Transport Fever

Transport Fever

Only Raw Material Industries 1.8
43 Comments
Dirkels  [author] 10 Aug, 2022 @ 2:42pm 
Dirkels [author] Just now
@HotelKiloActual currently not working on mods and your free to use anything from this mod to make a simular TPF2 mod of your own.
HotelKiloActual 9 Aug, 2022 @ 9:52pm 
Dirkels, have you found a way to do this in TpF2? If not, would you mind if I tried to make something work on my own? I don't want to encroach on your work if you're working on it.
Dirkels  [author] 11 Aug, 2020 @ 11:57am 
@Chendaroth Will have a look. The basics should not be to hard.
Chendaroth 10 Aug, 2020 @ 7:02pm 
Hi Dirkels ! I really enjoy your mod and I would Know if you could create a version Of you mod for TF2 ? I'm bored to see stupid industrie Spwan.

Thx !
simon 1 Jul, 2019 @ 12:04pm 
I haven't found a reason for that, but somehow this mod doesn't work. I can activate and deactivate it in savegames without any problems, but the industries still need cargo supply.
Activated industry mods are Industry Unlocker, Industry Tycoon and Overhead Crane
Dirkels  [author] 4 Jan, 2019 @ 2:49pm 
@Viss Valdyr does it still happen with version 1.8? When I try in a vanilla game with only this mod active everything goes fine. Even with the 1.7 version. In you have other mods active can you give me a list of them so I can try with the mods active.
Viss Valdyr 4 Jan, 2019 @ 3:31am 
got the same error. Vanilla game.
Dirkels  [author] 3 Jan, 2019 @ 3:13pm 
@Namensloser Which industry mod are you using? So I can reproduce the error.
[DFC] Titelloser 2 Jan, 2019 @ 12:10pm 
Look in TPF.net for more info ^^
[DFC] Titelloser 2 Jan, 2019 @ 11:33am 
Got some error: http://prntscr.com/m2ambt
Dirkels  [author] 30 Dec, 2018 @ 3:09pm 
@AlwaysRm: good catch, now starting with the original skipOnInit value of the industry, so if the mod excludes it already it stays excluded.
AlwaysRM 30 Dec, 2018 @ 5:46am 
Maybe also add both Fish indutries to be removed?
There sould not spawn on land lol
Dirkels  [author] 28 Dec, 2018 @ 3:32pm 
Updated for Industry DLC (Ver 1.3).
Dirkels  [author] 27 Dec, 2018 @ 11:04am 
@AlwaysRM just returned from a few steam free months, but will have a look at it soon.
AlwaysRM 27 Dec, 2018 @ 9:31am 
Update? (new version of New Industries)
Dirkels  [author] 15 Apr, 2018 @ 2:11pm 
@AOD_War_2g Sorry, only thing this mods offers in that direction is enabling the industry button so you can place extra producing industries by hand.
AOD_War_2g 15 Apr, 2018 @ 7:05am 
@Dirkels Darn. I was hoping to use this to have one of my indurstries work without needing resources as I can't seem to get enough resources to it (3 lines of each resource running to it currently).
Dirkels  [author] 15 Apr, 2018 @ 4:05am 
@AOD_War_2g It is save to add and remove at any moment, but it only really does anything (supressing random placement of production industries) during the generation of a new map. After that the only use is that it turns on the industrie placement menu button if not already set manually or by an other industrie mod.
AOD_War_2g 14 Apr, 2018 @ 9:52pm 
Could this be used on an existion save game? And if so, would it break existing industry chains I have setup?
jhughes 10 Mar, 2018 @ 5:18am 
@Baldu (or anyone else using New Industry 2.54), if you use TpF Mod Manager (See the link in the Description of this Mod for TpFMM) , you can set the cost of placing industries to zero (well .. it still costs a small amount, but in the 10K range, not millions).

