Transport Fever 2

Transport Fever 2

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Industry Expanded
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Building: Industry
Tags: Resource
File Size
Posted
Updated
63.596 MB
28 Dec, 2019 @ 3:01am
9 May, 2020 @ 4:07pm
8 Change Notes ( view )

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Industry Expanded

Description
Check out the new Industry Expanded Add-On - Mail and Waste!
https://gtm.you1.cn/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://gtm.you1.cn/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 (17)
2
22 Nov @ 10:36am
Petition to change Oil Sand to a bulk commodity (like coal)
Zapp
3
22 Dec @ 11:58am
Placing your own industries gives HUGE maintenance costs
Tatoon
7
15 Nov @ 5:53am
Oil Sand not producing
pliebanski
459 Comments
EterNAL NetCore 21 Dec @ 5:26am 
Bring me some meat and coffe beans i make u bread. Such an idiotic chain.
I Am Neenja 1 Dec @ 7:19am 
Construction materials can require it
MisterHamstring 28 Nov @ 10:44am 
What to do with sand? No industry requires it?
kak8gm 19 Nov @ 11:24am 
Could you please look into the Maintenance cost problem, https://gtm.you1.cn/profiles/76561197974211358 ?
kak8gm 19 Nov @ 11:22am 
@Cmt. Smart, @Col0Korn did you find any solution for this?
kak8gm 19 Nov @ 10:55am 
I'm also having the exact same problem with maintenance infrastructure cost in the "other" category. In only 3 years it reaches way above 1.5 Million as expense.
crogiez 8 Nov @ 12:05pm 
this map use this mod 13 new cargo types
https://gtm.you1.cn/sharedfiles/filedetails/?id=3362229262
Cmt. Smart 29 Oct @ 7:50pm 
maintenance cost ... how to reduce them?
FrankFrankie 9 Oct @ 9:13pm 
Could someone please help me. After I build any industry, I get an "other" maintenance cost that is so high that it makes it pointless to build them. Is there any way to change this in game files or in config mode. I'm aware I could try to enter sandbox mode and place industries but that is a pain and might not work(have not tried it yet).
Azai_Cacha 29 Aug @ 5:17am 
The capacity of factory is limited in this mod? My train likes don't empty the processed raw materials