Transport Fever

Transport Fever

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Flexible Industries v1.1.40
 
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Building: Industry
Misc: Script Mod
File Size
Posted
Updated
2.938 MB
Mar 29, 2018 @ 5:56pm
Dec 18, 2018 @ 2:59pm
44 Change Notes ( view )

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Flexible Industries v1.1.40

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Description
Industries with configurable production, road connections, bus stops, truck stops, fuel requirements, input and output materials.

All the default industries reworked to have:
* Add optional worker (industrial) demand based on production level (0-20 workers per production level, up to 640 jobs)
* Add optional road connection(s) to other side(s) of the industry. Exact number and position of roads varies by industry, all can be turned on or off as desired to set your preferred road configuration. Note that it is possible to turn off all road connections, but in that case the industry cannot accept or supply any materials or people
* Add optional fuel demand to most industries. Where applicable, fuel (Logs or Coal or Fuel) can be either required for raw material production (1 fuel = 8 output), or increase normal processed goods efficiency by 60% (1 fuel + 5 input = 8 output).
* Add optional truck stop to allow delivery and pickup inside the industry
* Add optional passenger bus stop(s) to transport workers.
* Static (configurable) production limits from 60-6400 leading to more stable production chains
* Industries with multiple production chains can be configured for preferred input/output materials. For example, Chemical Plant can product plastic from oil only, grain only, or either; Machines Factory can produce only machines, only tools, equal number of each, or either per demand; etc.
* Industry Appearance Level (1-5) is visual only, does not affect industry production limit (but does affect amount of input/output/truck storage)

Some visual tweaks to industrial layouts were made, mostly to accommodate new roads, but also to fix some misplaced assets, and enhancements like the Quarry is now below ground level.
Industries at lower levels (e.g. Level 1 Food Plant) that don't take up the full 126m x 126m (standard industry size) land area only block the area they actually occupy.

Actual production level is on an exponential scale from 60 to 6400 in 32 steps. The actual numbers for each step are listed in one of the images above. Note that when multiple output goods are generated per cycle the production level is scaled accordingly to maintain the specified production quantity per time.

This mod is not compatible with other mods that replace the vanilla industries. If there is a feature in another industry mod that this one does not support please suggest it.
These flexible industries can be built and deleted at will, but if you're playing an existing map with default industries they are not upgradeable, in which case cpu | skully's Industry Unlocker is needed.
Popular Discussions View All (3)
73
Dec 7, 2018 @ 5:18pm
Crash Reports
SoftwareSimian
18
Nov 21, 2018 @ 6:08am
Map Generation errors
jhughes
0
Oct 26, 2018 @ 1:24pm
The game always crashes after a few minutes.Always at the same time. I do not know if it has something to do with this mod. Would be nice if you look over it
Mr. TiLuPaPh
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266 Comments
SoftwareSimian  [author] Dec 26, 2018 @ 3:35pm 
@ROBINO: new game crashes are hard to diagnose, but can be easily avoided: Start your new game without Flexible Industries, then enable it later. It won't really change anything, since you need to unlock the auto-placed industries and upgrade them for them to become "Flexible" anyways.
ROBINO Dec 26, 2018 @ 2:55pm 
Trying to create a free game with this + unlocker enabled and it just crashes to desktop a few minutes after pressing "START"
Stormlover_51 Dec 26, 2018 @ 11:14am 
It works! An excellent mod but for the sake of the users I would make one tiny documentation change, and that is to put the image showing production levels as the FIRST frame in the images above and not the last one.which shows up only after scrolling all the way to the right.
SoftwareSimian  [author] Dec 25, 2018 @ 6:42pm 
@Stormlover_51: the production cap is not auto-adjusting in this mod, you need to set the production level to what suits your situation (ideally matching the production level of the source and destination industries and the line capacity between them.
Stormlover_51 Dec 25, 2018 @ 6:15pm 
So frustrating! After spending so many hours carefully developing my cities and industries from 1850 to the 1870s at 2X slow speed, my factories remain capped at 120 output. Full coverage with truck stops, plenty of trains/ships etc. (I know how to play the game) but cannot get any city more than 1/2 supplied. Why, why, why ... I appreciate you put so much time into making this fascinating mod but if it doesn't work properly - just imagine how many hours we users are flushing down the drain.
SoftwareSimian  [author] Dec 18, 2018 @ 3:00pm 
v1.1.40 - 2018-12-18
* change order of input/output/truck storage areas to (hopefully) prevent random crashes
* produce output goods in batches of 10 (but 10x less frequently) as a significant performance boost, especially at high output).
This change was actually suggested/requested by Urban Games as a way to improve performance at high industry output. This system may be tweaked in the future to use different multipliers at different production levels. Unfortunately the requested GUI change to show the actual production yearly output hasn't yet been implemented in the today-published "Thank You Patch" so you'll have to do a little math to get the actual yearly output. There's a (very) small chance the GUI change may yet come in a future micropatch.
SoftwareSimian  [author] Nov 14, 2018 @ 6:13am 
@frederic.bonave: If you have a crash report that you think is different from what's already discussed you can post it in the handy "Crash Reports" subforum .
frederic.bonave Nov 14, 2018 @ 3:33am 
I can send you the file you request if you want
frederic.bonave Nov 14, 2018 @ 2:48am 
You mod is vey interesting but my game is buging can I send a report to help to identify the issue ?
thank you
SoftwareSimian  [author] Nov 10, 2018 @ 11:54am 
It's hard to comment any further on the crash without seeing the crash report from the end of
\Steam\userdata\<steamid>\446800\local\crash_dump\stdout.txt