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gameworld:industries

Cargo

Overview

There are 18 different cargo items in Transport Fever:

  • 7 raw materials
  • 5 intermediate products
  • 6 end products

Cargo items

CargoManufacturerConsumerType
CoalCoal mineSteel millRaw material
Construction materialConstruction material plantTown - industrial districtEnd product
CrudeOil wellOil refineryRaw material
FoodFood processing plantTown - commercial districtEnd product
FuelOil refineryTown - industrial districtEnd product
GoodsGoods factoryTown - commercial districtEnd product
GrainFarmFood processing plant, Chemical plantRaw material
Iron oreIron ore mineSteel millRaw material
LivestockFarmFood processing plantRaw material
LogsForestSaw millRaw material
MachinesMachines factoryTown - industrial districtEnd product
OilOil RefineryChemical plantIntermediate product
PlanksSaw millGoods factory, Machines factoryIntermediate product
PlasticChemical plantGoods factory, Machines factoryIntermediate product
SlagSteel millConstruction material plantIntermediate product
SteelSteel millGoods factory, Machines factoryIntermediate product
StoneQuarryConstruction material plantRaw material
ToolsMachines factoryTown - commercial districtEnd product


Industries

Overview

There are 14 different industries in Transport Fever.

Industry information window

Requirements/Products

industry_overview_products.jpgindustry_overview_requirements.jpg

The overview tab of the industry window shows which cargo items are consumed and produced.

The | symbol stands for “or”, so the requirements in the example on the right are two planks or one steel to produce one tool. In addition, the factory will use two planks and one steel or one steel and one plastic to produce a machine.

In the second example on the right, one crude is used to produce one oil or one fuel.

Production/Limit

industry_overview_limit.jpgindustry_overview_production.jpg

Production shows the amount of produced cargo in the last 365 days.

Limit shows the maximum production per year. The maximum production per year is spread out over the whole year.

Line usage

industry_overview_line-usage.jpg

Line usage indicates if an industry is currently using a line set up by the player to ship items to a target.

An industry might choose not to use a line if:

  • the target does not accept any more cargo
  • the line becomes invalid
  • any station along the way to the target is congested
  • the travel distance is too long or the cost to the target is too expensive

Upgrade/Downgrade

industry_overview_upgrade-state.jpg

When production is at maximum (production reaches limit) for several months in a row, an industry gets upgraded to a higher level up to four times and doubles it´s limit as well as increases it´s storage capacity.

Conversely, industries get downgraded if the production remains at low levels for several months in a row.

Stock/Potential

industry_details_potential.jpgindustry_details_stored.jpg

On the details tab you can find out more about the current stock and the potential.

The potential shows how much cargo could be ordered (for requirements) or shipped (for products) per year. The value is calculated based on the sum of production and free storage space of all suppliers respectively consumers.

If an industry has a higher production then its potential for shipping, the output storage will be used to buffer the overproduction until the storage is full. If the potential rises above the maximum production, the output storage will get emptied.

Frequency of shipping

Consequently, the lower value (maximum production or potential) determines the frequency of the shipping. For example, if the maximum production is 200 (per year) and the potential is 100 (per year), then 50 items will get shipped per year - approximately one every 3-4 days.

An example

potential_explained.jpg

In the example below, two quarries feed the construction materials plant. The plant is currently producing 108 units per year and its input storage for stone is full. The quarries have a potential of 54 (half of 108) and will try to ship 54 units of stone per year, each to keep up with the construction materials plant's demand. If the production at the plant changes, the potential of the quarries will change too (with a delay). An input storage at the plant which is not completely full will also result in a higher potential for the quarries. If the potential of the quarry raises above its yearly production, it will use stone stored in the output storage to keep up with the demand until it gets upgraded.

Please note, that this example is just for illustration. There would be no need to feed the plant with two quarries, as one quarry can keep up with a construction materials plants production.

Industry buildings

IndustryProcessHints
chemical_plant.jpgChemical plant
Can use either grain or oil to produce plastic
coal_mine.jpgCoal mine Does not need any input to produce coal
construction_material.jpgConstruction
materials plant

Can use both stone or slag to
produce construction materials
farm.jpgFarm
Produces grain or livestock
food_processing_plant.jpgFood processing plant
Can use either grain or livestock
to produce food
forest.jpgForest Does not need any input to produce logs
goods_factory.jpgGoods factory
Can either use planks and plastic
or planks and steel to produce goods
iron_ore_mine.jpgIron ore mine Does not need any input to produce iron ore
machines_factory.jpgMachine factory



Can produce tools and machines
from various resources
oil_refinery.jpgOil refinery
Uses crude to produce oil and fuel
oil_well.jpgOil well Does not need any input to produce crude
quarry.jpgQuarry Does not need any input to produce stone
saw_mill.jpgSaw mill Uses logs to produce planks
steel_mill.jpgSteel mill
Does need coal and iron ore
to produce two steel and one slag

If no more slag can be stored,
production of steel is halved


gameworld/industries.txt · Last modified: 2019/03/19 10:18 (external edit)