Transport Fever 2

Transport Fever 2

Real Industrial Chains 1.6
60 Comments
Luke_Löwenherz 16 Jun @ 11:37am 
I found the error: I forgot to release slag for transport at one of the freight stations. I didn't notice this even when checking and overlooked it.
YT8HmH7  [author] 15 Jun @ 12:31pm 
If the industry shows slag in its production recipe, then it is properly modded, and it's impossible for it to deviate from the recipe. Most likely, you simply set up your lines incorrectly.
Luke_Löwenherz 15 Jun @ 12:20pm 
Hello, I'm currently playing with the mod, but my steel mill isn't producing slag. Am I missing a mod, or is this a bug? I'd like to know soon, as this is causing one line to only be used at 50% efficiency.
YT8HmH7  [author] 15 May @ 12:47am 
Go to the version discussion and describe your setup and situation as much as possible. Also, you can upload files in my telegram group (see mod description)
VierfingerJoe 15 May @ 12:43am 
Thanks for the quick reply. Unfortunately, I don't know how to upload a saved game here.
YT8HmH7  [author] 15 May @ 12:35am 
Hello, I need full details, and possibly a save game file too
VierfingerJoe 15 May @ 12:25am 
Hello, I just downloaded your mod. The food industry doesn't put the finished food into the loading stadium.
Reichsbierminister 2 May @ 5:43am 
seems to work fine now, thank you very much!
YT8HmH7  [author] 1 May @ 6:53pm 
1.6
Fixed occasional crash on industry closure
YT8HmH7  [author] 26 Apr @ 12:43pm 
CARGO INJECTOR 3.0
• Near full rewrite of the previous version
• Now works with complex load configs containing multiple cargo entries (never seen that in the wild though)
• Fully stable processing
•• The order of existing load configs is preserved
•• New injections follow the vehicle cargo order, so it's stable unless vehicle model is altered
•• No more variation between savegame loads!
• It is now possible to overwrite cargo injections from mods loaded before RIC
•• Load configs and cargo entries are overridden in-place, preventing any cargo from disappearing
•• The sole purpose of this override is to fix cargo models poorly handled by other mods

Even better performance!
• Proper update of industries (no streets generated on top of old streets)
• Heavily refactored and optimized main loop scripts, making scan and update process invisiby light

Removed spaces from lang dictionary keys
Updated translations
Multitude of smaller improvements
YT8HmH7  [author] 26 Apr @ 12:42pm 
1.5
Big update!

I spent two days debugging the issue with random cargo being missing on each save load
• It wasn't language or any other string dependent
• The only thing that was changing each load is the cargo list enumeration order, which led to loadConfigs being in a different order each time as well.
• Somehow, the game retains knowledge of cargo type loaded in the vehicle, but fails to put it into a correct load config, trying to use the old index instead.
• It does, however, check if the cargo type matches the load config, which it doesn't, resulting in a vehicle dropping its cargo instead of reassigning the index.
nosquimoriturisumus 25 Apr @ 7:01pm 
For the record, I only play in English and I had the issue, so it's not something that can be avoided by using that language.
HUPE 24 Apr @ 10:56pm 
@YT8HmH7: Yes, I observed the issue only with industrial tools and packaging materials. However, after switching the game to English, no further issues were detected.
YT8HmH7  [author] 11 Apr @ 10:37pm 
I was able to reproduce the issue. It doesn't seem to have any sense. Each time I load any save, random trucks that were carrying mod cargo are empty. I can't find anything that can cause it, and I'm starting to suspect it might be a bug in the game itself.
YT8HmH7  [author] 11 Apr @ 6:20pm 
@HUPE that's an interesting clue! Could it be that the affected cargo types are industrial tools and packaging materials? Are other cargo types affected?
HUPE 7 Apr @ 9:18am 
I have observed same issue like @BDbh_119. After changing game settings from German to English issue is gone.
YT8HmH7  [author] 25 Mar @ 1:54pm 
Used as fertilizer
Jamiebear 25 Mar @ 12:25pm 
Slag makes more crops how does that work?
YT8HmH7  [author] 24 Feb @ 3:10am 
@BDbh_119, could you please contact me on Telegram and send me your save so I could investigate?
BDbh_119 24 Feb @ 3:04am 
I tried a brand new gameplay with only this mod for no risk of interference, and my recent issue is still on :( I don't know why my RIC-cargo items get lost after reload :(
jysky83 20 Feb @ 4:55am 
@nosquimoriturisumus thank you for your answer. Sandbox also crossed my mind but where's the fun then, solving logistical problems. If I can put the industry building wherever I want :D
But I still like this mod very much.
nosquimoriturisumus 9 Feb @ 12:44pm 
@jysky83 when I tried this mod, I wound up Sandbox Mode to plop down additional industry buildings in suitable areas so that there weren't huge shortages of certain resources.
jysky83 9 Feb @ 9:43am 
How can I produce enough food when I have only 1 livestock farm with 200 maximum production? I have 7 regular farms (max 200) and 4 advanced farms (max 400). Same thing with producing enough tools, machines, goods and construction materials with only 1 lucricants refinery max production 400? 6 crude oil refineries (max 800) and 6 fuel refineries (max 400). What could be the problem?
Old Knotty 2 Nov, 2024 @ 10:32am 
Thank you for all the work you must have put into this mod. It increases the challenge of TF2 very well.
nosquimoriturisumus 3 Oct, 2024 @ 6:46pm 
Also it's not always all the resources that get deleted; for example I just loaded a save and my Packaging Materials are still on vehicles but the other resources added by the mod have disappeared from vehicles. The first time I loaded the save, the Packaging Materials were also gone.
nosquimoriturisumus 3 Oct, 2024 @ 6:33pm 
I have the same issue as PHIneaZ and BDbh_119.
CC22A 9 Mar, 2024 @ 8:40am 
Hi YT8HmH7, I like your mod, however, I have a question: Is the mail and waste add-on for industry expanded compatible with this mod? I saw that Industry Expanded is compatible, but I am not sure for the add-on. Your reply would be very appreciated!
BDbh_119 5 Mar, 2024 @ 9:51am 
Hi,

