Should mods be able to link product classes to specific factory types?
Posted: Wed Apr 22, 2026 3:26 pm
I would like to share feedback based on my recent experience developing a mod with new production chains and a focus on visual identity of sectors.
In the base game, the manufacturing system works in a simple and efficient way:
There are a few generic factory models
Any product can be produced in any manufactory
For standard gameplay, this works very well.
Limitation found in modding
While working with multiple custom factory models (petrochemical, textile, industrial, etc.), BIG DATA CENTER that I am creating, I encountered a practical limitation:
Even with visual variation, all factories still function as generic manufactories.
In practice, this results in situations like lack of visual identity in production chains.
Fuels being produced in generic factories
Computers being produced in any type of plant, etc.
This does not affect the functioning of the game, but it directly impacts immersion and visual coherence of the mod.
Possible improvement (based on real usage)
An improvement that I believe would help modding a lot would be the possibility to associate product classes with specific factory models.
Proposal:
The idea would be something simple and optional, like an additional DBF:
➤ BuildFactoryManufacturation.DBF
How this would help in practice
Without this control or with this DBF empty:
Products can still be manufactured in any factory
With this control edited:
The modder could define something like:
Build Code = FACTORY_COMBUSTIVEL
Product Class = PETROCHEMICAL (FUEL, OIL)
Build Code = FACTORY_ELECTRONICS
Product Class = COMPUTER, ELECTRON
This would allow:
Petrochemical factories to produce fuels
Industrial factories to produce electronics
Textile factories to produce apparel, etc.
Maintaining the same current system, but with more visual coherence.
Why this would be useful
From the perspective of someone developing mods:
Improves visual immersion significantly
Allows creation of clearer and more organized industrial sectors
Gives more control without changing the game economy
Remains completely optional
If not used, the game continues exactly the same
Observation
I understand that changes to the core may involve technical limitations that are not visible to us as modders.
For this reason, I see this idea more as a light extension of the current system, similar to the level of control that already exists in other DBFs.
Impact on the community
From my experience creating mods, improvements like this help a lot to:
more beautiful and immersive mods
factories with real identity (not everything generic)
much more organized visual gameplay
incredible gameplay content creation for YouTubers and streamers 
Example
I am attaching an image from my mod to illustrate how I am already using different factory models and where this limitation appears in practice.
Conclusion
This feedback is not related to a problem in the base game, but rather a limitation found during the development of more advanced mods.
I believe that an option like this could significantly expand creative possibilities, while keeping the current system intact.
In the base game, the manufacturing system works in a simple and efficient way:
There are a few generic factory models
Any product can be produced in any manufactory
While working with multiple custom factory models (petrochemical, textile, industrial, etc.), BIG DATA CENTER that I am creating, I encountered a practical limitation:
Even with visual variation, all factories still function as generic manufactories.
In practice, this results in situations like lack of visual identity in production chains.
Fuels being produced in generic factories
Computers being produced in any type of plant, etc.
An improvement that I believe would help modding a lot would be the possibility to associate product classes with specific factory models.
Proposal:
The idea would be something simple and optional, like an additional DBF:
➤ BuildFactoryManufacturation.DBF
Without this control or with this DBF empty:
Products can still be manufactured in any factory
With this control edited:
The modder could define something like:
Build Code = FACTORY_COMBUSTIVEL
Product Class = PETROCHEMICAL (FUEL, OIL)
Build Code = FACTORY_ELECTRONICS
Product Class = COMPUTER, ELECTRON
Petrochemical factories to produce fuels
Industrial factories to produce electronics
Textile factories to produce apparel, etc.
Maintaining the same current system, but with more visual coherence.
From the perspective of someone developing mods:
Improves visual immersion significantly
Allows creation of clearer and more organized industrial sectors
Gives more control without changing the game economy
Remains completely optional
I understand that changes to the core may involve technical limitations that are not visible to us as modders.
For this reason, I see this idea more as a light extension of the current system, similar to the level of control that already exists in other DBFs.
From my experience creating mods, improvements like this help a lot to:
I am attaching an image from my mod to illustrate how I am already using different factory models and where this limitation appears in practice.
This feedback is not related to a problem in the base game, but rather a limitation found during the development of more advanced mods.
I believe that an option like this could significantly expand creative possibilities, while keeping the current system intact.