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INDUSTRIES / CLOSURE WARNINGS

Industry closing or already disappeared?

Current manual and release-player discussions checked October 7, 2026. Free-game guidance, not our own playtest; campaign rules and mods may differ.

Act on the countdown and prove the industry is doing work

Pause on a closure warning, select that industry and check its actual cargo activity. The current manual says consumption, production or a shipment during the countdown cancels removal. A connected line or a worker bus alone is not proof that this has happened. Once the countdown expires, the industry is removed; do not promise an undo or a replacement at the same location.

An overhead view of a TF3 coal mine, access roads and industrial buildings
A coal mine from the official press kit. The screenshot is not a map-generation requirement or a guaranteed spawn location. Official press image · © Urban Games ↗

What to do

  1. Separate a warning from an already missing building. Select the notification and find the industry. Read the remaining countdown in your save, then pause while planning. Do not spend the remaining time looking for a universal timer.
  2. Inspect the actual input, output and cargo-flow information. A processing factory needs its required inputs to make a batch. Follow a vehicle through unloading, then confirm consumption or production at the factory. A line passing nearby or carrying the wrong cargo does not establish activity.
  3. Make a usable shipment if output is waiting. Configure a compatible vehicle to load the industry output and carry it to a valid consumer or transfer. Follow the pickup itself. If nothing loads, use the industry pickup checks; if the handoff fails, use the warehouse checks.
  4. Resume and watch the same warning. Confirm that work actually occurs and the closure countdown stops. Workers can boost production, but passenger arrivals are not one of the manual’s listed cargo-activity cancellation conditions.
  5. If the industry has already vanished, reconnect deliberately. Find the broken stop in the affected line and search for a suitable existing supplier or consumer. Check town demand before waiting for dynamic spawning. There is no verified promise that the same factory returns on command.
WATCH THIS SYSTEM

Industries & Cargo

Origins, cargo categories, loading infrastructure and transfers.

Watch on YouTube ↗

Official pre-release overview. Use the written checks for this task; older videos may describe plans that later changed.

How to tell it worked

The warned industry remains present, documented cargo activity occurs, and its closure countdown stops. For a rerouted line, vehicles reach the replacement stop and complete the intended pickup or delivery; removing a warning without restoring the route is not the same result.

If you are still stuck

  • It closed despite a connected supply line: check delivered cargo, actual consumption and production, the build and active mods. The October 7 clothing-factory report has no confirmed reproduction or fix; it does not prove that connecting inputs is always enough or that output delivery is always mandatory.
  • The timer differs from a guide: the current manual describes 730 days; an October 3 community answer reports 12 months. Follow your displayed countdown and version, not a guaranteed duration from this page.
  • You want closures disabled: the documented Industry closure frequency setting has a Never option. Check the available gameplay settings for your save; changing closure rules is distinct from a mod that disables new industry generation.
  • The factory never existed: use demand-driven industry availability. That starting-map task is different from rescuing a warned industry.