Transport Fever 2

Transport Fever 2

1,525 ratings
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://steamhost.cn/steamcommunity_com/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://steamhost.cn/steamcommunity_com/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 (18)
2
22 Nov, 2024 @ 10:36am
Petition to change Oil Sand to a bulk commodity (like coal)
Zapp
7
15 Nov, 2024 @ 5:53am
Oil Sand not producing
pliebanski
3
22 Dec, 2024 @ 11:58am
Placing your own industries gives HUGE maintenance costs
Tatoon
471 Comments
Picknick 2 Jul @ 4:22am 
@joshwiz23 you have to enble it like all other mods before loading a save game.
bcbarnes 1 Jul @ 8:35am 
Have a problem with the livestock producer. I believe it is supposed to create 1 livestock for 1 grain, but I'm getting exactly half that amount. Production is at 200, but shipping is stuck at 100. I take the livestock to a cargo yard with lots of extra storage, and from there it gets shipped to a food processing plant (takes 1 livestock and 1 fish). Should be enough demand to get over 100 shipped, but everything I try fails.
jayt8lor 8 Jun @ 12:45pm 
Coffee beans have just randomly stopped producing, well it says theyre producing but theyre not coming to my stations. Output dropped from 600 to 300 randomly and now they just dont appear even though it says its producing 300. ive tried a new station, new road connections etc.
joshwiz23 18 Apr @ 2:09pm 
are we supposed to activate this after loading a new game or not needed?
3176034101 4 Apr @ 10:13pm 
谢谢,thank you
ThatSpaceMann 17 Mar @ 1:31pm 
Hello! This mod is a lovely addition, works (mostly) well! The only issue I've been having is with Oil Sand. This may be a conflict of mods on my end, but I'd keep an eye out for it. Not an end of the world thing, as I just substitute it for the stock oil line for fuel, but it's something too keep an eye on.
GrimReaperHUN 22 Feb @ 2:23am 
Crashes the game instantly as soon as you put down the cargo...

Says Error: Cargo not found: Alcohol.
RadiKyle 12 Feb @ 5:49am 
@Col0Korn re my earlier comment about "OR inputs", I've since learned from old forum threads that apparently TpF2 has been like this since the start, UG hasn't fixed it, and modders have no way to change it. Nuts. But at least now I know not to supply more than one optional input recipe to an industry.
RadiKyle 12 Feb @ 5:46am 
@al.y I think you posted this on the wrong mod... Every chain in this mod is complete. And there's no Water, Suger in this mod.
al.y 11 Feb @ 1:54pm 
Don't know if this was asked, but is there any chance or rather the ability to make some of these items have an end target? Like some of them don't go anywhere, no customers. Some have customers but nothing ties back to the end products to the Cities. The mod is great, I am just wondering because I have to delete a lot of them as they provided no supply chain completion. Some didn't and were cool like the Distillery. But after all the work to get Water, Sugar, Grain, etc. and then only to get it to a Refinery then nothing? Hah, have to be a lot of empty liquor store shelves. :steamsad: