Transport Fever 2

Transport Fever 2

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Industry Expanded
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Building: Industry
Tags: Resource
File Size
Posted
Updated
63.596 MB
28 Dec, 2019 @ 3:01am
9 May, 2020 @ 4:07pm
8 Change Notes ( view )

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Industry Expanded

Description
Check out the new Industry Expanded Add-On - Mail and Waste!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1962151270
Both mods can either be used together or standalone

Introduces 13 new cargo types and many new industries to make for a more complex, yet balanced experience. Appropriate cargo vehicles support the new cargo types. This mod does not overwrite any vanilla assets, so it is 100% compatible with any other industry or cargo demand mod!

New Cargo Types:
1. Coffee Berries
2. Coffee
3. Livestock
4. Fish
5. Meat
6. Alcohol
7. Paper
8. Slag
9. Oil Sand
10. Sand
11. Marble
12. Silver Ore
13. Silver Bars

Works very well with Expanded Cargo Demands by FxUK
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1940838524


This mod was created under 3 core concepts; Compatibility, Playability and Complexity

Compatibility:
Changed certain cargo vehicles (**including those added by other mods!!) to automatically support the new cargo types where it makes sense such as boxcars, gondolas, dump trucks, planes, etc. This is done without overwriting ANY existing assets, so it is nearly 100% compatible with any other industry or cargo demand mod!

Playability:
This mod seamlessly integrates with the experience of the base game, and all new industrial buildings will spawn on map generation in addition to the vanilla industry chains. I have ensured this mod is reasonably balanced despite its complexity. After extensive testing and iteration, I've come up with these new industries that make for some exciting new gameplay opportunities.

Complexity:
The third goal was to completely overhaul the complexity of most industries in the game. Other players have pointed out things that don't make much sense such as Tools requiring Wood Planks, and I had addressed these changes in my previous mod, Industry Restored. Many of the changes from that mod still apply in Industry Expanded, but there are many new ones as demonstrated in the preview images. All of this is to add some much-needed complexity and enhance the foundation set by the developers without changing the core game too drastically.

With many new industry chains, it becomes important to reward the player appropriately for making decisions such as where to allocate commodities. Decisions such as, "Which industry should I allocate x, y, or z resource to?" are nearly completely absent in the base game due to the linear industry chains. Each commodity used to have a specific end-product, but this mod aims to empower and encourage players to put thought into where they choose to move commodities.

This is all balanced appropriately, as you can easily sacrifice playability with too much complexity.


New Commodity Industries:

Coffee Farm:
Produces 1 Coffee Berries

Coffee Refinery:
Requires 2 Coffee Berries = Produces 1 Coffee

Fishery:
Produces 1 Fish

Livestock Farm:
Requires 1 Grain = Produces 1 Livestock

Meat Processing Plant:
Requires 1 Livestock or 2 Fish = Produces 1 Meat

Alcohol Distillery:
Requires 2 Grain = Produces 1 Alcohol

Paper Mill:
Requires 2 Logs = Produces 1 Paper

Silver Ore Mine:
Produces 1 Silver Ore

Silver Mill:
Requires 2 Silver Ore = Produces 1 Silver

Advanced Steel Mill:
Requires 2 Iron Ore + 2 Coal = Produces 1 Steel + 1 Slag

Oil Sand Mine:
Produces 1 Oil Sand

Marble Mine:
Produces 1 Marble


New End-Product Industries:

Advanced Food Processing Plant:
Requires 1 Coffee, or 1 Alcohol, or 1 Meat = Produces 2 Food

Advanced Tools Factory:
Requires 1 Steel = Produces 2 Tools

Advanced Goods Factory:
Requires 1 Wood Planks + 1 Plastic, 1 Paper + 1 Plastic, or 1 Silver + 1 Plastic = Produces 1 Goods

Advanced Fuel Refinery:
Requires 2 Oil Sand = Produces 1 Sand + 1 Fuel

Advanced Construction Materials Plant:
Requires 1 Slag, 1 Sand, or 1 Marble + 1 Stone = Produces 2 Construction Materials

Advanced Machines Factory:
Requires 1 Silver + 1 Steel = Produces 1 Machines


Bonus TpF1-style industry:

Advanced Chemical Plant:
Requires 2 Grain = Produces 1 Plastic


I hope you enjoy this mod - it's taken me many hours of concepting, playtesting, and tweaking to attempt find a good balance between these new industries. I'm deciding to release it as I've been having alot of fun with it so far, but I always welcome any feedback in the comments!
Popular Discussions View All (18)
2
22 Nov, 2024 @ 10:36am
Petition to change Oil Sand to a bulk commodity (like coal)
Zapp
7
15 Nov, 2024 @ 5:53am
Oil Sand not producing
pliebanski
3
22 Dec, 2024 @ 11:58am
Placing your own industries gives HUGE maintenance costs
Tatoon
477 Comments
D3c1b3L 11 Oct @ 4:50pm 
Can we not load this mod onto a map I downloaded from steam?
EverSnaxolotl 3 Oct @ 8:08am 
Hi - I'm likely doing something wrong here, but I can't figure it out. None of my towns demand any of the new industry goods, is that how it's intended?
Bulldog 1 Oct @ 5:00pm 
tried to move silver bars by air but it didn't work.
SBGaming 12 Sep @ 9:16am 
For every three Refineries, you used to need 6 Oil Wells, but now you only need 4 Oil Wells, yet the game spawns 6. I presume if I bulldoze the excess industries with sandbox mode on, the game will simply respawn them (which it typically does with industry closure turned on.

I tried looking through the mod files to see if I could find where the mod is tweaking the raw resource providers, and to make a mod that reverts the raw resources to their original values, but I have no idea what to look for, and hence what to change. Alternatively I'd apply the 50% bonus to all factories down chain (Refineries with 600 Production, rather than 400).
SBGaming 12 Sep @ 9:16am 
I've been using this mod for a while, and while I like it, one issue is that increases the production/output of raw resource providers by 50% (Farm produces 300 rather than 200, Coal Mine produces 600, etc), but doesn't do something similar to the other industries. This throws the balance of the industries out of whack because the intermediary and finished goods industries don't get a similar bump up. It used to require 2 Oil Wells to supply a fully upgraded refinery, but with this mod you only need one and a third Oil Wells, leaving you with a bunch of extra unused Oil Wells. On a Very Large map I had 14 Oil Wells when I only needed the output of 9 and part of a 10th to supply the 7 Refineries.
Phoenix23 1 Aug @ 7:32am 
i made my own mape with this mod and the productions run without ressources... what did i do wrong?
Picknick 2 Jul @ 4:22am 
@joshwiz23 you have to enble it like all other mods before loading a save game.
bcbarnes 1 Jul @ 8:35am 
Have a problem with the livestock producer. I believe it is supposed to create 1 livestock for 1 grain, but I'm getting exactly half that amount. Production is at 200, but shipping is stuck at 100. I take the livestock to a cargo yard with lots of extra storage, and from there it gets shipped to a food processing plant (takes 1 livestock and 1 fish). Should be enough demand to get over 100 shipped, but everything I try fails.
jayt8lor 8 Jun @ 12:45pm 
Coffee beans have just randomly stopped producing, well it says theyre producing but theyre not coming to my stations. Output dropped from 600 to 300 randomly and now they just dont appear even though it says its producing 300. ive tried a new station, new road connections etc.
joshwiz23 18 Apr @ 2:09pm 
are we supposed to activate this after loading a new game or not needed?