellet Plant) and generic industry>Sold in city/or export

At the local users stage there is a second route that these semi-finished products can take, going to one of the Unique Factories where it is processed into a luxury product (soft paper or furniture) where those products are sold in the city or exported. Above the tree plantations that are to the right of the Furniture Factory and Soft Paper Factory you’ll find 2 more warehouses (one for paper, the other for planed wood) that act as buffers in the event that the processors shut down for any reason. You’ll find a Pulp Mill next to the warehouses. The facilities to the right of this is the same as on the left. With the correct set up your industrial areas will not only turn a profit but they’ll also require very little intervention from you. The end result is a supply chain that looks similar to this.

https://steamcommunity.com/sharedfiles/filedetails/?id=1569344782

Like you I've gotten better at balancing, was way overproducing so I cut back on extractors yet maintained storage.

https://steamcommunity.com/sharedfiles/filedetails/?id=1569938261
Very nice. Also, don’t put the Car Factory and Modular Home Factory on the same road. I did that with warehouses on the way to the factories and between the traffic making deliveries to the warehouses, traffic from the warehouses to the unique factories, and the 2 factories shipping out their finished goods the traffic was so bad I’ve never seen a red that deep on the congestion overlay ever before. It was a 6 lane circus that really wasn’t going anywhere.
ali Dec 28, 2018 @ 9:38am 
Guys, i have crops in my farming district but is saying not enough raw materials. How?
scpool1986 Dec 28, 2018 @ 9:58am 
Originally posted by ali:
Guys, i have crops in my farming district but is saying not enough raw materials. How?
Do you have raw material storage like silos or barns? It is very rare for an extractor (crops) to send a production batch the same time a processor (animal pasture, milking parlor, slaughterhouse, etc) needs those materials so it is essential for a properly functioning industrial area to have raw material storage to act as a buffer between the extractor and processor. The extractor then will deliver to the silo/barn and the silo/barn will deliver from what they have to supply the processors. Without that buffer you could end up with a situation where extractors are exporting and processors are importing, doubling the traffic unnecessarily.
Last edited by scpool1986; Dec 28, 2018 @ 9:59am
Wal der Qual Jan 28, 2019 @ 11:58pm 
i think your problem is that you try to build a farm where there is no fertile land. turn on the overlay that shows you where you can find oil/ore/fertile land. had the same issue.
theres also a mod that lets you add fertile land etc. if you want the district to be somewhere where there is no ressource
SilverNova115 Feb 20, 2020 @ 12:25am 
Originally posted by Nyarlathotep:
Thanks for all your answers guys! I'm looking forward to try all this things in my city, but sadly haven't got time for it today. :steamsad:
I'll update the post as soon as i had the chance to use all the new aquired knowledge!

Once again, thank you very mutch for all the help =)

THIS,redid all of my industries limiting raw material production and having plenty of storage, its annoying that storage takes imports but the delivery trucks were free and i was getting 0 imports to processing facilities. quadrupled my earnings.
ZorthexRiks Dec 2, 2020 @ 5:20am 
Guys all of my Industry Say “not enough raw material” and taking natural resources from cargo not from in city resource so it took so long to the truk from cargo to the building.. so its unuseful to have own natural resource.. it is a bug or because of mod?
< >
Showing 1-14 of 14 comments
Per page: 1530 50

Date Posted: Nov 19, 2018 @ 1:49pm
Posts: 14