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Arsenic Lupin
Apr 12, 2012

This particularly rapid💨 unintelligible 😖patter💁 isn't generally heard🧏‍♂️, and if it is🤔, it doesn't matter💁.


So I finally installed the copy I bought a couple of months ago, and I'm finding the tutorial really frustrating. Take this:


Where do I actually click on the engine to be able to add waypoints? It's not where the arrow is pointing. I have pixel-hunted all over the place, and I can't find where to click.

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Anime Store Adventure
May 6, 2009


I think it wants you to click on the train to open the train’s window, where you can add waypoints. That window looks like the depot.

If you can’t see the train’s window, close everything out and try again.

Arsenic Lupin
Apr 12, 2012

This particularly rapid💨 unintelligible 😖patter💁 isn't generally heard🧏‍♂️, and if it is🤔, it doesn't matter💁.


When I click on the engine, it briefly flashes up an image of the engine, then nothing happens. I can't get to the set waypoints window. I quit all the way out to the menu, and it still happens. I tried buying two other types of engine, and it still happened.

Trivia
Feb 8, 2006

I'm an obtuse man,
so I'll try to be oblique.
Yeah the tutorial is bare ones and tool tips don't describe what buildings do.

Double click the trains and it should open a window. From there click the + icon and you can set stops.

rain dogs
Apr 19, 2020

If they're making an underground layer then surely we get a subway sysyem sometime. I wanna build a Metro!

Log082
Nov 8, 2008


The one thing I really want that I don't think they're planning to do (their roadmap said 'maybe') is streets with tracks. Tram lines would be acceptable, tracks I could run ANY train down would be amazing. Let me do street running for heating plants and other rarely serviced spurs!

Arsenic Lupin
Apr 12, 2012

This particularly rapid💨 unintelligible 😖patter💁 isn't generally heard🧏‍♂️, and if it is🤔, it doesn't matter💁.


Trivia posted:

Yeah the tutorial is bare ones and tool tips don't describe what buildings do.

Double click the trains and it should open a window. From there click the + icon and you can set stops.

Thank you so much.

Is there a known chain of what you should do from a standing start? Concrete > roads > housing?

Volmarias
Dec 31, 2002

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Arsenic Lupin posted:

Thank you so much.

Is there a known chain of what you should do from a standing start? Concrete > roads > housing?

Construction yard (s) absolutely first, then road vehicles depot. After that? It's really up to you and what your goals are. That said:

You always need workers for nearly every building. Which means you'll need to build housing, and the shops, hospitals, daycares, etc.

Import costs are per ton * distance from border, so while you can get away with importing expensive things to begin with, you'll want to set up a gravel chain pretty quick.

Build a quarry, along with a nearby gas station. At the quarry, don't worry about workers, buy an excavator instead (since it comes with a low tank, it will almost immediately leave to use the gas station before starting and it's very slow). The gravel refinery (whatever it's called) should go to a storage area, and the output should go to truck loading for construction vehicles at a minimum. If you're building a small storage area, have the output connect to a splitter first.

Concrete and Asphalt both mostly use gravel. This means that your concrete and Asphalt plants should be near your quarry, which is where the gravel storage comes in. The concrete needs cement and the asphalt needs bitumen, but it's simpler and cheaper to auto import them for now. Don't auto import gravel on the concrete and Asphalt plants, or it will always use the auto buy gravel before the stored iirc.

You'll need workers to operate these plants, so you'll need to build at least some housing first. All of those industries generate pollution, so you'll want to make your housing at least 500m away, and use a bus to bring workers to there. Set up a bus stop at your housing, and at a point near all of your industry so far.

You'll also need to build all of the essentials for living. At first, you'll have to just auto build them, but later on you can construct towns out of whole cloth, and you want the industry you made to help build more houses. For now, build a small shopping mall, set the electronics stockpile to 10%, clothing to %20, and the rest to food. Auto import the goods for now. You'll need to build a hospital (don't forget to buy ambulances, and to reduce the staff until you're a big town, 10 doctors is plenty for now), a school, and you'll need a daycare in about a year as a baby boom happens. Build a soccer field (get the mod building that has 3 workers instead of 1 or you'll get a lot of complaints about sport). Build a bar but bear in mind that very few people seem to use it.

If you do not have fires turned off, you absolutely have to have fire coverage for anything you can't let burn down.

If you do not have winter turned off, build a small heating plant about 200m from the nearest residence to it, and auto import coal. Build a gravel path from your town to it and hover over the person icon to make sure people can reach it; snow ducks up busses so you want to have a ped path.

