Real Industrial Chains 1.4

If you liked this item, please rate it up on Steam Workshop page.

Author: YT8HmH7

Last revision: 1 Jul, 2023 at 03:22 UTC (1)

File size: 100.09 MB

On Steam Workshop

Description:
Vanilla industrial chains overhaul

Original chains have always seemed a bit simple and unrealistic, like plastic factories in 1850 and metal-looking tools made from planks.
So my goal was to make gameplay more interesting, challenging, and having some realism aesthetics; all while not changing the game too much.

• No plastic before 1910, industries are dynamically upgraded to use plastic
• Intricate cargo chains
• Large, heavy industries need fuel to function
• The entire chain graph is calculated so that last step industries produce 1200 items each
• High compatibility with other mods
• Industry Expanded 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 non-working cargo injector in Col0Korn’s Industry Restored – Livestock and Slag (1943798417), but eventually grew to a full-scale industries overhaul.

Updated industries

• Oil well and oil refinery (2x capacity)
• Chemical plant
1910:
•• 1 Oil -> 1 Plastic
• Steel mill
•• 2 Iron + 2 Coal -> 1 Steel + 1 Slag
• Machines factory
•• 2 Steel + 1 Planks + 1 Lubricants + 1 Industrial tools + 1 Fuel -> 3 Machines
1935:
•• 2 Steel + 1 Plastic + 1 Planks + 1 Lubricants + 1 Industrial tools + 1 Fuel -> 3 Machines
•• 2 Steel + 1 Bioplastic + 1 Planks + 1 Lubricants + 1 Industrial tools + 1 Fuel -> 3 Machines
• Construction materials plant
•• 2 Stone + 2 Slag + 2 Planks + 1 Fuel -> 3 Construction materials
• Tools factory
•• 1 Steel + 1 Planks + 1 Lubricants + 1 Fuel -> 6 Tools
• Goods factory
•• 1 Steel + 2 Planks + 2 Packaging materials + 1 Industrial tools + 1 Fuel -> 2 Goods
1915:
•• 1 Steel + 2 Plastic + 2 Planks + 2 Packaging materials + 1 Industrial tools + 1 Fuel -> 3 Goods
• Food processing plant
•• 2 Grain + 1 Livestock + 2 Packaging materials -> 3 Food

New industries

• Advanced farm
•• 1 Slag -> 2 Grain
• Livestock farm
•• 2 Grain -> 1 Livestock
• Bioplastic chemical plant
1930:
•• 2 Grain -> 1 Bioplastic
• Packaging materials factory
•• 2 Logs -> 2 Packaging materials
1946:
•• 1 Logs + 1 Plastic -> 2 Packaging materials
•• 1 Logs + 1 Bioplastic -> 2 Packaging materials
• Lubricants refinery
•• 1 Oil -> 1 Lubricants
• Industrial tools factory
•• 1 Steel + 1 Planks + 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 maps
•• all modified vanilla industries are going to be slowly updated in-place after load
•• on existing maps, enable dynamic industries, prepare as many lines as possible or stop all cargo lines, and wait for new industries to spawn
••• make sure you are not losing money during this process, as you are only able to make money on passenger lines

• It is best to be played on larger maps with low to medium industry density
• Industries are updated across the entire map, the update cycle is several minutes long, depending on the number of constructions on the map, so you won’t see changes immediately after load or milestone year reach
• It might look like plastic and bioplastic are both required at the same time, but only one of them is actually needed
• Start from simpler chains, and focus on a limited set of cargo types first
• Prepare lines in advance before milestone years
• Plastic industries roll out gradually, starting from a chemical plant in 1910
• Establish partial chains before you can supply all the necessary cargo, this way you can still earn from transportation
• Use cargo hubs for easier distribution
• Use real-like mixed cargo trains to deliver cargo all at once from hubs to large multi-input industries
• The chain graph was only made for balancing calculation, you don’t have to follow it
• Enjoy the game and the views!

Compatibility

• This mod was designed with compatibility in mind
• No files replaced
•• vanilla industries are updated by scripts
•• this mod completely overwrites cargo recipies (includes industry capacity), the rest is updated in-place or untouched
••• this allows for re-modeling of the industries and maybe something else
•• some industries sounds have been replaced with more logical or pleasant ones
• Added support for more than 5 cargo inputs
• Cargo injector for all new cargo, any mod vehicles are supported
• All non-vanilla resources (mainly taken from missions) are packed with the mod, in case they are ever removed from game files
• Mod has a very low performance impact, main loop is distributed over a significant amount of time
• Dynamic industries are supported, as well as non-dynamic industries
•• year-dependent industries are going to work properly in any case

• Adding the mod is safe, the only issue you are going to have is a stall of your network due to all the changes in chains
• Removing this mod is not recommended, as it will revert all the vanilla industries to their original state, and all the custom industries will be lost
•• Do not save the game if you accidentally removed this mod! It will irreversibly break non-vanilla industries

Supported mods load order

You can use any of them or none, but you must preserve the order
• Industry Expanded (1950013035)
•• I made an integration using my industry updater script
•• Full cargo balance graph is NOT calculated, but I roughly estimated it, so it at least shouldn’t break the immersion of using both mods
•• List of modified industries can be found in the readme at the GitLab repo
• Gas Works (2469853004) [-1975]
• Real Industrial Chains (this)
• More Industry Levels (1984839944)
Industry Workers 1.2[www.transportfever.net]

Known issues and limitations

• If you have 4x sim speed and 4x calendar speed, your industries might not have time to upgrade production levels between year switches
• I found no way to detect when a new industry is generated by dynamic industries, so this mod scans through all the constructions on the map, searching for industries with outdated year assigned to them
• The scan is really slow, so you would only drop one frame at 500FPS. However, this is still a workaround.
• If you know a better way to get and update newly created industries without the need 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 non-steam installation

• This mod is available at GitLab repo[gitlab.com]
• The repo is the main source of this mod, all new versions are uploaded there first
• Download the repo and unpack Real_Industrial_Chains_1 into your mods folder
• Merge requests and issues are welcome
• Feel free to ask for technical details, I will answer when I have time
• Please open an issue for a discussion before starting to work on a MR

• Do not re-upload this mod to third-party websites without a link to GitLab repo
• You are free to use the code from this mod in your mods, but please leave a credit to me

Trivia

• This is my first experience with lua
• It took me two months to make this mod, which included learning lua and game mechanics, doing historical research, and countless tests
• Feel free to share your screenshots and experience with this mod in the Telegram group[t.me]
• I reached char limit

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.