Transport Fever 2 - Industry Expanded
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
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. 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
Credits:Col0Korn