Transport Fever 2

Transport Fever 2

Industry Restored - Livestock and Slag
66 Comments
Kitty Kang Oct 21, 2023 @ 3:40am 
help, when I'm using alongside https://steamcommunity.com/sharedfiles/filedetails/?id=1950013035 the Meat factory is not spawning. leaving the fishery without customer.
hayspggammer Aug 17, 2023 @ 7:15am 
No vehicles will carry new products and no vehicles are labeled All Cargo.
Smokey Mar 9, 2023 @ 8:45am 
when will you be updating your top 3 mods?
Raccoon Dec 2, 2022 @ 3:39pm 
Please tell me how to carry Livestock and slag, I try to modify the mod lua but it doesn't work... I need a Waggon to carry this Goods... THX
Locke Mar 2, 2020 @ 9:07am 
Thank you for responding Col0Korn, I didn't enjoy Industry Expanded due to the new industries added being too much complexity for my liking.

I've modded my game so that my ships support Slag and Livestock so I can keep using this mod. I'd definitely be interested in this mod being updated
Col0Korn  [author] Mar 1, 2020 @ 2:29pm 
Yes, that is correct Locke, and this issue has been fixed in my more recent industry mod, Industry Expanded.

I probably won't be updating this one as it's just one more thing for people to get confused about when a conflict has been created with another mod. I originally had those changes implemented, but had to revert them in this mod due to complaints despite them functioning perfectly during testing.

I hope this clears some things up, and I recommend checking out Industry Expanded!
Locke Mar 1, 2020 @ 7:31am 
I see why it isn't working, the line:

elseif (string.upper(data.metadata.transportVehicle.compartments [j][k] .type) == "COAL") then

won't work, as the syntax for ships is transportVehicle.compartmentsList.

Adding the entries manually (using Coal as the example) works fine in-game. Is it possible you can update this mod for that? I can PM the code if needed
Locke Mar 1, 2020 @ 6:40am 
@Col0Korn, I have the same issue as Si'kigo where slag is not being picked up and delivered to the advanced construction material factory.

Very disappointing, not really sure what this mod does if it doesn't allow for slag to be picked up.

Could you provide a version which does have the cargo injection script (or an Add-On mod that requires this one with that script specifically would be desirable). I don't want to restart to add a different mod due to the amount of time on my current map :(
Col0Korn  [author] Jan 12, 2020 @ 7:37pm 
@Si'kigo

At this point, I'd highly recommend my other industry mod, Industry Expanded. It adds a reasonable amount of complexity without cutting into the vanilla experience too much, and it has the features you're looking for. When I tried to update the cargo injection script on this mod, I was receiving many crash reports from people (though I can't independently verify what was causing them as it was working fine for many people including myself - it could've just as easily been a conflict from another mod they were using).

I decided to revert the changes to the cargo injection script in an attempt to maintain compatibility, but the script has been worked on from the beginning in my newer industry mods. You can still have a bit of added complexity without the Mail and Waste chains as those are part of an optional "Add-On" pack.

Thanks for writing, and I hope this helps!
Si'kigo Jan 12, 2020 @ 7:29pm 
Any help or suggested correction on my part would be appreciated and humbly accepted

Thank You
Si'kigo Jan 12, 2020 @ 7:27pm 
Hi ..First of all thank you for this mod and the more complex ones created after this one.

My problem is that vehicles that should be able to carry slag from the advanced steel mill to the advanced const. matls. plant simply don't. I am playing a free sandbox game {temperate european} and I advanced thru the ages manually to check each tipper/dumptruck vehicle that came available. When I finally came to the chinese dumptruck, it listed slag as one of the commodities that it would carry. All others before that particular vehicle wont carry slag. This goes for modded vehicles as well as vanilla.

