Flexible Industries v1.2.18

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Author: SoftwareSimian

Last revision: 20 May, 2019 at 16:04 UTC (11)

File size: 3.22 MB

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Description:

Industries with configurable production, road connections, bus stops, truck stops, fuel requirements, input and output materials.

All the default industries reworked to have:
* Add optional truck stop to allow delivery and pickup inside the industry
* Add optional rail connections to allow delivery and pickup inside the industry (work in progress: 7/14 done)
* Add optional passenger bus stop(s) to transport workers.
* Add optional road connection(s) to other side(s) of the industry. Exact number and position of roads varies by industry, all can be turned on or off as desired to set your preferred road configuration. Note that it is possible to turn off all road connections, but in that case the industry cannot accept or supply any materials or people
* Add optional worker (industrial) demand based on production level (0-20 workers per production level, up to 640 jobs)
* Add optional fuel demand to most industries. Where applicable, fuel (Logs or Coal or Fuel) can be either required for raw material production (1 fuel = 8 output), or increase normal processed goods efficiency by 60% (1 fuel + 5 input = 8 output).
* Static (configurable) production limits from 60-6400 leading to more stable production chains
* Industries with multiple production chains can be configured for preferred input/output materials. For example, Chemical Plant can product plastic from oil only, grain only, or either; Machines Factory can produce only machines, only tools, equal number of each, or either per demand; etc.
* Industry Appearance Level (1-6) is visual only, does not affect industry production limit (but does affect amount of input/output/truck/rail storage; rail connections are only available starting at Level 6; output materials may differ at different levels if Industry DLC is enabled)

Some visual tweaks to industrial layouts were made, mostly to accommodate new roads, but also to fix some misplaced assets, and enhancements like the Quarry is now below ground level.
Industries at lower levels (e.g. Level 1 Food Plant) that don’t take up the full 126m x 126m (standard industry size) land area only block the area they actually occupy. Level 6 industries are larger than vanilla at 252m x 126m.

Actual production level is on an exponential scale from 60 to 6400 in 32 steps. The actual numbers for each step are listed in one of the images above. Note that when multiple output goods are generated per cycle the production level is scaled accordingly to maintain the specified production quantity per time.

This mod is generally not compatible with other mods that replace the vanilla industries, but since v1.2.0 it is compatible with Industry DLC (formerly New Industry). Make sure Industry DLC is at the top of your mod load list (or at very least, above Flexible Industries). Industry DLC will be automatically detected and the industry configured to emulate how that industry functions in Industry DLC, but with the Flexible additions (optional fuel requirements, extra roads, truck & bus stops, etc). Note that random capacity from Industry DLC is specifically not enabled.

These Flexible Industries can be built and deleted at will, but if you’re playing an existing map with default industries they are not upgradeable, in which case cpu | skully’s Industry Unlocker is needed to unlock the industry. Alternately, enable Debug Mode (in the Advanced menu) and you can Shift+Bulldoze AI-placed industries and place your own.