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If someone didn’t post that, I was going to. The last few community updates, this one especially, desperately make me want the new patch.
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# ? Feb 26, 2021 19:18 |
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# ? May 30, 2024 05:22 |
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Oh thank gently caress, the QoL fixes are coming
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# ? Feb 26, 2021 19:26 |
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Curved. Bridges.
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# ? Feb 26, 2021 22:02 |
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Yeah I really cant wait for this to drop. It looks so good.
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# ? Feb 27, 2021 18:20 |
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The developers seem to be pretty open to suggestions/complaints and encouragingly responsive. I've got to get back into this but right now I'm neck deep into NIMBYRails and my friend just gifted me DiRT Rally 2.0 so eh ..... not enough hours in the day.
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# ? Feb 27, 2021 20:20 |
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I'm just glad that a bug I had with electricity from multiple imports was fixed.
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# ? Feb 27, 2021 23:48 |
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Volmarias posted:I'm just glad that a bug I had with electricity from multiple imports was fixed. The electric grid in general was entirely impenetrable for me so if there are bugs as well I wouldn't know.
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# ? Feb 27, 2021 23:51 |
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OwlFancier posted:The electric grid in general was entirely impenetrable for me so if there are bugs as well I wouldn't know. I don't think I filed a bug about it, but I was importing power from a Soviet nation on one side, and then from a NATO nation on the other for a couple of villages. I ended up linking the power grid up and switched off the NATO import, but that took out the power for those towns. The only way to solve it would have been to demolish all of the power infrastructure on the side near NATO and rebuild it, and at that point I just said gently caress it and walked away for a month. Also, let me tell you about our lord and savior, electric trains transporting workers directly to a power plant for their shift. Trains don't worry about snow, pedestrians don't worry about snow, the power is definitely on because that's what I'm supplying, it's THE BEST for preventing those winter time blackout cascades while still situating your pollution generators away from the residential zones. Volmarias fucked around with this message at 23:57 on Feb 27, 2021 |
# ? Feb 27, 2021 23:54 |
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I think I built a cable car to the power plant and I just built the heating plant near the city, everyone still had 90 life expectancy so gently caress if you want more go live in capitalism land and pay for your own heating or something idgaf.
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# ? Feb 28, 2021 00:26 |
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Electric trains powering your power plant is a mistake, maybe. If there’s even a momentary lapse in power because of a worker shortage - even if the next train is pulling into the station - you won’t be able to get workers there and restart the train. It might be fine 99.5% of the time, but I don’t like betting the whole system on 100% absolute uptime. I’ve almost exclusively used busses for my power plants but I’m interested to see if personal cars could be enough, but you’d have to be pretty flush with cars.
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# ? Feb 28, 2021 01:10 |
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I use trams and have a single passenger van running from the tram station to the plant for emergencies like that
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# ? Feb 28, 2021 01:14 |
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Arven posted:I use trams and have a single passenger van running from the tram station to the plant for emergencies like that Yeah, I've got a single van for Just In Case, and I can always fall back on importing power temporarily. I do wish there was a better way to ensure you don't end up not having enough people for critical infrastructure.
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# ? Feb 28, 2021 01:17 |
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The border power hookups really need an automatic sell excess/import defecit option.
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# ? Feb 28, 2021 01:25 |
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One wrinkle I noticed with importing power is that power will not transfer through your power plant - if you run a high voltage line from the border directly to your power plant, your imported power will only power the plant itself and not transfer to the high voltage hookup at the other end. You need to split the line somewhere between the power plant and the border and run a line from that split to a transformer or something. I also discovered that having one giant city on the end of a power line with numerous splits running through half the map needs you to run two parallel lines from the plant(s) to avoid brownouts.OwlFancier posted:I think I built a cable car to the power plant and I just built the heating plant near the city, everyone still had 90 life expectancy so gently caress if you want more go live in capitalism land and pay for your own heating or something idgaf. Pollution is proportional to production so I've found it's actually pretty safe, pollution-wise, to put small heating plants smack dab in the middle of towns of around 1k people and under. Obviously there's still some pollution and that'll knock off some life expectancy but if that's the only nearby source of pollution it's not a big hit.
