Cities: Skylines

Cities: Skylines

Imports and Exports CEO
69 Comments
M.S.Referee  [author] 12 Jun @ 7:56am 
To archivist

If you also have a specialized district that produces local ‘logs’, then these ‘imports’ actually come from your specialized district, not from ‘outside imports’.
Also, if you have a warehouse storing logs, then these same ‘imports’ actually come from your warehouse.
(Because forestry needs raw materials to be manufactured into products, and mod do not banned this logic.)

To determine whether it is from ‘outside imports’, you can check whether there is import cost from ‘outside imports’ in the economic panel for that item.

If the Mod is really has the problem, you can check whether it conflicts with other Mods.
archivist 22 May @ 7:37pm 
I've disabled the import of logs and lumber, but my forestry area is still importing thousands of dollars of Raw Forest Materials. They only stop if I also disable export. Any way to fix this?
M.S.Referee  [author] 15 Jan, 2024 @ 9:05am 
To Clavicle

They can be used together.
Clavicle 14 Jan, 2024 @ 6:23pm 
does this conflict with transfer controller 0.7.8?
Patient 26 May, 2023 @ 4:16pm 
thank you!
George Abitbol - Bac+2 13 May, 2023 @ 11:11am 
Thanks for your help :steamthumbsup:
M.S.Referee  [author] 30 Apr, 2023 @ 3:12am 
To Billy The Dog

In In-Game, press the 'ESC' key on the keyboard, then to enter the game settings option, then find and click the mod name on the left, and you can see and set mod options on the right. You can refer to the pictures on top of this page.
George Abitbol - Bac+2 30 Apr, 2023 @ 12:59am 
I don't see any menue ingame to use this, and you tel nothing in the description.
M.S.Referee  [author] 24 Apr, 2023 @ 8:02am 
To BallisticMissile10

Depending on your situation, it's impossible to know exactly why because each player has a different mod mix. You can try to reclick the checkbox.
Avelo 24 Apr, 2023 @ 7:32am 
I got this mod and enabled it, I enable exportation of oil and ore and it was working great. But when I left and later in the day re joined the game the exports wont work. With the boxes still checked
J108560 2 Apr, 2023 @ 9:43am 
Hi,

All your mods have the same problem. The mods resets the game lang to english. Please fix this or remove the translation option!
M.S.Referee  [author] 19 Jan, 2023 @ 4:42am 
To っ◔◡◔)っ DΣППY
If you unchecked to "Checkbox" of item, that means import or export banned. So if you want to import or export some Product or Raw Materials, you need checked the "Checkbox".
And also maybe you enabled some other mods options to banned import or export.

To SKProCH
You can observe for a period of time, and it takes several cycles to disable or enable. So at the moment you disable it, the imports that have entered the city will still exist. There is another reason. In fact, it is not from import, but from within the city, such as resource recycling plants, which will produce some "raw materials" and then send them to industrial areas.
SKProCH 17 Jan, 2023 @ 1:09pm 
I've unchecked "Allow to Import Oil", but my industry area still import it. What i do wrong?
っ◔◡◔)っ DΣППY 17 Jan, 2023 @ 10:17am 
not sure if my issue is caused by this mod but there are no cargo trains coming to my cargo train station. there are also no trucks going to my cargo train station and my cargo airport. any ideas?
M.S.Referee  [author] 24 Dec, 2022 @ 7:59am 
To jkm, pkstephens

It's becuase old translation framework made incompatible, and now I have update to the new translation framework from algernon. It should not make the same problem again.
pkstephens 23 Dec, 2022 @ 8:24am 
ColossalFramework.Plugins.PluginInfo:GetInstances()
ImportsAndExportsCEO.TranslationFramework.Util:get_PluginInfo()
ImportsAndExportsCEO.TranslationFramework.Util:get_AssemblyPath()
ImportsAndExportsCEO.TranslationFramework.Translation:LoadLanguages()
ImportsAndExportsCEO.TranslationFramework.Translation:.ctor()
ImportsAndExportsCEO.ImportsAndExportsController:.cctor()
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.ConstructorInfo:Invoke(Object[])

...
Unable to instantiate type ImportsAndExportsCEO.ImportsAndExportsController in
pkstephens 23 Dec, 2022 @ 8:24am 
Same as JKM (2 comments):

NullReferenceException: Object reference not set to an instance of an object
at ImportsAndExportsCEO.ImportsAndExportsController.get_Name () [0x00000] in <filename unknown>:0
at LoadOrderInjections.Injections.Logs.AfterUserModCtor (ColossalFramework.Plugins.PluginInfo p) [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.CreateUserModInstance (System.Object& userModInstance) [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.get_userModInstance () [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.GetInstances[IUserMod] () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
jkm 23 Dec, 2022 @ 4:23am 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
ColossalFramework.Plugins.PluginInfo:GetInstances()
ImportsAndExportsCEO.TranslationFramework.Util:get_PluginInfo()
ImportsAndExportsCEO.TranslationFramework.Util:get_AssemblyPath()
ImportsAndExportsCEO.TranslationFramework.Translation:LoadLanguages()
ImportsAndExportsCEO.TranslationFramework.Translation:.ctor()
ImportsAndExportsCEO.ImportsAndExportsController:.cctor()

