Transport Fever 2

Transport Fever 2

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Real Industrial Chains 1.6
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Building: Industry
File Size
Posted
Updated
103.939 MB
Jun 11, 2023 @ 4:46am
May 1 @ 6:52pm
9 Change Notes ( view )

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Real Industrial Chains 1.6

Description
Vanilla industrial chains overhaul
Original chains have always seemed a bit simple and unrealistic, like plastic factories in 1850 and metal-looking tools made from planks.
So my goal was to make gameplay more interesting, challenging, and having some realism aesthetics; all while not changing the game too much.

• No plastic before 1910, industries are dynamically upgraded to use plastic
• Intricate cargo chains
• Large, heavy industries need fuel to function
• The entire chain graph is calculated so that last step industries produce 1200 items each
• High compatibility with other mods
• Industry Expanded is fully supported (not required)
• (hopefully) Well-balanced and optimized
• Open for suggestions and fixes, see below for details


Initially started as a fix for a non-working cargo injector in Col0Korn's Industry Restored - Livestock and Slag (1943798417), but eventually grew to a full-scale industries overhaul.

Updated industries
• Oil well and oil refinery (2x capacity)
• Chemical plant
1910:
•• 1 Oil -> 1 Plastic
• Steel mill
•• 2 Iron + 2 Coal -> 1 Steel + 1 Slag
• Machines factory
•• 2 Steel + 1 Planks + 1 Lubricants + 1 Industrial tools + 1 Fuel -> 3 Machines
1935:
•• 2 Steel + 1 Plastic + 1 Planks + 1 Lubricants + 1 Industrial tools + 1 Fuel -> 3 Machines
•• 2 Steel + 1 Bioplastic + 1 Planks + 1 Lubricants + 1 Industrial tools + 1 Fuel -> 3 Machines
• Construction materials plant
•• 2 Stone + 2 Slag + 2 Planks + 1 Fuel -> 3 Construction materials
• Tools factory
•• 1 Steel + 1 Planks + 1 Lubricants + 1 Fuel -> 6 Tools
• Goods factory
•• 1 Steel + 2 Planks + 2 Packaging materials + 1 Industrial tools + 1 Fuel -> 2 Goods
1915:
•• 1 Steel + 2 Plastic + 2 Planks + 2 Packaging materials + 1 Industrial tools + 1 Fuel -> 3 Goods
• Food processing plant
•• 2 Grain + 1 Livestock + 2 Packaging materials -> 3 Food

New industries
• Advanced farm
•• 1 Slag -> 2 Grain
• Livestock farm
•• 2 Grain -> 1 Livestock
• Bioplastics plant
1930:
•• 2 Grain -> 1 Bioplastic
• Packaging plant
•• 2 Logs -> 2 Packaging materials
1946:
•• 1 Logs + 1 Plastic -> 2 Packaging materials
•• 1 Logs + 1 Bioplastic -> 2 Packaging materials
• Lubricant refinery
•• 1 Oil -> 1 Lubricants
• Industrial tool factory
•• 1 Steel + 1 Planks + 1 Lubricants + 1 Fuel -> 4 Industrial tools

New cargo
• Livestock
• Slag
• Bioplastic
• Packaging materials
• Lubricants
• Industrial tools

Hints
• This mod can be used with both new and existing maps
•• all modified vanilla industries are going to be slowly updated in-place after load
•• on existing maps, enable dynamic industries, prepare as many lines as possible or stop all cargo lines, and wait for new industries to spawn
••• make sure you are not losing money during this process, as you are only able to make money on passenger lines

• It is best to be played on larger maps with low to medium industry density
• Industries are updated across the entire map, the update cycle is a few minutes long, so you won't see changes immediately after load or milestone year reach
• It might look like plastic and bioplastic are both required at the same time, but only one of them is actually needed
• Start from simpler chains, and focus on a limited set of cargo types first
• Prepare lines in advance before milestone years
• Plastic industries roll out gradually, starting from a chemical plant in 1910
• Establish partial chains before you can supply all the necessary cargo, this way you can still earn from transportation
• Use cargo hubs for easier distribution
• Use real-like mixed cargo trains to deliver cargo all at once from hubs to large multi-input industries
• The chain graph was only made for balancing calculation, you don't have to follow it
• Enjoy the game and the views!