I have the same issue as @PHIneaZ. The special cargo items (packaging materials in my case) disappear from ships and trucks after loading a save. I tried to fix this by ordering RIC as the last mod, however the problem is still there. When I'm clicking on a vehicle that's supposed to carry this non-vanilla cargo, I randomly see another special cargo type (lubricants, slag, livestock, etc..) in 0/{capacity} amount. I'm not using any other industry-related mods.

However this mod is awesome, so I really hope there's a way to solve this :)

Thanks for your help.
drxfairless 3 Mar, 2024 @ 10:07am 
My bad. A PACKAGING PLANT has just been founded and makes PACKAGING MATERIALS rather that CARTONS. This has detected my FOOD PLANTS. So on with the game. Sorry if I wasted anyone but my owns time.
YT8HmH7  [author] 3 Mar, 2024 @ 9:53am 
@drxfairless
There is no paper and no carton production in RIC. Also no such things in IE. You seem to have some other unsupported mod, so I can't really assist you.
drxfairless 3 Mar, 2024 @ 9:42am 
Love this mod., but in my CARTON PRODUCTION FACTORY, it is not detecting FOOD PRODUCTION sites in list of CONSUMERS of cartons, therefore although I am supplying PAPER, and although the 2 factories are linked via a vehicle capable of carrying cartons, none are being made, so I can' make FOOD. Any ideas on how to fix this?
Herbert Kaufmann 7 Jan, 2024 @ 6:58pm 
Viel zu geil, müsste eigentlich Geld kosten
鱼王 4 Nov, 2023 @ 11:07am 
Good job!
Vimes 28 Sep, 2023 @ 1:50pm 
Thanks for the information and detail regards the gas works mod, and the reasoning why it was not included.

It was the integration aspect that I was queering. As it is now, not knowing of the potential for the deeper integration, just how well they do work together, if the IE is used with yours.

Just needed confirmation that the "way to go" was not going to be a potential eventful one due to potential issues, or shortcomings, not foreseen.

Thanks for your reply.
YT8HmH7  [author] 28 Sep, 2023 @ 10:20am 
@Vimes
Gas works is compatible and made dynamic (will stop working after 1975).
The decision was never made so far. I figured all the technical details of such integration. However, it should be balanced and added to the graph. This was never done.
There is one more weird issue that actually stopped me from moving in that direction. There is no space left in the description. I physically can't credit Gas Works author, which I must do to add it in RIC. Steam should allow for longer descriptions, really. It's hard to cut something out of the description, I like it how it is now.