You can also just edit the config manually. It lives at:

C:\Program Files (x86)\Steam\steamapps\workshop\content\<your steam id>\1165791968

The file you want to edit is settings.lua .. and set Extractive_industry_cost, Manufacturing_cost, Producing_industry_cost all to zero and Fab_cost to false. Then the normal game pricing for resources and industries still apply ($8K to $15K to build most industries or resources.)
jhughes 10 Mar, 2018 @ 4:51am 
Right.. it seems Farm and Dairy Farm are both still seeded on new maps. But, it is easy enough to edit the mod.lua file and add farm.con and Dairy_farm.con as skips myself, so I get what I want and so do you :) (it's your mod, so surely you get to pick what is seeded by default :D)

Great mod BTW. I absolutely wanted the ability to only seed resources and to build the industries that I wanted. This mod combined with New Industries 2.54 makes Transport Fever much more enjoyable.
Dirkels  [author] 4 Mar, 2018 @ 3:39pm 
@jhughes: Just noticed your remarks and you are right, I left the Grain Silo in because the fertilizer only enhances the output. But I seem to have overlooked the fact that farm must get grain before they can produce. However I'm still in two minds about removing farms as livestock is just a resource in the vanilla game....
jhughes 3 Mar, 2018 @ 8:12am 
Ok. In the New Industry 2.5 Mod .. the grain silo has 2 options ..One is no fertilizer and it produces one grain. So that one is OK as a resource. Don't have access right now to check the farms.
jhughes 3 Mar, 2018 @ 6:33am 
Love the idea of this mod.. however it does not really work with 'New Industries 2.54', in that it allows lots of items that require things. (Ie, a Grain Silo requires fertilizer, Farms require grain, etc and they show up on the map.
Dirkels  [author] 22 Nov, 2017 @ 11:46am 
@Baldu: glad you found the problem.
Baldu 22 Nov, 2017 @ 7:41am 
Ok, I found the problem. I didn't know I can deactivate the mod in my savegame. I thought it has to deactivate in the mod list, so it was still active in my loaded game. Thanks anyways.
Dirkels  [author] 21 Nov, 2017 @ 1:28pm 
@Baldu: After generating a new map you have to save it, return to main menu and when reloading you have deactivate this mod again to gain access to the other industries.

In the last update they put in a way to do it without having to unload it afterwards but I have not been able to find the time to update this mod to use that method.
Baldu 21 Nov, 2017 @ 12:33pm 
Hi, unfortunately I don't understand how to place the further processing industries, when I generated a map with your mod. I use the New Industries Mod aswell and so all of them cost me 100kk each. So, this doesn't work for me or did I miss something?
Hanszeehock 15 Oct, 2017 @ 9:33am 
Thanks very much
Dirkels  [author] 15 Oct, 2017 @ 9:03am 
@Hanszeehock: After you have generated a new map you have to save it and when loading it again remove this mod. That will enable you to place all industries again.
Dirkels  [author] 15 Oct, 2017 @ 9:02am 
@ AlwaysRM: That is right. When needed you can turn on placing industies with the Indutrie Tycoon mod.
Hanszeehock 15 Oct, 2017 @ 8:47am 
Hi - any chance of making this compatible with the Industry Tycoon mod ? Atm your mod mean the Tycoon mod will only let you build raw industries ?
AlwaysRM 15 Oct, 2017 @ 8:31am 
so when i load the map i need to save and remove the mod 9From the save file) and load to place the industy's with unput right?
Oak Street Local 12 Oct, 2017 @ 8:34am 
Whoops did not read it is already supported now. Thanks a lot!!!
Oak Street Local 12 Oct, 2017 @ 8:34am 
@Dirkels it would be great if you succeed in doing so!
ErstO 11 Oct, 2017 @ 11:04pm 
Thank you, this is great
ColoredKingsNL 11 Oct, 2017 @ 12:06pm 
No ketchup. Just raw industries.
modelcitizen 11 Oct, 2017 @ 11:48am 
A very useful mod. Thanks so much for this.
Dirkels  [author] 11 Oct, 2017 @ 6:38am 
@62bMoose: good idea increasing the areaPerIndustrie value, will look into it if I can automatically increase it based on the number of industries removed versus the total number of industries.
cyclone7 11 Oct, 2017 @ 4:51am 
Many many Thanks for this great mod. :steamhappy:
62bMoose 11 Oct, 2017 @ 3:12am 
What Oak Street Local said, with gold-plated knobs :steamhappy: Many thanks - this enables an enormous improvement for the randomly-generated maps.


Folk may want to increase 'areaPerIndustry' in base_config.lua before generating a new map, otherwise there may be too many raw materials, and the challenge (and purpose) of carrying freight is lost.
Dirkels  [author] 11 Oct, 2017 @ 2:13am 
@Oak Street Local it is not (yet) compatible with the The New Industry mod.Planning on adding it today though.
Oak Street Local 11 Oct, 2017 @ 1:58am 
Nice, this is what I needed for a long time, as processing industries are irrationally located. Thank you so much! Do you happen to know whether or not your mod is compatible with the New Industry Mod?