Victoria 3

Victoria 3

Industry Expanded Core v13.0 [BETA 4]
588 Comments
AXAS 22 Jul @ 11:38pm 
Thank you.I can wait for a long time:steamhappy:
Боцман  [author] 22 Jul @ 4:56am 
It will be re-added. I am not at home for now, so I can't work on the mod yet.
AXAS 22 Jul @ 3:08am 
Can the old version of the fuel company be re-added and made to produce premium fuel? The refinery not only has no company bonus, but also consumes extra labor when using petroleum resources, and makes the production methods that could originally directly use premium oil no longer usable. I really like this mod and hope the author can consider my opinion. Thank you.
Боцман  [author] 21 Jul @ 6:49am 
чё када
Chiruno 21 Jul @ 2:20am 
Када?..
Боцман  [author] 19 Jul @ 5:08am 
Companies don't have new buildings yet
Zippy 18 Jul @ 8:46pm 
No companies will purchase wire factories and I can't seem to give anyone a permit for them playing as australia
Magorical 13 Jul @ 4:54am 
Maybe late game production techs could add home appliances like fridges and stoves, etc. as new consumer goods? A lot of home appliances were made available for consumer use in the early 20th century.
Magorical 13 Jul @ 4:26am 
Also, the army mobilisation options are still using oil instead of refined fuel. Probably check all the oil/refined fuel PMs as well.
Magorical 13 Jul @ 3:39am 
I think I mixed up some industries below, but maybe just a pass needs to be done on all the automation tech so the resources they use are homogenised.
Magorical 13 Jul @ 3:31am 
I noticed for some of the wire using techs (assembly lines), some have wire as a use resource like artillery/munitions plants, but others like automobiles or tooling workshops don't. Not sure if this is an oversight on intentional?
ozi 12 Jul @ 7:01pm 
i just have the IEX mods, the 5 i guess what you need for
Боцман  [author] 12 Jul @ 2:33am 
@ozi
probably mod conflicts. Try running IEX Core only, then add other mods 1 by 1 if it works.
ozi 11 Jul @ 6:43pm 
it doesn't work. the game doesn't starting and crashes. i loaded all required mods but here we are.
does someone know, what the reason can be ??
Боцман  [author] 11 Jul @ 12:50am 
@Magorical
I so much agree. I am trying to refresh late game techs, though 1.9 was a setback for that since I had to re-assemble whole mod from scratch. I'll be changing those techs in the future.
Magorical 11 Jul @ 12:14am 
Hopefully changing some of the horrendously boring techs like refrigeration. Having a late game prod tech unlock a crappy automation PM feels so underwhelming :D
Боцман  [author] 7 Jul @ 8:47pm 
Next updates will bring a lot more changes to the techs btw
Боцман  [author] 7 Jul @ 8:46pm 
Hi. Specifically for compatcher convenience I added "overrides" section at the bottom of description:steammocking:
(shiny) DiamondNova 7 Jul @ 1:03pm 
Hey, did you changed anything major within industry tech tree? I'd like to know if I need to do anything to update this comp patch: IEX + I.R.O.N. Compatch.
Avalons 7 Jul @ 12:22pm 
why is when it is being use with [Tech & Res], the maximum number of employees in production process of the paper mill is set to 0?
Exbuar 6 Jul @ 9:36pm 
I like the road network and terrain modification of this mod. The roads in the tech & res section are a bit outdated.
Sheep Sheepington 6 Jul @ 3:36pm 
"Why does this building overhaul mod not work with this other building overhaul mod?"
Боцман  [author] 6 Jul @ 8:13am 
why in the world would you use it with tech & res
Exbuar 6 Jul @ 7:48am 
When this module is used in conjunction with [Tech & Res], the maximum number of employees in the first-level production process of the paper mill is set to 0.
Боцман  [author] 3 Jul @ 4:09pm 
@Yama
Paradoxplaza
Yama 3 Jul @ 10:32am 
I really don't like the new trade system in 1.9 so I'm trying to run 1.8.7 instead. Is there a way to download the old version of your mods that's compatible with 1.8.7?