Once you've finished that, you'll want to figure out what imports you want to take care of reducing, or what exports you want to make. Liquor is a decent early export as long as you're not far from the border. Oil fields connected to a train station connected to the border is a decent no effort money maker since you don't need workers for any of it, but you may not make back the investment for a while.

You'll also need to auto import power for now, but that just happens no matter what or where you build.

You'll throw away your first couple games, consider them training as you figure out what to do.

Pornographic Memory
Dec 17, 2008
W&R is a very fiddly game in terms of slotting things together and it takes a lot of trial and error to figure it out, but it's more forgiving than it seems because you can paper over huge amounts of stuff by just spending money to get things done by magic, and even if you run out of money you can take out infinite numbers of loans until you export enough stuff to pay them off.

Anime Store Adventure
May 6, 2009


Volmarias’s post hits the major points of “build order” for getting your republic’s feet under it. I would add this from a more general/heuristic view:

Two of your biggest import expenses will be fuel and steel if they aren’t domestically produced. Once you have one or both of those, you can worry a LOT less about your money. Supposing that you have adequate workers and good mines/oil fields to feed the steel mill and/or refinery, you’ll also be exporting way more steel/mechanical parts/fuel/bitumen than your small republic would ever need itself. Not only do those industries take away your biggest import cost, but they can flip the switch to biggest export quickly too.

For me, the sort of “midgame” transition is getting a working steel mill and refinery, so your early game should be consciously working toward that. That doesn’t mean that doing something like exporting liquor is bad - far from it - just that imo you’ll want to think about your infrastructure for those steel and fuel more than being close to a border site. If you can build your first city near to mine sites for coal and iron, do that. Expand toward those resources or where you plan to build the factory complexes and it’ll be a lot easier.

There’s nothing worse than spending all of that super expensive imported steel on a new mill and it’s supporting infrastructure and then having it sit nearly idle and not provide enough steel for you to build the town to staff it. Mechanical parts sell for a good chunk of change and only need steel, so that’s usually my rush export to get back positive in my trade surplus/deficit. Granted, I usually end up spending 14-20million rubles to do that, so you may be in loan hell for awhile.

An early refinery is a favorite starter for a lot of folks because it’s way easier to get operational than a steel mill and makes money hand over fist. If you’re newer and don’t like false starts, pursue a refinery and export the products.

ThomasPaine
Feb 4, 2009

We have no compassion and we ask no compassion from you. When our turn comes, we shall not make excuses for the terror.
Weirdly specific question but does this gave have angle snap for buildings and roads yet

Anime Store Adventure
May 6, 2009


ThomasPaine posted:

Weirdly specific question but does this gave have angle snap for buildings and roads yet

Roads no, and buildings don't have "snap" but if you turn on the grid you'll notice that they only rotate on set degree intervals so you can grid those out easily. Turning the grid on is the easiest way I can get my roads straight, but its not perfect and not a true 'snap.'

ThomasPaine
Feb 4, 2009

We have no compassion and we ask no compassion from you. When our turn comes, we shall not make excuses for the terror.

Anime Store Adventure posted:

Roads no, and buildings don't have "snap" but if you turn on the grid you'll notice that they only rotate on set degree intervals so you can grid those out easily. Turning the grid on is the easiest way I can get my roads straight, but its not perfect and not a true 'snap.'

It's a strangely niche thing but it's the one thing stopping me going back to and loving the hell out of this game! My perfect Soviet city must have perfectly straight tree lined boulevards all the way to lenin square or what is the point??? Seems like it would be a fairly simple QoL feature to add.

Anime Store Adventure
May 6, 2009


ThomasPaine posted:

It's a strangely niche thing but it's the one thing stopping me going back to and loving the hell out of this game! My perfect Soviet city must have perfectly straight tree lined boulevards all the way to lenin square or what is the point??? Seems like it would be a fairly simple QoL feature to add.

Hey, no argument. I totally get being stuck on 'one little thing' sorts of catches like this. (I'm currently held back from really enjoying flight sim because of one dumb bug I can technically workaround.) Just wanted to give you the best solution I have to building nice grids. :)

OwlFancier
Aug 22, 2013

I also would like a grid based option. I like the variable curve options for roads but I would like something to help line them up a bit.

Anime Store Adventure
May 6, 2009


https://www.sovietrepublic.net/post/report-for-the-community-20

All more highly desired QOL adds.