I am using this industry mod pretty well standalone and not with the industry diversity mod or any others. I find this makes the game just complex enuff nevermind mail and newspapers etc added. My poor old melon likes this mod and complexity just fine. I am using Carlcharlsons industy booster tho...the one that doubles output.

antoan.posa Jan 12, 2020 @ 8:24am 
thank you for your answer Col0Kom. i think i know now the problem. ist the combination with this mod Industry Diversity. It also transforms the vehicles. I think there comes the conflict.
Greets
Col0Korn  [author] Jan 12, 2020 @ 6:02am 
@antoan.posa It is almost certainly due to another mod, as I and many other users are able to use this mod without any conflicts. That last line is just the cargo injection script confirming that it has enabled the asian stake truck to carry the new cargo types. No error there.

Sometimes errors aren't written out at the end of the stdout.txt, best thing to do would be to back up your settings.lua and try to track down the offending mod by disabling things in groups to try and pin down the offending mod, and then restore your settings.lua from the backup and remove the mod that was causing issues.

I hope you can work it out, and I appreciate that you took the time to look through the stdout.txt
antoan.posa Jan 12, 2020 @ 12:24am 
I still have problems with this mod. The game simply quit when loading a save game without error message. I get no error message in stoud. it simply quits when the mod start to transform the vehicles for transport the goods for this mod :-(
Col0Korn  [author] Dec 30, 2019 @ 3:16pm 
@abco83
Glad to hear that you got the issue sorted out. Happy transporting! :)
abco83 Dec 30, 2019 @ 5:35am 
After seeing your comment I try to deactivate a recently added item (Speed & Cargo Capacity Increase) and now I can enter the game normally.
So I think it is working normal now with your updates, thanks a lot
Col0Korn  [author] Dec 30, 2019 @ 5:15am 
This crash seems to be caused by a mod that allows the user to change price and running cost.

I'm not entirely sure which mod this might be as I haven't made such a mod, but if I find anything I will definitely let you know :)
abco83 Dec 30, 2019 @ 5:07am 
still CTD, this time without the error popup, I have uploaded the log to the link below

https://justpaste.it/2kd31

But I do have lots of mod active on this saved game, so i am not sure also which mod is conflict

Col0Korn  [author] Dec 30, 2019 @ 4:33am 
have you tried it since the rolled back update?
abco83 Dec 30, 2019 @ 4:29am 
By the way, thanks for your help. I try to look into the log but I am not expert, it seems to have problem when adding cargo type to vehicles...
abco83 Dec 30, 2019 @ 4:27am 
Col0Korn  [author] Dec 30, 2019 @ 4:15am 
Rollback to Update 1.2 has been released

-Due to issues with the new cargo injection method, Update 1.3 has been rolled back until the issues have been fixed.
Col0Korn  [author] Dec 30, 2019 @ 4:12am 
@abco83

can you send me your stdout.txt so I may have a better look at what's causing this issue? I'd like to get it fixed as it seems to only affect a select few users.
abco83 Dec 30, 2019 @ 4:05am 
I have the same problem as the other player said, except the last sentence is slightly different. I check the link and I don't have that workshop item in my game...

error: error: mods/1943798417_1/mod.lua:62: bad argument #1 to 'upper' (string expected, got nil)
stack traceback:
[C](-1): ?
[C](-1): upper
mods/1943798417_1/mod.lua(62): v
res/scripts/mod.lua(99): ?
Col0Korn  [author] Dec 30, 2019 @ 2:06am 
This mod isn't the one that's causing it to crash for you.

It looks like it's Grimes' V200 that is doing the crashing when trying to add cargo to it, specifically due to him not removing EAT1963's script files after using the mod converter:
https://steamcommunity.com/sharedfiles/filedetails/?id=1905400714
tsilaicosneknurd Dec 30, 2019 @ 1:57am 
crashes the game at me:
error: error: mods/1943798417_1/mod.lua:62: bad argument #1 to 'upper' (string expected, got nil)
stack traceback:
[C](-1): ?
[C](-1): upper
mods/1943798417_1/mod.lua(62): v
res/scripts/mod.lua(99): origApplyModifiers
mods/grimes_v200_1/res/scripts/eatglobal/mod.lua(155): ?
Kotikus Dec 28, 2019 @ 8:19am 
@Col0Korn I will come home from holidays in 2 days and will let you know how it plays as soon as possible!
Col0Korn  [author] Dec 28, 2019 @ 3:07am 
@Kotikus It's out in the wild now, give it a shot and let me know what you think!

