Maritime Industry


Build island industry, survey remote resources, and automate ocean bulk shipping with industrial ports, bulk carriers, offshore oil and maritime power on an ocean-first archipelago world.

Content
12 days ago
2.1
88
Transportation Logistics Trains Storage
Owner:
Szentigrade
Source:
N/A
Homepage:
https://discord.gg/HwAXSv5E5d
License:
GNU LGPLv3
Created:
a month ago
Latest Version:
0.8.0 (12 days ago)
Factorio version:
2.1
Downloaded by:
88 users

Maritime Industry

Maritime Industry turns Nauvis into an ocean-first industrial logistics challenge built around islands, ports, shipping lanes and large-scale marine freight.

Begin on a sizeable starter island with limited local resources. Survey the surrounding seas, establish remote mining and industrial outposts, then connect them with specialised vessels and increasingly sophisticated port infrastructure.

Maritime Industry builds on Cargo Ships rather than replacing it. Cargo Ships continues to provide waterways, vessel movement, schedules and core ship systems, while Maritime Industry expands that foundation into a complete industrial maritime progression.

Ocean-First World

New games use the Maritime Archipelago world style, with extensive oceans and separated landmasses.

Starter iron, copper, coal and stone are finite. Larger deposits are pushed toward surrounding islands, encouraging exploration and maritime freight from the beginning of the game.

Deep ocean is strategically protected from ordinary landfill and foundation paving, preserving ships as the primary long-distance inter-island transport system.

Maritime Progression

Progress from basic exploration into full industrial ports:

  • Hydrographic Surveying — survey boats and long-range coastal exploration.
  • Dry Bulk Logistics — Handysize bulk carriers, bulk berths and ore shipping.
  • Industrial Ports — Port Authorities, bulk stockpiles, rail hoppers, transfer cranes and stacker-reclaimers.
  • Containerisation — reusable 20 ft and 40 ft containers, packing and unpacking stations, container yards, rail cranes, ship-to-shore gantries, container berths and the Feeder Container Ship.
  • Port Construction — reclaimed harbour frontage, Quay Edge and Quay Apron surfaces, reinforced quay walls and harbour dredging for engineered channels and basins.
  • Tanker Industry — terminal tank farms, specialised marine loading and unloading arms, tanker berths and three dedicated liquid-bulk vessels.
  • Offshore Industry — offshore oil extraction and maritime power infrastructure integrated into the Maritime research tree.

Specialised Tanker Fleet

Version 0.6.0 expands liquid-bulk shipping into three distinct vessel roles.

Crude Oil Tanker
A heavy high-capacity tanker designed for moving crude oil from offshore production fields to refinery terminals.

Coastal Product Tanker
A faster medium-capacity tanker intended for short- and medium-haul refinery products and general liquid freight.

Chemical Tanker
A lower-capacity specialised vessel for chemical-service routes.

Dedicated marine loading infrastructure uses matching Cargo Ships fluid connection categories, allowing tanker terminals to be designed around specific vessel roles.

Crude loading and unloading arms are additionally hard-filtered to crude oil for dedicated high-throughput petroleum terminals.

Build Real Harbours

Ports no longer have to conform entirely to naturally convenient coastlines.

Harbour Dredging Sections can excavate ordinary land, landfill and port paving into navigable water, allowing straight shipping channels and rectangular harbour basins to be constructed.

Quay Edge provides the final paved berth surface directly beside docked ships.

Quay Apron provides a hazard-marked working strip for cranes, pumps and terminal machinery.

Deepwater construction remains deliberately constrained: engineered quay surfaces may extend only to the intended berth width and cannot be chained indefinitely across open ocean.

Container Logistics

Containerisation creates a reusable freight network rather than simply another chest tier.

20 ft and 40 ft containers can carry manufactured intermediates, electronics, engines and other industrial cargo.

Packing consumes an empty container and unpacking returns it, creating a genuine container repositioning requirement.

Loose ores, coal and stone remain part of the dedicated dry-bulk system so each maritime logistics branch retains its own purpose.

Offshore Petroleum

Offshore oil is intended to be the first major petroleum route on the Maritime Archipelago.

Version 0.6.0 integrates Cargo Ships: Oil Rig directly into Maritime progression through Offshore Industry.

Deep Sea Oil Extraction is reachable through red and green science rather than requiring petroleum-derived chemical science before the player can obtain their intended first large petroleum source.

The native Oil Rig remains owned by the Cargo Ships add-on; Maritime Industry integrates its progression instead of duplicating its implementation.

Maritime Power

Cargo Ships: Floating Electric Pole is also integrated into Offshore Industry, providing long-distance electrical infrastructure across the sea while retaining the original add-on's entity and behaviour.

Designed Around Cargo Ships

Maritime Industry deliberately uses Cargo Ships' existing systems wherever possible:

waterways and pathing
ship schedules
engine coupling
ship-fluid connections
oil rigs
floating electrical infrastructure

The goal is to expand Cargo Ships into a broader industrial shipping game rather than replace or duplicate it.

Version 0.6.0

0.6.0 completes the first major Maritime Industry feature set:

exploration → dry bulk → industrial ports → containers → engineered harbours → tankers → offshore industry

Future releases can now build upward from this foundation with larger vessel classes, shipyards, dry docks and more advanced port and offshore infrastructure.

Required Mods

Maritime Industry requires:

Cargo Ships 2.1.6+
Cargo Ships: Oil Rig 2.1.2+
Cargo Ships: Floating Electric Pole 2.1.0+
Forgeworks Core 0.3.1+

Factorio 2.1 required.