[... more stack trace here, PluginManager.LoadPlugins etc ]
jkm 23 Dec, 2022 @ 4:23am 
I get the following error with this mod (will post 2 comments)




NullReferenceException: Object reference not set to an instance of an object
at ImportsAndExportsCEO.ImportsAndExportsController.get_Name () [0x00000] in <filename unknown>:0
at LoadOrderInjections.Injections.Logs.AfterUserModCtor (ColossalFramework.Plugins.PluginInfo p) [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.CreateUserModInstance (System.Object& userModInstance) [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.get_userModInstance () [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.GetInstances[IUserMod] () [0x00000] in <filename unknown>:0
M.S.Referee  [author] 21 Dec, 2022 @ 8:23am 
To StayHungryStayFoolish
OK, thank you, and I'm asking them. And it's look like just about read 'language' name, it's not affected functions.
Splifsend 21 Dec, 2022 @ 8:22am 
same here #

A Mod caused an error [ModException]

Details:
System.NullReferenceException: Object reference not set to an instance of an object
at EntryData.GenerateData () [0x00000] in <filename unknown>:0
StayHungryStayFoolish 21 Dec, 2022 @ 8:06am 
@M.S.Referee please consult with other modders. I was just about to report the issue. I like this mod, I need this mod.
M.S.Referee  [author] 21 Dec, 2022 @ 7:53am 
To StayHungryStayFoolish
I checked the Output_log.txt, and I don't found any 'error' target form all my mods.
And you can try this way to see. To open "Output_log.txt" with a text editor, then use search function of text editor with 'error' word, and find one by one to see which error be target in Output_log.txt. I saw lots of error from algernon's mods and his mods are great and also more errors.
Merrlin 21 Dec, 2022 @ 7:47am 
NullReferenceException: Object reference not set to an instance of an object
at ImportsAndExportsCEO.ImportsAndExportsController.get_Name () [0x00000] in <filename unknown>:0
at LoadOrderInjections.Injections.Logs.AfterUserModCtor (ColossalFramework.Plugins.PluginInfo p) [0x00000] in <filename unknown>:0
at ColossalFramework.Plugins.PluginManager+PluginInfo.CreateUserModInstance (System.Object& userModInstance) [0x00000] in <filename unknown>:0

Same issue with extended info Panel
StayHungryStayFoolish 21 Dec, 2022 @ 7:13am 
@M.S.Referee still causing opening message: A Mod caused an error [ModException] Details: System.NullReferenceException: Object reference not set to an instance of an object at EntryData.GenerateData () [0x00000] in <filename unknown>:0

The error message appeared after the update.

Here is the link to OUTPUT.TXT and Compatibility Report: https://drive.google.com/drive/folders/1a5iSC6tzdiq6imtYt8ffS69A7fdb5EK2
Splifsend 13 Dec, 2022 @ 11:05am 
I need a fix for this - it was ok until Finance update
StayHungryStayFoolish 25 Nov, 2022 @ 2:36am 
What is the act of being "broken"?
AzoorFox 24 Nov, 2022 @ 2:13pm 
UPDATE WHEN???????
⚔️やiͥzzͣaͫkiller⚔ 15 Nov, 2022 @ 1:13pm 
now broken with new update DLC stuff.
StayHungryStayFoolish 15 Sep, 2022 @ 3:27pm 

Imports and Exports CEO mod is fully compatible with Plazas & Promenades DLC.


Please follow the Plazas & Promenades DLC Compatible modlist.
M.S.Referee  [author] 4 Sep, 2022 @ 8:43am 
To RUNETHERABB1T

Than you very much and you too!

I'll contact you.
AbiRabb1t 25 Aug, 2022 @ 1:20pm 
is the source code avalible for this? I Think it would help a mod im working on along greatly! Anyway have a good day!
M.S.Referee  [author] 26 Jun, 2022 @ 7:26pm 
To Olympic1
Yes, I'll turn on an "Popular Discussions" and then you can post a comment for the translation. Thank you very much want to do a translation.
Olympic1 21 Jun, 2022 @ 12:38pm 
Hello, is there a way to contribute translations for your mods?
M.S.Referee  [author] 19 Jun, 2022 @ 6:20pm 
To thomas.ahernandez

It should be the relationship between raw materials and products.

If your local is all 'products', then 'products' cannot be sent to other factories, and factories need 'raw materials'. The same is true on the contrary, if it is all 'raw materials', the 'raw materials' cannot be sent to commercial for sale.

