Transport Fever 2

Transport Fever 2

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Industry Restored - Livestock and Slag
   
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Building: Industry
Tags: Resource
File Size
Posted
Updated
13.256 MB
Dec 22, 2019 @ 1:42pm
Dec 30, 2019 @ 4:15am
8 Change Notes ( view )

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Industry Restored - Livestock and Slag

Description
For a more complex experience, check out my other industry mod, Industry Expanded!
https://steamcommunity.com/sharedfiles/filedetails/?id=1950013035


Industry Restored re-introduces two cargotypes that were present in TpF1 - Livestock and Slag.

Additionally, there are some new industries such as the Livestock Farm, Meat Processing Plant, Advanced Steel Mill, and Advanced Construction Material Factory to replicate how industries operated in TpF1.

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. I have ensured this is balanced according to how gameplay was in the first game. 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 bring back a bit of the complexity that was in TpF1's industry chain. Other players have pointed out things that don't make much sense such as Tools requiring Wood Planks, so this also aims to remedy some of these issues without changing the core game.

For example, the vanilla Tools Factory still requires Wood Planks, but there is a new Advanced Tools Factory that requires Steel. Since Steel is a more complex cargotype, the player is rewarded with double the output of Tools if the requirements are met for the Advanced Tools Factory.

This is all balanced appropriately, as you can easily sacrifice playability with too much complexity.


New Commodity Industries:

Livestock Farm:
Produces 1 Livestock

Meat Processing Plant:
Requires 1 Livestock, Produces 1 Food

Advanced Steel Mill:
Requires 2 Iron Ore and 2 Coal, Produces 1 Steel and 1 Slag

Advanced Construction Materials Plant:
Requires 1 Slag, Produces 2 Construction Materials


New TpF1-Style Industries:

Advanced Chemical Plant:
Requires 2 Grain, Produces 1 Plastic

Advanced Tools Factory:
Requires 1 Steel, Produces 2 Tools

Basic Goods Factory:
Requires 1 Wood Planks and 1 Plastic, Produces 1 Goods


Enjoy, and happy holidays!
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