Transport Fever 2

Transport Fever 2

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More Industry Levels
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Building: Industry
Misc: Script Mod
File Size
Posted
Updated
259.914 KB
Jan 31, 2020 @ 1:34pm
Feb 2, 2020 @ 1:56pm
2 Change Notes ( view )

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More Industry Levels

In 1 collection by Mr_WolfZ
MrWolfZ's Transport Fever 2 Mods
3 items
Description
Doubles the number of levels for each industry (including those added by mods).

This mod can be safely added to an existing savegame (any industries at their production limit will immediately start leveling up). However, it cannot be easily removed once an industry has gone beyond its vanilla limit (the game will crash when such an industry tries to change its level). If you want to remove this mod, then please activate the sandbox mod first, configure all industries that are beyond their vanilla limit to be at their limit, and finally save the game again before removing the mod.

For advanced users it is possible to adjust the factor for multiplying production levels by changing the factors variable in the mod.lua file (if you don't know where to find this file, you should probably not touch it). However, note that this file will likely get overriden should an update to this mod be published.

The source code for this mod can be found here[github.com].
Popular Discussions View All (3)
0
May 7, 2022 @ 3:55am
Enhance in both ways?
GordonDry
0
Jun 26, 2021 @ 7:04am
Each entry in stdout.txt is written twice
GordonDry
0
Aug 28, 2020 @ 3:27pm
Crash, not sure why: industryutil.lua:127: assertion failed
GordonDry
37 Comments
dorritt69 Apr 29 @ 2:50am 
Can't wait for play
LordFrommel Jul 28, 2023 @ 4:40am 
Get this error now continouesly:
[More Industry Levels] adjusting production levels for industry Staalfabriek...
urban_games/train_fever/src/Game/ecs/SimBuildingSystem.cpp:451: void __cdecl ecs::SimBuildingSystem::Update2(class ecs::Engine *,int,float) const: Assertion `!proposalData.errorState.critical' failed.

Any idea how to get around it, or is it not coming from your MOD and is the [More Industry levels] msg just a trigger for the urban_games mod to crash? TIA
trexxet Jul 8, 2023 @ 4:06pm 
Fixed myself by wrapping lines 60-62 in "result.rule ~= nil" condition
trexxet Jul 8, 2023 @ 1:39pm 
Confilcts with UEPs Interrnational port with disabled industry
Sheppard Feb 12, 2023 @ 8:20am 
does this mod work ?
IstdasKunstoderkanndasweg Nov 12, 2022 @ 3:02am 
@Mr_WolfZ

Thank you first.

Unfortunately, I have no real idea about scripting.. I would prefer the variant of bypassing the mod. Unfortunately I don't know how to implement that.

At least I have a starting point and can build on it.
Many Thanks :)
Mr_WolfZ  [author] Nov 12, 2022 @ 1:37am 
@IstdasKunstoderkanndasweg I haven't been playing or modding the game for some time now, so I don't really remember all the details about this mod or modding in general. I see two options: 1) either try to add a script to your buildings that somehow allows them to completely bypass this mod or 2) try to adjust your buildings so that this mod's code passes and then optionally add a "compensating action" which reverses the changes this mod makes. It all depends on how exactly your mod works.
IstdasKunstoderkanndasweg Nov 12, 2022 @ 12:56am 
Hello,

I'm currently working on a larger mod with industries.
However, the industry is only there to activate the functions of the vehicles and at the same time contains the corresponding stations.
Here's the problem. The "More Industry Levels" tries to give the stations that are in the industry a level update, which doesn't work. An "internal error occurs"
A script that I could integrate into affected mods that ignores the "More Industry Levels" scripts might help as a solution to the problem.
Would something like that be possible?
jamyg91 May 26, 2022 @ 12:47pm 
is this mod still working with the new update?
Wombat May 22, 2022 @ 3:59am 
mmh. It is strange. Now that the brick factory has been leveled up, the quarry is producing more. It looks like they are behaving differently. e.g. the farms always ship what they produce and not just what is actually consumed. Maybe those are the ones behaving strangely and not the quarries.
TLDR: Mod works