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Real Industrial Chains 1.4

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Mod version:1.4
Game version:All
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About This Mod

Overhaul of vanilla industrial chains

The original chains always seemed a bit simple and unrealistic, like plastic factories in the 1850s and metal tools made from planks.

So my goal was to make the gameplay more interesting, more complex, and more realistic; and all while not changing too much.

· No plastic until 1910, industries are being dynamically modernized to use plastic

· Complex freight

Chains· Large, heavy industries need fuel to function

· The entire graph of the chain is calculated in such a way that at the last stage of the industry produce 1200 items each

.· High compatibility with other mods

· Expanded industry is fully supported (not required)

· (hopefully) Well balanced and optimized

· Open for suggestions and fixes, See below for details

Initially started as a fix for a broken cargo injector at Col0Korn Industry Restored - Livestock and Slag (1943798417), but eventually developed into a full-scale overhaul of the industry.

Updated industries

· Oil well and refinery (2 capacities)

· Chemical Plant

1910:

·· 1 Oil -> 1 Plastic

· Steel mill

·· 2 Iron + 2 Coal > 1 Steel + 1 Slag

· Machine Building Plant

·· 2 Steel + 1 Boards + 1 Lubricants + 1 Industrial Tools + 1 Fuel -> 3 Machinery

1935:

·· 2 Steel + 1 Plastic + 1 Boards + 1 Lubricants + 1 Industrial Tools + 1 Fuel -> 3 machines

·· 2 Steel + 1 Bioplastics + 1 Boards + 1 Lubricants + 1 Lubricants + 1 Fuel -> 3 Machinery

· Factory

Building Materials·· 2 Stone + 2 Slag + 2 Boards + 1 Fuel -> 3 Building Materials

· Factory

·· 1 Steel + 1 Boards + 1 Lubricants + 1 Fuel + 1 Fuel -> 6 Tools

· Commodity factory

·· 1 Steel + 2 Boards + 2 Packing Materials + 1 Industrial Tools + 1 Fuel -> 2 Products

1915:

·· 1 Steel + 2 Plastic + 2 Boards + 2 Packing Materials + 1 Industrial Tools + 1 Fuel -> 3 Products

· Food industry

·· 2 Grain + 1 Cattle + 2 Packing Materials -> 3 Food

New industries

· Advanced Farm

·· 1 Slag -> 2 Grains

· Animal farm

·· 2 Grains -> 1 Livestock

· Bioplastic Chemical Plant

1930:

·· 2 Grains -> 1 Bioplastic

· Factory

Packing materials·· 2 Logs -> 2 Packing materials

1946:

·· 1 Log + 1 Plastic -> 2 Packing Materials

· · · 1 Log + 1 Bioplastic -> 2 Packaging Materials

· Factory

Lubricants·· 1 Oil -> 1 Lubricant

Materials· Factory

Industrial Tools·· 1 Steel + 1 Boards + 1 Lubricants + 1 Fuel -> 4 Industrial Tools

New cargo

· Livestock

· Slag

· Bioplastic

· Packaging materials

· Lubricants

· Industrial tools

Hints

· This mod can be used with both new and existing cards

·· all modified vanilla industries will be slowly updated onsite after loading

·· on existing maps, turn on dynamic industries, prepare as many lines as possible, or stop all freight lines, and wait for an appearance

new industries··· Make sure you don't lose money during this process, since you can only earn money on passenger lines

· Best to play on large cards with low and medium density industry

· Industries are updated throughout the map, the refresh cycle takes several minutes, depending on the number of builds on the map, so you won't see changes immediately after downloading or reaching

control year· It may seem that plastics and bioplastics are required at the same time, but in fact they are needed

just one of them· Start with simpler chains and first

focus on a limited set of cargo types· Prepare lines in advance, before the epochal years

· The plastic industry is gradually deployed, starting with the chemical plant in 1910

· Install partial chains before you can deliver all the required cargo, so you can still earn money from transportation

· Use cargo assemblies for easier distribution

.· Use realistic mixed freight trains to deliver goods directly from hub airports to large industries with

several production factors.· The chain schedule was created only to calculate the balance, you don't need to follow it

.· Enjoy the game and views!

Compatibility

· This mod has been designed with regard to

Compatibility· No files are replaced

· · Vanilla industries are updated with scripts

·· This mod completely overwrites the freight receipies (including the production facilities), the rest is updated on site or intact

··· This allows you to re-model industries and possibly something else

· · Sounds of some industries have been replaced by more logical or pleasant ones

· Added support for more than 5 cargo entrances

· Cargo injector for all new cargo, any fashion vehicles are supported

· All non-vanilla resources (mostly taken from missions) are packed with mod, in case they are ever removed from the files

Games· Mod has a very low impact on performance, the main cycle is spread over a considerable amount of time

· Supports dynamic industries as well as non-dynamic industries

·· Year-specific industries will operate correctly anyway

· Adding fashion safely, the only problem you will encounter is stopping your network due to all changes in chains

· Deleting this mod is not recommended as it will return all vanilla industries to their original state and all custom industries will be lost

·· Do not save the game if you accidentally deleted this mod! This will irreversibly break non-vanilla industries

Supported mod download order

You can use any of them or none, but you have to keep the order

· Expanded industry (1950013035)

·· I did the integration using my script

Industry updates·· The full load balance schedule is NOT calculated, but I've estimated it, so it should at least not disrupt the immersion in the use of both modes

·· A list of changed industries can be found in the readme repository

GitLab· Gas Plants (2469853004) [-1975]

· Real value chains (this one)

· More industry levels (1984839944)

· Industry workers 1.2[www.transportfever.net]

Known Issues and Limitations

· If you have 4 times the speed of sim card and 4 times the speed of calendar, your industries may not have time to raise the level of production between shifts

years· I didn't find a way to determine when a new industry is generated by dynamic industries, so this mod scans all buildings on the map, looking for industries with their assigned one

out of date year.· Scanning is very slow, so you only miss one frame at 500 frames per second. Yet it is still a workaround.

· If you know the best way to get and update newly created industries without having to scan the entire map, or how to enable field generation around advanced farms, please contact me in Steam, Telegram or GitLab (below)

Source code and installation without Steam

· This mod is available in the GitLab repository[gitlab.com]

· Repository is the main source of this fashion, all new versions are uploaded there first

· Download the repository and unpack Real_Industrial_Chains_1 into a folder

with your mods· Merge requests and problems are welcome

· Do not hesitate to ask technical details, I will answer when I have time

· Please open an issue for discussion before starting work on the MR.

· Do not upload this mod to third-party sites without a link to the repository

GitLab· You can use the code from this fashion in your mods, but please leave me the authorship.

Pustyaki

· This is my first experience with lua

· It took me two months to make this mod, which included studying lua and game mechanics, conducting historical studies and countless tests

· Feel free to share your screenshots and experiences with this mod in the Telegram[t.me] group

· I have reached the enchantment limit

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Game Version *

0 (2987815473_Real_Industrial_Chains_1.4.zip)