Transport Fever 2

Transport Fever 2

1,151 ratings
Industry Expanded
12
7
5
15
3
7
3
3
5
4
4
3
   
Award
Favorite
Favorited
Unfavorite
Building: Industry
Tags: Resource
File Size
Posted
Updated
63.596 MB
Dec 28, 2019 @ 3:01am
May 9, 2020 @ 4:07pm
8 Change Notes ( view )

Subscribe to download
Industry Expanded

Description
Check out the new Industry Expanded Add-On - Mail and Waste!
https://steamcommunity.com/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://steamcommunity.com/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 (16)
1
Apr 9 @ 7:52pm
Fix proposal to support custom cargo models
blackwizard1812
6
May 7 @ 9:03am
Oil Sand not producing
pliebanski
4
Apr 9 @ 3:20am
Support for wagon mods?
RadiKyle
444 Comments
marcus_a_coffee May 7 @ 6:40am 
I have enabled all trains for all regions and none of these cargo's even produce 1 item if served by rail, only trucks.

All Regions trains enabled
Load/Unload checked correct
Supply > Demand correct
Used 1 of ALL wagons available and still no joy.
Truck moves goods
Train moves **** all, add truck station to mimic route, industry supplies truck stop but not rail cargo station. It's the same start and destination!!!!!!!!!

Am I that dumb I shouldn't be allowed to even turn on a computer?
marcus_a_coffee May 6 @ 7:10pm 
Are these industries Truck only? As none of the Rail wagons carry Oil Sand (yes it did have Sand Oil check to load and still nothing with one of each type of wagon in a train, not 1), used a lorry and it produced 138 sand oil
Sterben Apr 14 @ 8:46am 
Photo's aren't up-to-date...
The Livestock Farm in particular...
GrimReaperHUN Mar 24 @ 7:19am 
As soon as I put down a factory with Mail input, game crashes instantly...
Driver Kaldie Feb 7 @ 6:59am 
By the way, I use this mod together with the senseless mod v2 wich works without a problem, but I have no idea were these goods go, same with cars. Do cities take these goods automaticly ? I can edit the city with the city tuning mod, but if I do that the game will crash.

Are these goods that are seen here, from your mod or from the expanded cargo mod ?

https://steamcommunity.com/sharedfiles/filedetails/?id=3155908797
xтяємє Jan 1 @ 6:40am 
@Frank Debrin wenn man im Sandkastenmodus (mod) die Industrien öffnet finden sich dort Industrien mit einem +, das sind sie Endindustrien .
Jede neue industrie erweitert nur den Strang um zum Endprodukt zu gelangen.
zb.: Statt früher Getreide -> Lebensmittel benötigt man jetzt : Getreide -> Rind welche zusammen mit Fisch in einer anderen Industrie zu Fleisch verarbeitet wird.
als nächstes muss man dann Fleisch ,Kaffee und Alkohol liefern um das Endprodukt Lebensmittel zu erhalten was die Städte abnehmen.
Kurz und knapp nur die Zwischenschritte sind komplexer , neue Abnehmerprodukte gibt es nicht
gamersonline Dec 21, 2023 @ 7:16am 
Muss man den Mod irgendwo aktivieren?
Frank Drebin Dec 13, 2023 @ 6:56am 
Hallo, gibt es für die "Erweiterte Industrie" auch eine Nachfrage/Lieferungs MOD wie die "Mini Industrie"? Ich würde die "Erweiterte Industrie" gerne in eine bestehende Karte einfügen und da fehlt ja die Nachfrage in den Städten.
Northmonn Dec 8, 2023 @ 10:22pm 
Tried this and trains wouldn’t pick up cargo.
danloveschrista Nov 22, 2023 @ 2:50am 
@SteelRodent I'm not the dev but I can answer some of your questions.

>Creates fisheries where it makes no sense: this mod doesn't control industry placement. It's intended to be used with the industry button enabled, so you can manually place them, or in map creation. Use the game options to turn off industry closing and opening to control that.

>Dead-end production. See above with industry button. Or turn the industry number way up in the options.

>Cattle farms don't produce much. All industries will aim for 100 production unless they can find more consumers. So a coffee refinery will eat 200 coffee berries, but the cattle only eat 100 grain. It has to do with production values and relative "costs".

>Grain to plastic is called bioplastic.

>Shipping container mods would have to declare this mod to be properly compatible. It checks for certain cargo types and adds its cargoes into those containers, but it isn't quite right every time.

Hope that helps!