Transport Fever 2

Transport Fever 2

Create your own game world!
Give your game a personal touch and change it to your liking. Create, share and install mods. Customize the game with new landscapes, vehicles, stations, assets and more.
RadiKyle 6 14 May, 2024 @ 9:19am
Publishing a mod with both Steam and non-Steam games installed
Hey all, I've started making some mods and want to try publishing on the Workshop. I've been using a non-Steam game installation and I know I need to get the Steam version to publish to the Workshop. It's on sale now in the store so this might be the time.

I don't however want to mess with my existing non-Steam installation. Literally the only thing I intend to use the Steam install for is to publish/update mods that I create on the Workshop. All my gameplay etc would still be with my existing non-Steam installation (at least for now).

Anybody else juggling this and got any tips for making it work well? Do I need to actually install the game again from Steam to publish to Workshop, or is it good enough that it's in my Steam library? Like will a publish option appear in my existing non-Steam installation the moment I've added the Steam client and have the game in my Steam library? I really don't want Steam to start messing with my non-Steam install though and start trashing my installed mods collection.

(Really looking forward to the dev's mention that the next game version is planned to have multi-platform mod support...)

Thanks all
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Showing 1-7 of 7 comments
Jones 37 15 May, 2024 @ 4:55am 
I only have Steam version but you should be able to install them in different folders. Both versions will share settings and modlists I believe.

Also Transport Fever 2 will have the multi-platform mod support so if you want to wait for that instead buying the game from Steam.
RadiKyle 6 15 May, 2024 @ 6:48am 
Hi @Jones , thanks for that. That's actually my worry, that both versions share settings and modlists... because Steam actively manages mods, including deleting ones that have been removed from the Workshop. So I absolutely don't want Steam messing with my existing setup at all.

I'll do some more digging... maybe I can sandbox the Steam version somehow to keep it from touching anything else.

I guess I could also just buy it and try it to see what happens, with everything backed up beforehand, and if it starts making messes that I can't fix then I could always refund the purchase.

I could also just bite the bullet and migrate TpF2 entirely to Steam and stop using the non-Steam version as my primary installation. I mean it would give me some of QoL improvements with Steam community integration for mods, screenshots, etc. But the mod management issues would get worse for me.


Haha yes I know but I suspect any TpF3 release is ~2 yrs away, and I'd like to publish these TpF2 mods nowww lol.


Edit: just realized I could also just put the Steam version on my laptop instead of my primary PC. It already has the non-Steam version on it but I only use it when travelling. I could make that my Steam-only rig if necessary, good enough for publishing mods. Also lets me test out the co-existence of the 2 versions without messing up my main gaming rig.
Last edited by RadiKyle; 15 May, 2024 @ 6:51am
eis_os 2 15 May, 2024 @ 6:54am 
I have Steam and GOG Version running side by side. They don't share settings, savegames or mods. (It's the same on linux and windows)

However the ModellEditor can only be used with one installation... (as you have to setup paths)
RadiKyle 6 15 May, 2024 @ 7:02am 
Originally posted by eis_os:
I have Steam and GOG Version running side by side. They don't share settings, savegames or mods. (It's the same on linux and windows)

However the ModellEditor can only be used with one installation... (as you have to setup paths)

Oh hey thanks @eis_os that's good to know!

Do you use SteamCMD for mods on the non-Steam version? I do so my system already has a Steam folder structure including all the TpF2 mods I have from the Workshop. I then have a batch file that syncs those with my non-Steam game location (without auto-deleting any mods that Steam removes from the workshop). So this is kind of where I'm concerned stuff will get messed up, that installing the Steam version will start actively managing my existing Steam mods folder, and mess up my pipeline of Steam mods to my non-Steam version.

Edit: Also I already use Subscribe in the Workshop to keep track of my mods list, even though it does nothing with my non-Steam version. If I add the Steam version, I'd expect it to suddenly start using that Subscribe list.
Last edited by RadiKyle; 15 May, 2024 @ 7:04am
eis_os 2 15 May, 2024 @ 9:34am 
No, I don't use SteamCMD.
If I really need to test something via GOG version, I simple tell my CommonAPI2 it should use the steam workshop folder. :steamhappy:
RadiKyle 6 15 May, 2024 @ 10:02am 
Ok thanks. I think the safest option would be for me to try installing the Steam version on my laptop to see how it behaves with the non-Steam version. If it goes well then I could put it on my main PC. If it doesn't, I can still use the laptop as a mod publisher.
Last edited by RadiKyle; 15 May, 2024 @ 10:03am
RadiKyle 6 15 May, 2024 @ 6:45pm 
Okay bought the Steam version and installed on laptop. (It took the whole day to download, validate, install, update... 70+ GB lol.) Anyhow yes the Steam client is not interfering with my SteamCMD setup. Although they use the same folder structure they are in different locations. Likewise for the game itself, the Steam and non-Steam version are leaving each other alone.

So yes I can safely use the Steam installation as a mod publisher without messing with my existing non-Steam setup.

Thanks everyone!
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