Compatibility
• This mod was designed with compatibility in mind
• No files replaced
•• vanilla industries are updated by scripts
•• this mod completely overwrites cargo recipes (includes industry capacity), the rest is updated in-place or untouched
••• this allows for re-modeling of the industries and maybe something else
•• some industries sounds have been replaced with more logical or pleasant ones
• Added support for up to 10 cargo inputs
• Cargo injector for all new cargo, any mod vehicles are supported
• All non-vanilla resources (mainly taken from missions) are packed with the mod, in case they are ever removed from game files
• Mod has a very low performance impact, main loop is distributed over a significant amount of time
• Dynamic industries are supported, as well as non-dynamic industries
•• year-dependent industries are going to work properly in any case

• Adding the mod is safe, the only issue you are going to have is a stall of your network due to all the changes in chains
• Removing this mod is not recommended, as it will revert all the vanilla industries to their original state, and all the custom industries will be lost
•• Do not save the game if you accidentally removed this mod! It will irreversibly break non-vanilla industries

Supported mods load order
You can use any of them or none, but you must preserve the order
• Industry Expanded (1950013035)
•• I made an integration using my industry updater script
•• Full cargo balance graph is NOT calculated, but I roughly estimated it, so it at least shouldn't break the immersion of using both mods
•• List of modified industries can be found in the readme at the GitLab repo
• Gas Works (2469853004) [-1975]
• Real Industrial Chains (this)
• More Industry Levels (1984839944)
Industry Workers 1.2[www.transportfever.net]

Known issues and limitations
• If you have 4x sim speed and 4x calendar speed, your industries might not have time to upgrade production levels between year switches
• If you know how to enable field generation around advanced farms, or other ways to improve the mod, please contact me in Steam, Telegram (https://t.me/YT8HmH7), or GitLab (below)

Source code and non-steam installation
• This mod is available at GitLab repo[gitlab.com]
• The repo is the main source of this mod, all new versions are uploaded there first
• Download the repo and unpack Real_Industrial_Chains_1 into your mods folder
• Merge requests and issues are welcome
• Feel free to ask for technical details, I will answer when I have time
• Please open an issue for a discussion before starting to work on a MR

• Do not re-upload this mod to third-party websites without a link to GitLab repo
• You are free to use the code from this mod in your mods, but please leave a credit to me

Trivia
• This is my first experience with lua
• It took me two months to make this mod, which included learning lua and game mechanics, doing historical research, and countless tests
• Feel free to share your screenshots and experience with this mod in the Telegram group[t.me]
• I reached char limit
Popular Discussions View All (2)
9
May 1 @ 10:55pm
Version 1.6
YT8HmH7
3
Nov 17, 2024 @ 4:20pm
Integration with Industry Expanded—number of factories
derMeister47
57 Comments
YT8HmH7  [author] May 15 @ 12:47am 
Go to the version discussion and describe your setup and situation as much as possible. Also, you can upload files in my telegram group (see mod description)
VierfingerJoe May 15 @ 12:43am 
Thanks for the quick reply. Unfortunately, I don't know how to upload a saved game here.
YT8HmH7  [author] May 15 @ 12:35am 
Hello, I need full details, and possibly a save game file too
VierfingerJoe May 15 @ 12:25am 
Hello, I just downloaded your mod. The food industry doesn't put the finished food into the loading stadium.
Reichsbierminister May 2 @ 5:43am 
seems to work fine now, thank you very much!
YT8HmH7  [author] May 1 @ 6:53pm 
1.6
Fixed occasional crash on industry closure
YT8HmH7  [author] Apr 26 @ 12:43pm 
CARGO INJECTOR 3.0
• Near full rewrite of the previous version
• Now works with complex load configs containing multiple cargo entries (never seen that in the wild though)
• Fully stable processing
•• The order of existing load configs is preserved
•• New injections follow the vehicle cargo order, so it's stable unless vehicle model is altered
•• No more variation between savegame loads!
• It is now possible to overwrite cargo injections from mods loaded before RIC
•• Load configs and cargo entries are overridden in-place, preventing any cargo from disappearing
•• The sole purpose of this override is to fix cargo models poorly handled by other mods

Even better performance!
• Proper update of industries (no streets generated on top of old streets)
• Heavily refactored and optimized main loop scripts, making scan and update process invisiby light

Removed spaces from lang dictionary keys
Updated translations
Multitude of smaller improvements
YT8HmH7  [author] Apr 26 @ 12:42pm 
1.5
Big update!

I spent two days debugging the issue with random cargo being missing on each save load
• It wasn't language or any other string dependent
• The only thing that was changing each load is the cargo list enumeration order, which led to loadConfigs being in a different order each time as well.
• Somehow, the game retains knowledge of cargo type loaded in the vehicle, but fails to put it into a correct load config, trying to use the old index instead.
• It does, however, check if the cargo type matches the load config, which it doesn't, resulting in a vehicle dropping its cargo instead of reassigning the index.
nosquimoriturisumus Apr 25 @ 7:01pm 
For the record, I only play in English and I had the issue, so it's not something that can be avoided by using that language.
HUPE Apr 24 @ 10:56pm 
@YT8HmH7: Yes, I observed the issue only with industrial tools and packaging materials. However, after switching the game to English, no further issues were detected.