Transport Fever 2

Transport Fever 2

1,638 betyg
Industry Expanded
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Building: Industry
Taggar: Resource
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63.596 MB
28 dec, 2019 @ 3:01
9 maj, 2020 @ 16:07
8 ändringsnotiser ( visa )

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Industry Expanded

Beskrivning
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!
Populära diskussioner Visa alla (18)
2
22 nov, 2024 @ 10:36
Petition to change Oil Sand to a bulk commodity (like coal)
Zapp
7
15 nov, 2024 @ 5:53
Oil Sand not producing
pliebanski
3
22 dec, 2024 @ 11:58
Placing your own industries gives HUGE maintenance costs
Tatoon
483 kommentarer
Bulldog 31 okt @ 4:51 
Apart from the mail addon.
Bulldog 31 okt @ 4:51 
@EverSnaxolotl - The mod only alters the production chains for the standard products.
Bulldog 31 okt @ 4:49 
@D3c1b3L - It doesnt populate directly on downloaded maps, only on the random ly generated maps.
Bulldog 31 okt @ 4:46 
Note that you need to hand place these mods on pre-built maps.
Craigstewart 27 okt @ 10:48 
Has anyone see/got a solution for the steel mill not meeting the tools factory demand? Has enough raw material, transport, but won't go above 200 when the tools factory is wanting 300? Any ideas?
spheniscine 20 okt @ 23:47 
@EverSnaxolotl As far as I can tell, this mod doesn't add any consumer goods, only alternative materials and production chains. That is, the demands of cities don't change, you just have different ways of producing what they demand
D3c1b3L 11 okt @ 16:50 
Can we not load this mod onto a map I downloaded from steam?
EverSnaxolotl 3 okt @ 8:08 
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 okt @ 17:00 
tried to move silver bars by air but it didn't work.
SBGaming 12 sep @ 9:16 
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).