![]() ![]() 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. 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. With many new industry chains, it becomes important to reward the player appropriately for making decisions such as where to allocate commodities. 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. Many of the changes from that mod still apply in Industry Expanded, but there are many new ones as demonstrated in the preview images. 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. ![]() The third goal was to completely overhaul the complexity of most industries in the game. After extensive testing and iteration, I've come up with these new industries that make for some exciting new gameplay opportunities. I have ensured this mod is reasonably balanced despite its complexity. 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. This is done without overwriting ANY existing assets, so it is nearly 100% compatible with any other industry or cargo demand mod! This mod was created under 3 core concepts Compatibility, Playability and ComplexityĬhanged 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. ![]() If you save and reload the game later the active mods will automatically be enabled again.Works very well with Expanded Cargo Demands by FxUK It will turn green if a mod is enabled.Īfter starting the game, the active mods will then be “coupled” to the game. To enable a mod, double click it or click the grey switch in the “Enabled” column. Select “Custom” and switch to the “Advanced” tab and there you should see the installed mods. Start Transport Fever 2 and go to the “free game” page. A constellation like mods/modname_1/modname_1/mod.lua is not valid!Įnsure that the mod.lua and other contents are one level below the mods-folder, not two levels. In some cases, another folder encapsulating the folder of the mod with the same name is created while unpacking the mod. ~/.local/share/Steam/common/Transport Fever ~/Library/Application Support/Steam/common/Transport Feve Make sure that the mod has its own folder inside the “.\mods” folder (usually the zip archive already contains this folder).Ĭ:\Program Files (x86)\Steam\SteamApps\common\Transport Fever Find out more about folder locations here. ![]() Just extract the (zip) archive into the Transport Fever mod folder which usually is located in the game installation folder. At this sites you can look for Transport Fever 2 mods and typically download mods as (zip) archives. One of a great sites are (English and German). Mods can also be found on various fan sites. ![]()
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