Transport Fever 2

Transport Fever 2

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Gas Works (by JK)
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Building: Industry
File Size
Posted
Updated
624.268 KB
27 Apr, 2021 @ 1:00pm
27 Apr, 2021 @ 1:15pm
2 Change Notes ( view )

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Gas Works (by JK)

Description
Add a Gas Works industry which produces 'town gas' (fuel) from coal.

If loaded when generating a map, the game generate instances of it. If loaded afterwards, the industry can be placed manually, if the feature is enabled.

In 19th century and up to their replacement in the 70s by natural gas, British towns and cities had Gas Works, which burnt coal to create 'town gas' that was piped to fuel heating and lighting in the vicinity.

If manually placing, it's suggested to place it close to the town. Since the game can't pipe the gas into town, I've made large capacity trucks to transport the fuel produced. See the Coal Merchant Trucks (by JK) mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2469852599

Made entirely of vanilla game assets, all credit to Urban Games for the original items.
22 Comments
JK  [author] 22 Nov, 2023 @ 11:45am 
@REXURAL31 - What is conflict issues or error message it gives?
wabbithunta 22 Nov, 2023 @ 11:03am 
@REXURAL31 what is the actual conflict?
I use this mod, along with around 800 plus other mods and have never ever had any issues at all.

So you must have a mod that has an issue with this one, or is it a load order issue?
You say you've checked all 175 mods, have you tried it by adding them one at a time to see what conflicts? I bet you haven't.
REXURAL31 22 Nov, 2023 @ 8:20am 
JK: - " Dear author of the Gas Works mod (by JK). Your mod conflicts with my other mods! I checked all 175 mods and only this mod causes a conflict in the game! But I like him, I'm used to playing with him! Please fix this mod please!!!! "
JK  [author] 16 Jun, 2023 @ 1:06pm 
@YT8HmH7 - Yeah, full replacement is ok. Just mention that behaviour in the description.
YT8HmH7 16 Jun, 2023 @ 9:46am 
@JK Is complete overwrite considered a conflict? It's essentially going to be the same thing, but slightly improved. Same rule, more capacity, more levels, and more of them spawned (0.1 is one per huge map).
If I change the filename and make it completely independent, anyone installing both mods are going to be confused by two identical industries with different specs and behaviour. So please clarify.
As for the credit, of course.
P.S. I haven't made the decision yet, for now just asking for possibility.
JK  [author] 16 Jun, 2023 @ 9:21am 
@YT8HmH7 - Yes, but make sure yours doesn't cause any conflicts with this mod and include a credit to me in the mod and workshop description. Thanks.
YT8HmH7 16 Jun, 2023 @ 12:14am 
May I include it into my Real Industrial Chains mod? Not as a dependency, but a complete built-in copy. (I'm also going to add levels and fix missing textures. Right now I made only a support for using both mods.)
Holydiver76 27 Mar, 2023 @ 4:42am 
@JK - Yes, solved now. Sorry, I'm new to all that "Mod Universe" . Thank you very much!
JK  [author] 26 Mar, 2023 @ 11:42am 
@posti_p - Do you have a section just for placing Industries? It should listed in there after the standard ones. I think you need the built-in Sandbox mode mod enabled for that section to be listed.
Holydiver76 26 Mar, 2023 @ 9:49am 
Is it possible, that it doesn't work anymore with the most recent update of TF2? I installed, configured but it does not show up as asset. Others do correctly. Any advice?