Cities: Skylines

Cities: Skylines

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how to farm???
what type of building do i put over fertile land to farm them?? i know youre supposed to designate districts and put industry buildings over forests,ore, and i assume oil too but i cant figure out how to exploit fertile land. could someone help me out?
Dernière modification de PinkDaddySasquatch; 12 mars 2015 à 8h48
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You simply make an industrial area over the fertile lands. you zone that whole area as its own neighborhood. Then you set it to farming fron the zoning tab.
tykero980 a écrit :
You simply make an industrial area over the fertile lands. you zone that whole area as its own neighborhood. Then you set it to farming fron the zoning tab.
hmmmm, i tried putting industry building over fertile land before and only the run of the mill industry buildings were being built. but i will try it again, thank you.
Dernière modification de PinkDaddySasquatch; 12 mars 2015 à 8h50
You have to make a neighborhood over it and set that neiborhood to farming for it to work or it will just do regular industrial and poop up the land. Heres a video of someone setting up a farm area.

https://youtu.be/s1BzVXS2v-k?t=42m41s

You do the same for any other industry specialization just use the different industry options next to farming.
Dernière modification de Tykero980; 12 mars 2015 à 8h54
tykero980 a écrit :
You have to make a neighborhood over it and set that neiborhood to farming for it to work or it will just do regular industrial and poop up the land. Heres a video of someone setting up a farm area.

https://youtu.be/s1BzVXS2v-k?t=42m41s
i know, but it still didnt work.
Use the districts tool and set the district to farm land. It helps if there are not heavy industrial buildings there already or any pollution for that matter.
if i had a nickle for everytime someone completely overlooks things i have said multiple times...
Having exacts same problem. Have done everything everyones said above, zoned over fertile land, no pollution, district is on farm setting, dunno what to do
If you're having trouble maybe post some screen shots of your farming districts?
I don't understand the struggle here. Unless a mod is breaking something, farming district, or ore district, or oil district is easy to do.

Just take the district tool, paint the area you want. Once the district is up with a generated name, click on the farm icon and click the district. The little farmtruck icon will appear under the name of the district. All zoned industries will become farms. Same applies for Ore or Oil specializations.
Abalister a écrit :
I don't understand the struggle here. Unless a mod is breaking something, farming district, or ore district, or oil district is easy to do.

Just take the district tool, paint the area you want. Once the district is up with a generated name, click on the farm icon and click the district. The little farmtruck icon will appear under the name of the district. All zoned industries will become farms. Same applies for Ore or Oil specializations.


If you zone industrial on non-fertile land and zone for farming do you get just the buildings that process farm products and not the farms themselves.

If this is the case is that possibly what's happening to the OP's game. He's not seeing buildings that actually look like farms.
Greygor a écrit :
Abalister a écrit :
I don't understand the struggle here. Unless a mod is breaking something, farming district, or ore district, or oil district is easy to do.

Just take the district tool, paint the area you want. Once the district is up with a generated name, click on the farm icon and click the district. The little farmtruck icon will appear under the name of the district. All zoned industries will become farms. Same applies for Ore or Oil specializations.


If you zone industrial on non-fertile land and zone for farming do you get just the buildings that process farm products and not the farms themselves.

If this is the case is that possibly what's happening to the OP's game. He's not seeing buildings that actually look like farms.

Well, my comment took into account that the person painted the farm district on designated farmland. I don't think farm buildings would grow if there's no farmland resource underneath... would it?
As I understand the game, if a farming zone is made on land that is not suitable for farming, no farms will grow. However, the "refining" buildings will still grow here. They import the farming products and refine them. [Perhaps they import grain to convert to bread etc.?]. This could perhaps be what the OP was trying to describe, and that which @Greygor has clearly alluded to. A screenshot would help Mr OP, and a shot of the resources overlay of the same area. That would rule out this circumstance. This is known to be the case for oil and ore, for when the resource expires, no more raw-material buildings grow, yet refineries will remain.
I am curious to know however, that if generic industry is zoned, is it possible for the grain refinery example I described above to grow there instead? I had thought that these building types are set for each zone type generically, yet the building names all vary when clicked upon. ie: there are 'pots' of buildings for each industry type, and 'pots' of names for them. The system then combines one of each per lot, somewhat at random. Hence the great variety we get to see in game.
Abalister a écrit :
Well, my comment took into account that the person painted the farm district on designated farmland. I don't think farm buildings would grow if there's no farmland resource underneath... would it?

Actually they do, and more likely than not it will as Greygor and Asshat mentionned, only buildings that would process the raw products of farms.

Using the same idea, and a mod like infinite oil and ore, you could set mainly a separate *extraction* industry zone, then way closer to your main generic industries, a specialized processing oil or ore industry zone. With the intend to be able to process your raw instead of mostly exporting it, due to the fact that more often than not it's a real struggle to determine if the zone will spawn a raw producing building, or a processing building... so not beeing on the proper land, mainly force the spawn of a processing building, while on the opposite, beeing on the proper land, and if zoning the correct size of the spawnable building, you will mainly get extracting industries

Asshat a écrit :
I am curious to know however, that if generic industry is zoned, is it possible for the grain refinery example I described above to grow there instead? I had thought that these building types are set for each zone type generically, yet the building names all vary when clicked upon. ie: there are 'pots' of buildings for each industry type, and 'pots' of names for them. The system then combines one of each per lot, somewhat at random. Hence the great variety we get to see in game.

Not that I have actually see that happen ;-) I would not state that I'm 100% sure, but really close to that
Dernière modification de BonPadre; 14 juil. 2015 à 6h03
I had the same experience as yourself @BonPadre then regarding the spawning or growing of industry-specific refining buildings. I do like your idea of separating each specialised indutry into two areas, extraction and refining, as it could be possible to further manage your traffic from the industries and between industry areas. I think I shall try this out on an experimenting city to see.
V2 5 oct. 2019 à 21h35 
You need to turn off Industry 4.0.
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Posté le 12 mars 2015 à 8h46
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