https://steamcommunity.com/sharedfiles/filedetails/?id=1950013035
Kotikus Dec 28, 2019 @ 2:31am 
@Col0Korn Oh I love to hear that! Awsome!
Col0Korn  [author] Dec 28, 2019 @ 2:20am 
@Kotikus You shouldn't have to wait much longer, just writing up the description as we speak :)
Kotikus Dec 28, 2019 @ 2:18am 
Any Idea on when exactly your Industry Mod will go live? I still didnt start my first safe, because there haven't been any well done Industry Mods, but yours does sound very promising.
Kotikus Dec 28, 2019 @ 2:09am 
@Col0Korn Wow, I cannot wait for your next mod to be released. Keep up the good work :)
BLaNk Dec 28, 2019 @ 12:31am 
@Col0Korn yea that the mod i was using also i combined your mod with 2X production mod and industry diversity mod together and it worked well for a week but recently i have started getting the crash also the crash i get send s me directly to windows without any error message or conflict message i also tried all combinations of loading order with n without these mods. when i tried your mod without those other 2 mods it started loading fine with other 2 i get 8/10 times i load i get crash 2 times it works well n when i save n start the save its crash rate is 50/50. i first thought game bug n did integrity check n reinstalled mods.might be some other conflict issue i would check n see which exactly is the conflict mod.thanks for the reply
Col0Korn  [author] Dec 27, 2019 @ 9:11pm 
@Reaper Alright, so I've tested this with Industry Diversity and one of the x2 production mods, in every load order combination, and I have not been able to get it to crash. Can you confirm that this was the production mod you used - (https://steamcommunity.com/sharedfiles/filedetails/?id=1935720873 ?

To help explain why i'm confident this mod won't cause any problems, I'd like to outline that I've seen a common theme from other creators who add new cargotypes which so far involves overwriting vanilla assets. Industry Restored faces none of the following headaches that can arise from that method;

Example:
Boxcar A from Mail mod + Boxcar A from Industry Diversity = new cargotype is determined by the mod which is loaded last.

With Industry Restored, the new cargotypes are added through a function that checks whether the vehicle can be loaded with Food, as an example, and adds Livestock as a cargotype without having to overwrite any vanilla files.
Col0Korn  [author] Dec 27, 2019 @ 8:03pm 
@Kotikus I have pretty much designed this mod to be compatible with pretty much any cargo demand mod, so as a result, the end products are not changed here. Cities still require the 6 vanilla end-products, so it will play perfectly with FxUK's fantastic cargo demand mods.

This I can say for sure, as I'm currently using this mod in my game with my own slightly tweaked version of his Dynamic Cargo Demands mod (removing the era requirement for all 6 end-product cargotypes, but keeping the demands per building based on the building's capacity. LOTS of fun!).