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# ? Feb 28, 2021 01:49 |
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Arven posted:The border power hookups really need an automatic sell excess/import defecit option. That would be great. I’m really stoked for the better power overlay. I want to use smaller power lines but my strategy has been “run the biggest everywhere until things start to break and then troubleshoot” which is lame. Aesthetically the largest large and medium lines look crappy in many spots.
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# ? Feb 28, 2021 01:50 |
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Anime Store Adventure posted:I’ve almost exclusively used busses for my power plants but I’m interested to see if personal cars could be enough, but you’d have to be pretty flush with cars. Download the mod adding Saab 96, a couple of those keeps my power and hearing plants running all day long with no down time.
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# ? Feb 28, 2021 13:19 |
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https://www.sovietrepublic.net/post/report-for-the-community-17 Hell yes, give me stupid big Soviet helicopters. This next patch is going to rock so hard.
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# ? Mar 6, 2021 02:22 |
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Excited to make an entirely helicopter based economy. Everyone commutes by helicopter to the helicopter factory built by helicopter constructors to build more heliocopters.
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# ? Mar 6, 2021 02:26 |
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Anime Store Adventure posted:https://www.sovietrepublic.net/post/report-for-the-community-17 This is going to be so good for oil fields and power lines, I just hope helipads have a much greater radius than 5km.
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# ? Mar 6, 2021 05:13 |
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OwlFancier posted:Excited to make an entirely helicopter based economy. Everyone commutes by helicopter to the helicopter factory built by helicopter constructors to build more heliocopters.
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# ? Mar 6, 2021 08:23 |
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Man I thought that planes was going to by far my favorite big patch but this next one is going to be stupid good. Each dev journal is even better. Underground! https://www.sovietrepublic.net/post/report-for-the-community-18
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# ? Mar 12, 2021 18:17 |
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Metro 2033: City Builder expansion!
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# ? Mar 12, 2021 18:29 |
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This is the first game I've seen where the community goes "man it would be cool if [thing]" and the devs go "Yeah! That would be cool! Lets do it!"
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# ? Mar 12, 2021 20:51 |
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Thats really helpful, I hope there are underground electrical cables too.
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# ? Mar 12, 2021 22:16 |
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Anime Store Adventure posted:Man I thought that planes was going to by far my favorite big patch but this next one is going to be stupid good. Each dev journal is even better. Underground! I'm just delighted that the "slow trickle of production" thing is handled. Since wishes are fishes now, I'm hoping that they do something where I export bitumen and fuel and it seems to just want to drain one of the tanks while the other is completely full. And, while we're on it, having a distribution office style control over trains would be wonderful. E: I'm building a nuclear chain for the first time finally, are there any vehicles that can transport nuclear fuel, or am I dependant on using forklifts?
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# ? Mar 13, 2021 02:25 |
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Volmarias posted:E: I'm building a nuclear chain for the first time finally, are there any vehicles that can transport nuclear fuel, or am I dependant on using forklifts? It’s not immediately obvious, but once a certain amount of fuel (or the ingredients) are reached, they form a cask which counts as a vehicle and can be hauled on an open hull truck (or train.)
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# ? Mar 13, 2021 02:29 |
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Anime Store Adventure posted:a cask which counts as a vehicle I'll take your word for it.
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# ? Mar 13, 2021 03:17 |
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Volmarias posted:
I learned this from a tooltip that says “nuclear stuff gets put into a container carried by an open hull truck.”
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# ? Mar 13, 2021 04:00 |
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https://www.sovietrepublic.net/post/report-for-the-community-19 Not as flashy as some of the previous weeks but man I am increasingly more and more pumped up about this patch, those notification changes are going to be such a huge QOL bonus. e: And it looks like a public test version in (guessing) ~6 weeks?
