Factorio Transport Tycoon


Turn alien bugs into a galactic trading network. Explore, discover remote colonies and automate smart trade routes that feed your factory with whatever you are too lazy to craft yourself.

Content
14 hours ago
2.0
110
Transportation Logistics Trains Enemies Environment Mining Manufacturing
Owner:
peterwolf.pl
Source:
N/A
Homepage:
https://peterwolf.pl/mods
License:
GNU GPLv3
Created:
5 days ago
Latest Version:
0.1.5 (14 hours ago)
Factorio version:
2.0
Downloaded by:
110 users

Factorio Transport Tycoon - beta

New in 0.1.5
- Contract board with icons of offered items
Fixes in 0.1.4
- fixes in contract board offer
- adj. of spawning new trade posts
Fixes in 0.1.3
- contract board on click not hoover
- equal exchange for whole selected offer
- fixed "unknown key" in items names
- minor fixes

New in 0.1.2
- early railroad access.
- chocolate to alcohol and alcohol to chocolate prize editable in mod settings .

Turn alien bugs into a galactic trading network.
Explore, discover remote colonies and automate smart trade routes that feed your factory with whatever you are too lazy to craft yourself.

Features:
• Tradeposts and contract boards
• Each colony spawns a neutral tradepost with a contract board.
• Interact with the board to view available trade offers.
• The GUI opens when you select the board and closes only when you press X.
• Custom currencies
• Chocolate and alcohol act as core trade currencies.
• Special exchange colonies let you swap chocolate for alcohol or alcohol for chocolate at fixed rates.
• Dynamic offers
• Regular colonies generate 10 to 20 unique trade offers.
• Offers cover a wide range of items, including science packs and advanced components.
• Offers are generated per colony and stay consistent, turning each location into a distinct trade hub.
• Contract board control
• Each offer has a checkbox.
• You can select multiple offers at the same time.
• Your selections are stored per colony and shared for all players.
• Fair auto trading
• Tradeposts automatically process trades based on selected offers.
• Available currency in the tradepost chest is spent across all selected offers in balanced rounds.
• If one offer becomes impossible to fulfill, remaining offers keep running as long as resources and space allow.
• Progression support
• Early game: buy metals, components and engines when production is limited.
• Mid and late game: redirect surplus currency into science, high tier parts or specialty items.
• Designed to integrate with automation, trains and logistic systems for full transport tycoon gameplay.

Question for you: which items will you dedicate whole routes to, and which colonies will become your strategic hubs?