I'm not sure about your full package question. Do you mean I should consider including a full Industry Expanded into RIC? I don't think I will. I have plans to deepen the integration instead, by updating the cargo injector.
If your question is about playing with IE and RIC together, that was the whole point of integration. It is fairly balanced, though not precisely. So yeah, it's absolutely a way to go.
Vimes 12 Sep, 2023 @ 1:25am 
I noted, other thread, that you were considering to add the Gas Works mod, or at least adapt it, to the core of this one..? Did you decide in the end to "just" add compatibility with it, rather than add it..?

Even tho you also added compatibility to the "Industry Expanded" mod in your opinion how balanced is it as a full package, rather than just being able to work together..?

Thanks.

Thanks also for creating and sharing this :)
PHIneaZ 3 Sep, 2023 @ 11:55am 
Thank you kindly for your response!
I have changed the load order as more industry levels was in fact loaded before RIC. However, this did not fix the issue. Neither did moving both of them to the end of the load order nor moving only RIC to the end (with more industry levels loaded earlier). I have found a few rare cases where cargo would not disappear, however I could not reproduce them so I may have been mistaken. More industry levels is the only other industry related mod I have, besides maybe realistic town growth. The rest are assets, vehicles, a few adjustments (e.g. realistic train brake) and timetables (some 40 mods total). I hope I did not forget any information.
YT8HmH7  [author] 3 Sep, 2023 @ 11:27am 
Hello
You likely have some other mod that injects cargo in vehicles, but incorrectly. Try to load RIC as the last mod (mind the order in the description!)
PHIneaZ 3 Sep, 2023 @ 11:13am 
A small edit: It happens on any route, but still not with trains. Even if it contains only two stations and slag or industrial tools are the only transferred good.
PHIneaZ 3 Sep, 2023 @ 11:12am 
Hello! I may have a small bug or issue: On one of my routes, slag, bioplastic and industrial tools (and I assume the other new ressources as well)are removed form ships and trucks (surprisingly, not trains or any stations/hubs) upon loading a game. I am not sure how to help with debugging, so please tell me what you might need. I have quite a number of mods and am playing on Linux, so the issue might be unrelated and on my end.
Besides that, I very much enjoy your work!
lou01jjd 6 Jul, 2023 @ 6:14am 
How does oil make grain
doug 30 Jun, 2023 @ 8:32pm 
Thanks for addressing customCargoModels. Yours is probably the only industry mod that does so.
YT8HmH7  [author] 30 Jun, 2023 @ 8:24pm 
1.4
Fixed cargo injector for multiple compartments
CARGO INJECTOR 2.0
• CC-BY-NC, you may use it in your mods, but please leave a credit
• Full auto injector that is extremely easy to use (don't forget the utils module!)
• Support for customCargoModels, cargoBay, toHide, etc
(Thanks USBStick for testing)
Updated translations
YT8HmH7  [author] 25 Jun, 2023 @ 1:24am 
You are right. Before the plastic era they just sit there doing their own business. See all milestone years in the description.
Oldhip 24 Jun, 2023 @ 6:23pm 
I am assuming my chemical plants are without needed items and non functional etc as the year is to early !
YT8HmH7  [author] 19 Jun, 2023 @ 12:32am 
@USBStick
Thank you for the report
Isn't sending a message available only for friend list in steam? Because it seems like I can't send a message. Could you please join my Telegram group? It's very convenient to discuss stuff there, especially because I would like to ask for examples of model files that are causing issues.
USBStick 19 Jun, 2023 @ 12:11am 
Great mod, thank you for this! :steamthumbsup:
Little issue I found: (modded) waggons with multiple compartments are not fully covered by your script, e.g. on a waggon with 4 compartments (all the same kind of goods) only 1 of those is able to carry new goods like lubricants.
Moreover a suggestion: Also in regard of modded waggons it would be great if you would also cover customCargoModels in your script, so those waggons don't appear empty even though they are loaded. (If you need help with that just drop me a message, as I already did this for myself.)
YT8HmH7  [author] 17 Jun, 2023 @ 12:54pm 
Turns out, according to steam, 24/25 == 3/5, that's quite unexpected and sad
YT8HmH7  [author] 16 Jun, 2023 @ 12:48am 
1.3
Added support for Gas Works, available until 1975
Added cargo and industries translations (en, de, ru)
YT8HmH7  [author] 15 Jun, 2023 @ 3:22pm 
Ferrous slag is used as a fertilizer