Wicked Weasel
Dec 25, 2004
Skimpy.

OwlFancier posted:

I also would like a grid based option. I like the variable curve options for roads but I would like something to help line them up a bit.

Turn on the wireframes grid in the building options. Near where you can choose to pay with rubels or dollars.

Fray
Oct 22, 2010


It’s like they’re reading my mind.

Anime Store Adventure
May 6, 2009


Fray posted:

It’s like they’re reading my mind.

The last 4 or more devblogs have had me saying the same thing.

OwlFancier
Aug 22, 2013

Wicked Weasel posted:

Turn on the wireframes grid in the building options. Near where you can choose to pay with rubels or dollars.

Yeah I know about that, what I mean is I would like grid snapping to make actually lining things up easier, especially if they combined it with the ability to make big rows of apartments that are wall to wall.

Anime Store Adventure
May 6, 2009


OwlFancier posted:

Yeah I know about that, what I mean is I would like grid snapping to make actually lining things up easier, especially if they combined it with the ability to make big rows of apartments that are wall to wall.

They definitely have the ability to do the latter too, and it would be great to have official ones and snapping to each other. Rob074 has a few sets of apartments that can all appear to be wall to wall and even a working “gate” with a road passageway if you make a block of them. The problem is you have to fastidiously line them up yourself right now.

OwlFancier
Aug 22, 2013

Same with the stone terraces mod, they can look great but you have to line them up pixel perfect.

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.
I bought this last month after having it on my wishlist for 2 years. I'm on my second attempt at a Cosmonaut start and loving it.

Rain and clouds are coming alongside solar and wind power! Also built-in timelapses. Also terrain painting for all your industrial complex needs.

https://www.sovietrepublic.net/post/report-for-the-community-21

Anime Store Adventure
May 6, 2009


Again all great features but I’m most pumped on terrain paints. I have tried to use ploppable concrete from mods to make complexes and it’s a huge pain most of the time.

Volmarias
Dec 31, 2002

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Anime Store Adventure posted:

Again all great features but I’m most pumped on terrain paints. I have tried to use ploppable concrete from mods to make complexes and it’s a huge pain most of the time.

I used the concrete fence mod ploppables around my nuclear facility and I have such tremendous respect for you actually getting this stuff all lined up. I'm assuming that over this goes on you'll just end up recreating complexes you've seen from pictures perfectly.

Anime Store Adventure
May 6, 2009


Volmarias posted:

I used the concrete fence mod ploppables around my nuclear facility and I have such tremendous respect for you actually getting this stuff all lined up. I'm assuming that over this goes on you'll just end up recreating complexes you've seen from pictures perfectly.

I should definitely look up references but they'd likely be difficult to use considering you have to obey or at least work around the factory/conveyor connections.

I made this on another save I didn't really intend to keep and now I'm extremely pumped to not have to futz with painting the ground as its absolutely the most annoying part, especially with big buildings like the powerplant. (Also bad quality because playing steam remote play.)

OwlFancier
Aug 22, 2013

I wonder if they will implement a similar technology for fences and other similar contiguous objects.

Though I suppose they already did with the curved bridges, perhaps that can be reused in mods.

Volmarias
Dec 31, 2002

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Anime Store Adventure posted:

I should definitely look up references but they'd likely be difficult to use considering you have to obey or at least work around the factory/conveyor connections.

I made this on another save I didn't really intend to keep and now I'm extremely pumped to not have to futz with painting the ground as its absolutely the most annoying part, especially with big buildings like the powerplant. (Also bad quality because playing steam remote play.)



Objectively gorgeous but I question your lack of unloading stations. This is only suitable for feeding heating plants that can spend half the year just restocking.

Anime Store Adventure
May 6, 2009


I’ve never used unloading stations and it’s seemed fine, but to your point it might be the power plant’s rate.

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.
I haven't objectively tested this but it seemed to me like aggregates unloaded just as fast into storage as they did at unloading stations so I stopped using them.

OwlFancier
Aug 22, 2013

Loading them into trucks takes noticeably longer without a loading station but I am not sure if I have thoroughly tested it the other way.

Volmarias
Dec 31, 2002

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There's a massive difference in unload rate for loading and unloading stations vs the building entrance. If your building being fed by the storage is consuming fast enough, it's very possible for them to be bottlenecked by the unloading speed. Again, somewhat less applicable to Sometimes Consuming facilities like heating plants or backup power stations, and not necessarily relevant for buildings with relatively dense throughout (clothes, electronics, containers, etc) but for most of my storages I make sure to have both loading and unloading stations.