When I tested it, everything was fine. If you don't have a warehouse, it is recommended to use a warehouse, because when I am disabled to import, the warehouse can provide normal services in the city.
thomas.ahernandez 30 May, 2022 @ 8:46am 
pretty sure this mod breaks delivieries to some buildings mostly assets made on work shop , so the issue is when import goods,oil,ore, set to no import the buildings refuse to get del;iveries from the local sources , resets and even starting the game with nothing imported nothing gets deliverd localy only when i allow import of items do they recieve anything but never from the local stuff so im guessing mod broke or in the leasst its having an issue somewhere , not getting any error codes or warnings and no crashes or impact to game performance, just pointless mod if it dont if i cant turn off imports
Kreppelklaus 27 May, 2022 @ 6:42am 
Mood works.

WARNING: When you want to uninstall this mod, be sure to have every CEO option reactivated before doing so or you will not import/export products you deactivated with the mod. The setting is no session setting. Its a game setting that is persistent.
Mr. Nigerian 18 May, 2022 @ 5:47am 
well thats steam for ya worlds best software *stabing myself*
M.S.Referee  [author] 17 May, 2022 @ 3:05am 
To warrlock2001

This should be caused by a problem with Steam now, because Steam has not been able to automatically refresh information so far. I just updated the translation mode, not touched main mod functions. So this updating should not caused problems. If you also use "Load Order Mod" mod. Try to do like

Chamëleon TBN said: " You should do File - Reset Cache from Load Order Mod, sometimes steam do not deliver correct informations and these are stored in Load Order Mod database and can't be removed automatically."

Should be able to solve it.
Merrlin 16 May, 2022 @ 5:24pm 
I am getting out of date errors since the latest updates. Tried resubscribing but it's not helping.
M.S.Referee  [author] 14 May, 2022 @ 9:03am 
To Taurec

You are welcome, and I also called help to fix this small flaw, and will update when successfully fixed.


To BigPapa_Škoda

No, there is only mod can change vehicle spawn of warehouse named "Building Spawn Points" mod.
Mr. Nigerian 13 May, 2022 @ 4:35pm 
is there a mod that spawns products in warehouses
Taurec 10 May, 2022 @ 1:12pm 
Thank you, have not seen this. Now it works again. :)
M.S.Referee  [author] 10 May, 2022 @ 8:27am 
To Taurec

This is just a small flaw, you can refer to this sentence I have written on the page.

-----> "If you got text display 'problem' of Option, you just need to change to other language and change back all will be fine."
Taurec 10 May, 2022 @ 3:19am 
Hello all,

since today I have the problem that only placeholders are displayed in the modd options. When I ended the game the day before yesterday, everything was still fine. Today it looks like this:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2806308896

I have the same problem with Extended Info Panel 2:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2806308906

I have already tried to unsubscribe and resubscribe to the mods, but that didn't work. How can I fix this?
Egoist 25 Apr, 2022 @ 4:39am 
@ M.S.Referee
not import , for export , there are Fishing Harbors nearby

the warehouse position is very close to the building, not exactly what you say
but i understand your idea about some left hand traffic and they are on the opposite direction of the building
i build a simple grid that that can drive a clockwise or anti-clockwise to their destination
M.S.Referee  [author] 25 Apr, 2022 @ 1:32am 
To IanLai

It look like you want cargo airport , harbor etc 'import' fish and send to ? If so, sure they will not be imported, because the game setting Fish cannot be imported, and all Fish can only be produced from locally by yourself.
And check look the road direction, the warehouse should build front of factory. For example, if your road is going from right to left, you should build warehouse on right, and factory on left. Then warehouse will more good to send to factory and drive truck back. If you build in reverse direction, the warehouse will go around first and send to, this will seriously reduce the delivery efficiency.
M.S.Referee  [author] 25 Apr, 2022 @ 1:31am 
To Threadripper

我做了包括 ‘模組表列’ 、‘選單’ 在內的所有漢化顯示,所使用的是 ‘BloodyPenguin’ 的翻譯程式模塊。所以當同時使用 “Load Order Mod” 時,會造成每次開啟遊戲後須要切換一下語言在切換回來,這不算是個 ‘問題’ 因為不影響模組功能,只是個 ‘小狀況’。 “Load Order Mod” 會影響到我所有的模組都會產生同樣的狀況。已經告知 “Load Order Mod” 開發團隊了,希望他們能在之後解決。
Egoist 14 Apr, 2022 @ 10:28pm 
@M.S.Referee
thank you for explaining
i really don't know send to fish market consider as export

the game mechanism is so weird, i build fish factory and warehouse close to each other (same road), there is cargo airport , harbor . they refuse to send fish to the factory or sometimes tell me there is not enough customer when fish factory display not enough fish.
Threadripper 14 Apr, 2022 @ 9:13pm 
选项菜单的字体每次开游戏都会变成乱码!这非常不友好!你能不能修复这个bug?而且你并不公开代码。。。