Transport Fever

Transport Fever

Industry Workers
22 Comments
[RE] Flameoguide 31 Jan @ 4:13pm 
I also get the text "Coal mine that needs fuel". Was quite confused
Siebren 6 Feb, 2020 @ 2:55am 
Hey could you maybe look into porting this mod over to tpf2 ? Would be really awesome
Barracuda 4 Dec, 2019 @ 9:54pm 
Will you be porting over a version of this mod to TPF2?
gavt1976 7 Nov, 2019 @ 1:58am 
I would like to know does this work with save games and if so how does it work.
Lance Pinciotti 10 Mar, 2019 @ 9:22am 
dear @jcaf I found an incompatibility with the Z production increase mod. I will tell them the same
Enjoy The Journey 12 Feb, 2019 @ 1:53pm 
DITTO:

62bMoose Nov 28, 2018 @ 11:39am
@ jcaf: Thank you for a really useful mod, but... why does it change the string "Coal mine" to "Coal mine that needs fuel"? So far as I can tell, it doesn't (need fuel), and I would not want it to, but I am confused :-)

I also get "Coal mine that needs fuel" Is this an EASTER EGG in the game now/? :-) Thank you for your response.
Danielczech 22 Jan, 2019 @ 9:25am 
Thank U :steamhappy:
62bMoose 28 Nov, 2018 @ 9:39am 
@ jcaf: Thank you for a really useful mod, but... why does it change the string "Coal mine" to "Coal mine that needs fuel"? So far as I can tell, it doesn't (need fuel), and I would not want it to, but I am confused :-)
Paradinse 24 Sep, 2018 @ 4:52am 
I WNAT A MOD THAT DOES NOT LET THE INDUSTRY DIE
theriddlesolver 22 Sep, 2018 @ 8:11pm 
I've noticed that this mod also creates a new tab labeled "Industry" which allows me to create new industries. Is that intentional, or is that a bug?
Terraromaster 1 Aug, 2018 @ 6:47pm 
So as far as I can tell if I add this mod to an existing savegame, thsi doesn't make existing industries start to demand workers. Or do I need to wait longer?
GameOverRIP 2 Jun, 2018 @ 4:57am 
Would be awesome if this could serve as a way to spread the AI building too but i guess that's impossible from a modders standpoint.
jcaf  [author] 22 Feb, 2018 @ 3:00pm 
Hi, Ninja_rexarmy. I just found out something to answer your question about adding the mod to an existing saved game...

From the Transport Fever main page, click "Load Game". When the load game page comes up, click on the small "+" button near the bottom right side of the page. This will open up a list of all the mods you have subscribed to. Select my mod from that list and your should be fine. That is, of course, as long as my mod does not conflict with another mod you might have active.
jcaf  [author] 19 Feb, 2018 @ 6:01pm 
Hi, ChancellorPalpatine. I have a reply to your question at version 3 of my mod. I hope it addresses it for you.
jcaf  [author] 19 Feb, 2018 @ 5:20pm 
Hi, Ninjat_rexarmy. Unfortunately, you cannot use mods on previously saved games that you started without the mod. You need to start a new free game with the mod, and then you will be able to save the game and play the mod when you reload the game.
jcaf  [author] 19 Feb, 2018 @ 4:15pm 
Hi, CP and Cuad... I'm not exactly sure if the number of workers is by month or year. I thought it was by year, but I can't say for certain yet. You will really notice the difference when industries advance to their higher levels, like level 3 or 4. Keep your eye on any bus stops or passenger stations you have at the industry to see how many people wait there over a given year. I haven't run that test yet.
jcaf  [author] 19 Feb, 2018 @ 4:06pm 
Thanks, folks, for the positive feedback.

Aleksander1234: After you have subscribed to the mod, you can find it in the game by clicking "Free Game" from the main menu page. On the new page that opens, you will see 3 buttons across the top... "Europe", "USA", and "Custom". Click on "Custom". Next, click on the "Advanced" button to the right of the Custom button. This will open a new page which shows all the mod you have subscribed to. At the far right of this mod list is the "Enabled" switch. Click this switch to turn the mod on. You can enable multiple mods to run at the same time, or just one. Keep in mind that if you are running multiple mods at the same time, they might not be compatible and may cause the game to crash. It won't break anything, though. You'll just need to reduce the number of mods or find those that are compatible with each other. My mods all work well on their own. But like any mod, they may or may not work with other mods.
CUADRADITOS 19 Feb, 2018 @ 9:21am 
Workers by month I think... By year is too low!
SimiSte 19 Feb, 2018 @ 6:11am 
thanks for this! you can add the mod to a existing save, right?
aleksander1234 19 Feb, 2018 @ 1:28am 
where do I find this mod i the game I have subscribed for but I can not find it in the game
Oldhip 18 Feb, 2018 @ 9:22pm 
Thumbs up, great work and thanks
Driver Kaldie 18 Feb, 2018 @ 4:43pm 
That's great, like I said in a previous comment, I don't understand the energt&workers mod just yet, but this is something I really waited for. It brings much realism to the game if you can transport workers to an industy (I did that already with the people-magnet, but this is better). Only two questions...Are the numbers of workers, numbers per year or per month ? Is this savegame compatble ?

Thanks man, and keep up the great work ;) !