Transport Fever

Transport Fever

38 ratings
Only Raw Material Industries 1.5
 
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Building: Industry
Misc: Script Mod
File Size
Posted
Updated
0.157 MB
Oct 10, 2017 @ 3:28pm
Dec 16, 2017 @ 4:26pm
6 Change Notes ( view )

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Only Raw Material Industries 1.5

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Description
This mod only allows industry buildings that produce products without any input products. It has also has support for setting the areaPerIndustry setting when using TPFMM ( https://www.transportfever.net/index.php/Thread/7777-TPFMM-Transport-Fever-Mod-Manager/ ), the default setting of 0 in this mod means the original value from base_config.lua is used.

It is possible to leave this mod active as the new skipOnInit option is used instead of completely disabling certain industries.

Supporting the New Industries 2.4.2 & 2.54, Post Mod von nown and Christmas Industry mods.
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28 Comments
Dirkels  [author] Apr 15 @ 2:11pm 
@AOD_War_2g Sorry, only thing this mods offers in that direction is enabling the industry button so you can place extra producing industries by hand.
AOD_War_2g Apr 15 @ 7:05am 
@Dirkels Darn. I was hoping to use this to have one of my indurstries work without needing resources as I can't seem to get enough resources to it (3 lines of each resource running to it currently).
Dirkels  [author] Apr 15 @ 4:05am 
@AOD_War_2g It is save to add and remove at any moment, but it only really does anything (supressing random placement of production industries) during the generation of a new map. After that the only use is that it turns on the industrie placement menu button if not already set manually or by an other industrie mod.
AOD_War_2g Apr 14 @ 9:52pm 
Could this be used on an existion save game? And if so, would it break existing industry chains I have setup?
jhughes Mar 10 @ 5:18am 
@Baldu (or anyone else using New Industry 2.54), if you use TpF Mod Manager (See the link in the Description of this Mod for TpFMM) , you can set the cost of placing industries to zero (well .. it still costs a small amount, but in the 10K range, not millions).

You can also just edit the config manually. It lives at:

C:\Program Files (x86)\Steam\steamapps\workshop\content\<your steam id>\1165791968

The file you want to edit is settings.lua .. and set Extractive_industry_cost, Manufacturing_cost, Producing_industry_cost all to zero and Fab_cost to false. Then the normal game pricing for resources and industries still apply ($8K to $15K to build most industries or resources.)
jhughes Mar 10 @ 4:51am 
Right.. it seems Farm and Dairy Farm are both still seeded on new maps. But, it is easy enough to edit the mod.lua file and add farm.con and Dairy_farm.con as skips myself, so I get what I want and so do you :) (it's your mod, so surely you get to pick what is seeded by default :D)

Great mod BTW. I absolutely wanted the ability to only seed resources and to build the industries that I wanted. This mod combined with New Industries 2.54 makes Transport Fever much more enjoyable.
Dirkels  [author] Mar 4 @ 3:39pm 
@jhughes: Just noticed your remarks and you are right, I left the Grain Silo in because the fertilizer only enhances the output. But I seem to have overlooked the fact that farm must get grain before they can produce. However I'm still in two minds about removing farms as livestock is just a resource in the vanilla game....
jhughes Mar 3 @ 8:12am 
Ok. In the New Industry 2.5 Mod .. the grain silo has 2 options ..One is no fertilizer and it produces one grain. So that one is OK as a resource. Don't have access right now to check the farms.
jhughes Mar 3 @ 6:33am 
Love the idea of this mod.. however it does not really work with 'New Industries 2.54', in that it allows lots of items that require things. (Ie, a Grain Silo requires fertilizer, Farms require grain, etc and they show up on the map.
Dirkels  [author] Nov 22, 2017 @ 11:46am 
@Baldu: glad you found the problem.