Боцман  [author] 30 Jun @ 9:55am 
No idea
牛奶大魔王 30 Jun @ 7:24am 
IEX can work with Morgenröte in 1.9?
SolidSpaceDisk 29 Jun @ 8:38am 
yeah you're right
Боцман  [author] 29 Jun @ 8:18am 
@SolidSpaceDisk
You must have confused the files with vanilla. IEX doesn't modify this mob opt
SolidSpaceDisk 29 Jun @ 2:49am 
moblization options -> mobilization_option_balloon_recon -> it should be unlocking_technologies instead of unlocking_principles
Боцман  [author] 24 Jun @ 3:40am 
@Magorical
Perhaps I'll remove these changes from the core in the future. Electricity and services are altered by it, and transportation are in LS&R.
Anyways, to revert the changes, you can open the mod folder, go to common\goods and remove the file "iexcore_goods_override", or remove that entire folder for LS&R module.
Magorical 24 Jun @ 12:56am 
Does the core mod make local goods global? I would prefer if this was an optional side mod as I don't mind having to manage it but would prefer an opt it because I otherwise love this mod!
Боцман  [author] 23 Jun @ 8:48am 
@Arteer I am quite sure the order doesn't matter. Anyway, loading everything after the core would be safer.
Arteer 23 Jun @ 8:39am 
Hi, what should a load order look like? modules or core first?
yisro598 22 Jun @ 12:17pm 
@Боцман Hi, I have a little question haha, how it works the auto expanded mod?
Боцман  [author] 22 Jun @ 6:54am 
@General_Sarov
Thanks. Yes, I checked and it's an issue with IEX Auto-Expansion module. I'll fix it within minutes.
General_Sarov 22 Jun @ 6:48am 
I was testing the mod and i found that the ammo factory has paper PMs and that there are no ammunition in the entire world might be a bug or just an issue with some other mods of my playset , in doubt is reporting it.
Боцман  [author] 22 Jun @ 4:22am 
@Cavaire, I'm glad you like the mod!
Though it doesn't seem that necessary for 1.9 with all the trade, I'm still working on it.
I think I'll upload the first beta today after I clean up the loc. It'll have most of the content cut out, but it will all be back in some time.
Cavaire 21 Jun @ 5:15pm 
I cannot wait until this mod is updated, its been a must have for me since it was first uploaded, so much so that I completely forgot that something as simple as Roads, are not part of the base game... Thank you for your work @modmaker
5G MINDCONTROL PEPEGA 17 Jun @ 2:59pm 
im aware i was commenting about in the 1.8 version
Боцман  [author] 17 Jun @ 2:57pm 
It's not for 1.9 guys. You shouldn't play with this mod until I update it.
5G MINDCONTROL PEPEGA 17 Jun @ 12:39pm 
I noticed this too @Clownfan. Hoping it gets fixed with the 1.9 update for the mod
Lipton 17 Jun @ 12:39pm 
Only issue with mod currently is that with the new update, Ports don't produce Merchant Marines. otherwise, first couple years are fine.
Clownfan 11 Jun @ 11:23am 
Im not sure why but your mod makes it so radical movements cant revolt and blocks the springtime of peoples from happening. I tried it several times with only Industry expanded and its dependency loaded, it was consistent.
MangoFoalix 9 Jun @ 12:40pm 
This works with Tech & Res right? I might not install it if that's not the case
Боцман  [author] 19 May @ 9:51am 
@Uesto
It should be compatible with all company mods, they just won't account new buildings in the mod. I do not plan touching companies for now.
Uesto 19 May @ 9:40am 
Is this mod compatible with any company extension mods, or do you plan to add support for more companies in the future? Great work, by the way.
Pr0ph3ts1 2 May @ 4:26am 
Awesome thank you! Also love the mod keep up the great work!
Боцман  [author] 2 May @ 3:24am 
@Pr0ph3ts1
It is not built in, but some of its features are. As far as I know (I haven't tested in a while), KAI should not conflict with IEX.