Very soon, I'm going to put out a MAMMOTH of an industry mod that will completely push toward more complex cargo chains, and it will be fully-featured from the start. Industry Diversity only adds industries to the Food cargo chain, and as such, you sacrifice other industries when generating a new map. Drake's Industries is woefully incomplete at this stage, missing entire industry chains that are advertised.
Col0Korn  [author] Dec 27, 2019 @ 8:00pm 
@Reaper Thanks for the heads-up, I'll definitely be looking into those mods. I know that Industry Diversity has been updated fairly recently, and it has changed a few things around. Not sure what 2X production modifies, but I'll report back when I test them a bit alongside this mod.
queen_gj Dec 27, 2019 @ 3:54pm 
@Col0Korn I see.Thanks for your reply.That's a bit of a shame.Luckily, I can still transport them by train, and it seems more efficient than using a freighter.
Look forward to your next MOD
Kotikus Dec 27, 2019 @ 2:51pm 
Do you think your mod is compatible with the demand mods from FxUK?
Thanks for the mod, really making the game interesting :)
BLaNk Dec 27, 2019 @ 2:39pm 
@Col0Korn i was testing out which mod was causing the prob and found out that 2X production mod and diverse industry mod was causing it after i disabled it it worked fine. the thing was i was using this mod along with them before it worked well all of sudden it started crashing recently.with 2X production mod it works and crashes some times its 50-50.Anyway thanks for replying the mod is amazing will certainly look out for u r future mods D
Col0Korn  [author] Dec 27, 2019 @ 1:14pm 
@Reaper The problem is almost certainly not with this mod, as everything has been thoroughly tested and nothing has been changed that would crash your game. Are you using any other mods as well?

@queen_gj Unfortunately, due to how the ships are coded, there is currently no way to inject the new cargotypes. Perhaps this will change in a future update, but this is all that myself or anyone else adding new cargotypes can do.
BLaNk Dec 27, 2019 @ 12:05pm 
the game crashes wen i try to load mod from save game or new game it was working fine a week ago but now i cant use this mod as it crashes to windows and displays no error message as to what causing the crash
queen_gj Dec 27, 2019 @ 9:03am 
Great mod, thanks.
But I had a problem.With the exception of merlin-v3, all other cargo ships cannot carry livestock and slag(Trucks, trains and planes can carry them).I tried to add them to the compartment code for other cargo ships, but failed.Maybe I'm the only one with this problem?Anyway, please help me.Thanks again.
AbbyTheFoxx Dec 25, 2019 @ 5:51am 
Ooh nice, looking forward to it!
Col0Korn  [author] Dec 25, 2019 @ 5:49am 
I forgot to mention, I've got a whopper of an industry mod on the way that is just entering the balancing phase, so be on the lookout for that!
Col0Korn  [author] Dec 25, 2019 @ 5:48am 
@QuadroMan1 As far as I know, you'd be correct on the multiple output combinations, as that would require a second rule for the industry, which doesn't seem to be supported. I definitely appreciate you reaching out, and would love to hear some of your ideas!

One base design concept behind this mod was that there would be absolutely no overwriting of any vanilla files to ensure first that no issues would arise due to this mod, and secondly to enable compatibility with other mods that communicate concepts clearly to the player (looking at the Industry Icon mod's questionable design choices on this one).

This is why I didn't have the courage to just overwrite the base industries such as the steel mill and chemical plant, as it could upend the balance that users have with other mods that do overwrite these files.

Still, always happy to get some input and encourage other people to get into modding the game! :)
AbbyTheFoxx Dec 25, 2019 @ 4:23am 
Ah, I think I'm maybe seeing the issue, doesn't seem like there's a way to give an industry multiple types of outputs.
AbbyTheFoxx Dec 25, 2019 @ 3:31am 
Hi, I wanted to ask you would be okay with me using part of your mod to make a recreation of the TpF1 production chain. I found out that you can do multiple input combinations if you do something like { { 0,1 } { 1,0 } } for the inputs in the .con file and I figured some people would like a port of the TpF1 chain.

I know livestock and slag is just exposing what's already in the game files but I'd like to at least ask permission and give credit before basing a completely new mod off someone's work.
Col0Korn  [author] Dec 23, 2019 @ 9:44pm 
@Sqweloookie That's correct. It will not damage your save game if you add it, but since the industries have already been generated, you won't have either of the new cargotypes available to use.

A new map is certainly recommended when using this mod for the first time.
Sqweloookle Dec 23, 2019 @ 9:32pm 
Best to add this at start of game not a save game ??
Col0Korn  [author] Dec 23, 2019 @ 8:38pm 
@pwyinokc You're very welcome! Always glad to help, and I'm glad you solved the issue.

Wishing you a very Merry Christmas!