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# ? Mar 19, 2021 18:57 |
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I'm a little disappointed that their solution to "if there is infrastructure around a building, that infrastructure prevents it from being rebuilt" is "we will place a ghost for you" instead of "infrastructure isn't so fiddly to work around, you no longer have to place buildings THEN roads and paths"
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# ? Mar 19, 2021 19:11 |
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Volmarias posted:I'm a little disappointed that their solution to "if there is infrastructure around a building, that infrastructure prevents it from being rebuilt" is "we will place a ghost for you" instead of "infrastructure isn't so fiddly to work around, you no longer have to place buildings THEN roads and paths" Absolutely agreed. I wonder if some design decision they’ve made early on has made it difficult to back away from that system somehow, or if they’re just happy with it? I’m so annulled to it now though, as I end up leveling everything in advance and I’ve gotten more than used to the spacing I need. It’s not excusing it though, you shouldn’t need a hundred hours of fiddling to get comfortable with it.
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# ? Mar 19, 2021 19:20 |
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Leveling everything before you build a huge industrial park is realistic, though. I just wish they'd make it faster so I didn't have to sit there holding the left mouse button for 10 minutes to do it.
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# ? Mar 19, 2021 20:02 |
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Anime Store Adventure posted:I learned this from a tooltip that says “nuclear stuff gets put into a container carried by an open hull truck.” One of the YouTube series on the game had the guy just load his nuclear waste on the truck and have it drive around the town ad infinitum. That probably mirrors the state of most of the nuclear industry IRL until the 1980s.
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# ? Mar 19, 2021 20:08 |
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Naah, they just dropped it in the river or the ocean back then. Out of sight out of mind.
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# ? Mar 19, 2021 20:12 |
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Anime Store Adventure posted:Absolutely agreed. I wonder if some design decision they’ve made early on has made it difficult to back away from that system somehow, or if they’re just happy with it? Yeah, the whole thing is so ridiculous that it's got to be something to do with how they determine building footprints. Laying roads, track, paths, etc is significantly more forgiving (with the exception of conveyor belts ), I assume it's just too hard to fix right now or they would have. E: Arven posted:Leveling everything before you build a huge industrial park is realistic, though. I just wish they'd make it faster so I didn't have to sit there holding the left mouse button for 10 minutes to do it. Build a construction depot somewhere nearby, fill it up with bulldozers, and add a gas station nearby since they only come with a quarter tank of gas. Things level faster the more construction equipment you have.
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# ? Mar 19, 2021 20:27 |
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I also went on a mod-testing-fest and added some military APC looking vehicles that have a bulldozer variant that are basically cheating. While I normally try to avoid things like that that unbalance the vanilla experience, this was an area where I didn't mind. https://steamcommunity.com/sharedfiles/filedetails/?id=2009344788 Absolutely don't use these for snowplows or anything on the road unless you are absolutely flush with fuel. They are so fuel inefficient that they will literally bankrupt you.
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# ? Mar 19, 2021 20:53 |
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Anime Store Adventure posted:I also went on a mod-testing-fest and added some military APC looking vehicles that have a bulldozer variant that are basically cheating. While I normally try to avoid things like that that unbalance the vanilla experience, this was an area where I didn't mind. I actually have that- are they better at leveling? I knew more bulldozers = faster leveling, but I didn't consider they had stats that made one better than another.
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# ? Mar 19, 2021 21:01 |
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Arven posted:I actually have that- are they better at leveling? They definitely are, they absolutely chunk through leveling.
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# ? Mar 19, 2021 21:31 |
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Arven posted:I actually have that- are they better at leveling? Yeah, the bottom of the info label usually shows some sort of effectiveness label, though there seem to be some categories of vehicle where there's only one option.
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# ? Mar 19, 2021 22:28 |
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# ? May 30, 2024 05:22 |
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Anime Store Adventure posted:I also went on a mod-testing-fest and added some military APC looking vehicles that have a bulldozer variant that are basically cheating. While I normally try to avoid things like that that unbalance the vanilla experience, this was an area where I didn't mind. The wild thing about that one is that it's an accurate depiction of the AT-T. It's basically a T-55 tank with 30 tons of steel chopped of.
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# ? Mar 19, 2021 23:21 |