Transport Fever

Transport Fever

Coalmine ( station+industry ) [V1.2]
21 Comments
simba 25 Nov, 2023 @ 1:02am 
Ich muß schon sagen,alles was Du machst,hat Hand und Fuß!!!Tolle Sachen! Danke:steamthumbsup:
ServiusTheBear 24 Sep, 2021 @ 1:30pm 
Sweet cant wait @hugedragonyk
hugedragonyk  [author] 24 Sep, 2021 @ 1:35am 
@scrappy2009
@[SK]ServiusTheBear

WIP~
scrappy2009 23 Sep, 2021 @ 3:24pm 
Gibt es die auch für Tpf2?
ServiusTheBear 25 Jan, 2021 @ 9:05am 
Will we likely see this in TF2?
Robert Montjoy 7 Mar, 2019 @ 1:12pm 
@ Huge Dragon
I just checked this out. It looks really great. Thanks for this cool Mod.

What I really like is that a few things (like the e.g. the gate) are also availabe as asset. Really a good idea.

The coolest thing however is the conveyor belt transporting the coal up and ready to load on trucks. If this conveyor belt would also be availabe as asset and even more so snapping on raills to "load" cargo trains and even more if on could select if e.g. coal. stone or the like... THIS would be imho one of the most usefull assets ever.

Best Regards
Robert
Kevin 3 Mar, 2019 @ 7:55am 
これは凄い ありがとうございました。
謝謝
CR 23 Feb, 2019 @ 11:04pm 
啊哈
Driver Kaldie 16 Feb, 2019 @ 4:21am 
Thanks Dragon, that oremine looks promising ! For myself I have changed the Recycle factory...It now needs Fuel and a vehicle, or 2 vehicles to create steel...it is of course a vehicle recycle factory, so I use it now in combination with the automotive plant. Would be nice if I could make it so that old vehicles from the towns can be brought to the vehicle recycle factory and then steel gets produced, but I don't know how to create new cargo, and I absoulutly know nothing about a city that can create that new cargo...

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1657231427
hugedragonyk  [author] 16 Feb, 2019 @ 3:23am 
@vitalii201

Thank you very much, this week's my work is busy, I will updated it next weekend.
hugedragonyk  [author] 16 Feb, 2019 @ 3:23am 
@EmperorDarthSidious (NL)

Recently updated v1.2, fixed a setting error of V1.1 resource output / input, the workshop V1.2MOD is automatically updated.
But in the game, you need to delete or upgrade the V1.1 Coalmine MOD already placed in the game map.
1. click MOD, on the pop-up page, click the up arrow icon in the lower left corner to select an upgrade. Click "Apply". the resource input/output will be normal.
(PS: However, the v1.1coalmine MOD which randomly generated on the map cannot be updated or modified. If like this, I am sorry, you need to place a new coalmine on your map).

(PPS:Regarding iron ore mine MOD, a giant iron ore pit is being produced.:lunar2019coolpig:

About iron ore mine MOD [WIP] link:
https://www.transportfever.net/index.php/Thread/8568-MOD-WIP-Construction-vehicle-helicopter-urban-expansion-project-package/?postID=243336#post243336


Driver Kaldie 16 Feb, 2019 @ 2:11am 
Very nice looking mine, with great animations etc...But there are two things about it. It barely takes on fuel, logs, machines and tools. I mass produce that stuff but it only brings 2 or 3 units from that cargo-type to the mine in trains that can carry more then 200 of each cargo-type.

Somehow the game chooses to deliver all that stuff to the city, but on the platform that goes to this coalmine nothing happens...Why is this happening ?

Second...could you change it so that you can do the same with an iron ore mine :) ?
vitalii201 12 Feb, 2019 @ 3:39am 
Translated into Russian https://pastebin.com/wTZcZDbs , also for id=1647768960 https://pastebin.com/hubXJe4e . If necessary, of course.
Only these names https://steamuserimages-a.akamaihd.net/ugc/936089573327452136/7BAD59D49D1A252DCB32D9DAF0D005114725504C/ do not change, are not clear where the game comes from; there are no such words in strings.lua.
In strings.lua for id=1647768960 in the line "22 ... 008_Part (A)" probably should be "030_ ...".
hugedragonyk  [author] 11 Feb, 2019 @ 7:44am 
@vitalii201

The icons of the MOD output resources in the game are displayed as machinery, tools, wood, coal. But if you click MOD to open the resource panel, the actual output resources is coal, and the others is demand resources.

This is really weird, I checked the file and didn't find any errors. :lunar2019crylaughingpig:
Maybe the game may not have such a resource demand chain by default...Therefore, the resource icon cannot be displayed normally.....I will check it again tomorrow night.
vitalii201 11 Feb, 2019 @ 6:18am 
@hugedragony, even oversubscribed, but the icons show "produce": logs, tools and coal.
In fact, as it should be, only coal.
Thank you and success!
hugedragonyk  [author] 11 Feb, 2019 @ 4:39am 
@vitalii201
----------------------------------------

V1.2 update instructions:

1. In the Industrial menu, a new sub-menu "urban_expansion_project_package_industry" has been added. This makes it easier for players to find MOD directly.

2. The coal mine MOD modifies the default resource output limit and reduces the resource requirement. The default coal output is limited to 400 units. (Coal production default X1). Additional resources are required if you continue to increase production. (fuel X1 = coal X2, machine + tool + logs X1 = coal X4). Under the input of resources, the maximum output of coal was adjusted to 5,400 units.

3. Upgrade the archive that already has the V1.1 MOD: Enter the game, click on the MOD that has been placed in the game, arbitrary select a level, click “Apply” to complete the update.

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hugedragonyk  [author] 10 Feb, 2019 @ 7:46pm 
@vitalii201

Yes, I will take time to modify these mods after work and update them.
First, MOD is not convenient to find in the industrial list. I will set a second level menu separately.
Second, the default coal output of the mine is modified to 400 units.
vitalii201 10 Feb, 2019 @ 10:27am 
Incorrectly displayed Output to the general list of enterprises and on the map; in the menu of a specific enterprise - right. https://steamuserimages-a.akamaihd.net/ugc/936089573319816040/3029914064739610C8C8BC6CE115C61F23972DA0/
rb58nl 8 Feb, 2019 @ 4:37pm 
She's a beauty
hugedragonyk  [author] 8 Feb, 2019 @ 8:09am 
@vitalii201

This MOD is 50X50 meters. Not very suitable for adding railways.
-------------------

Subsequent releases of refineries and liquid canning stations will integrate railways.

https://www.transportfever.net/index.php/Thread/8568-MOD-WIP-Construction-vehicle-helicopter-urban-expansion-project-package/?postID=184710#post184710

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vitalii201 8 Feb, 2019 @ 7:52am 
Integrate rail station can not (difficult)?