Ever since I moved to using distribution centers to load up farm harvests (A+++ would recommend) you can see a line down the road of vehicles waiting to unload their crop cargos at the warehouse or grain silo. Changing that to link up to a road cargo station immediately alleviated my pressure.

Also, fun fact: the convertor pull systems being funky mean that you can't just place storages in sequence. But, if you attach them all to the industry connections of a cargo station (and short enough to not need fork lifts) you can load balance those stations by setting a truck to continuously load and unload at the same station. This is useful for things like my agro facility that feeds a food factory, a distillery, and a cow maker station vida industry connections to those silos. Because they'll consume at different rates, this allows the crops to be act as if shared in a four-in-one mega solo, rather than requiring distribution centers to try to sort it out.

I've been experimenting with using cargo planes to transport things like chemicals from my chemical plant to fabric factories across the nation, with the rationale that the distribution is inevitably uneven due to distance and the number of vehicles I need, and the fact that snow will slow it down (and the sheer amount of steel to lay rails). It's been working ok.

I've also set up an airport in my capitol city and in a couple of smaller minor cities, with the idea that students will fly to universities rather than building universities locally. It has been working OK, but adult students just don't understand how to transfer to it (or I don't know how to get them to) and they just wait forever :(

Volmarias fucked around with this message at 19:47 on Apr 4, 2021

OwlFancier
Aug 22, 2013

I use stations to load the trucks for construction because yes, otherwise they back up for miles waiting for the storage to fill them up, but I generally fill those storages via a bulk transport system, so I haven't had cause to test the unloading stations.

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.
I've always used the loading stations and I appreciate that because it makes sense - loading a truck full of gravel straight from a storage would have to be done by hand. Unloading being faster also makes sense because it's just a matter of where you're dumping it.

I do use stations for pretty much everything except for the aggregate unloading of gravel and coal, haven't gotten farther than that in my republic yet.

panascope
Mar 26, 2005

I started making semi trucks today, it made me laugh to see that the model for it is a shrunken vehicle so it can fit on the flat bed.

Pornographic Memory
Dec 17, 2008
Personally I just have dump trucks dump coal or gravel right into the storages without an unloading station and it works fine for construction and heating - I usually build a new town for each industry rather than try to feed a big megacity so having half a dozen dumpers servicing a small coal storage gets a town of 2-3,000 people through a winter fine, so long as they don't get bottlenecked at the coal source. Gravel is fine too because usually construction takes place in spurts rather than being used at a constant rate so it's rare to run stockpiles out entirely.

For power and steel though I feel like you might as well just build them right at a coal source and belt it in. Steel mills especially are so ridiculously coal hungry that it's difficult to feed them even by train.

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.
I like seeing pictures of this game, so I thought I'd share my first semi-successful cosmonaut republic. It's turning a small profit on food and gravel exports, but loan repayments will probably eat it and I messed up my railway design due to mistaken assumptions about rail construction vehicles and an overreliance on Transport Fever 2's double slip switches.

The entire republic, with future road and rail going to the nearest coal deposit ~5km away.


Import area and a small rail-yard that will probably never be completed before I start a new map.


Construction/industry area.


Socialist utopia, now with more gravel roads!


Definitely a lot of lessons learned here. Cosmonaut start is soooo slow, but I'm loving it.

Anime Store Adventure
May 6, 2009


I’ve never done true cosmonaut but I like to play that as much as is tolerable because it’s very fun.

I really like your start. I highly respect your sense of space - you have a good look for having enough room that’s enough to fit appropriate roads and rails and that without being super tight and having to wedge stuff together in weird ways. Sometimes I have very tight complexes that I like, but I sometimes think building a little extra space into it makes it look a little more pleasing and absolutely makes it easier to set up connections like rail, road, and other things.

I’m just desperate to play the new patch. I want to pick up my LP again but I need all those QOL changes and things.

Volmarias
Dec 31, 2002

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Pornographic Memory posted:

For power and steel though I feel like you might as well just build them right at a coal source and belt it in. Steel mills especially are so ridiculously coal hungry that it's difficult to feed them even by train.

Yeah, my mega complex that handles gravel, coal, and iron (and their derivatives) has belts that go from the coal / iron mines, to a small storage for buffering, to multiple refinery plants, to a large storage for buffering and distribution to other industries, (coal only: to a couple of belt connectors to allow for splitting off to feed other industries along the way, to another large storage for buffering), to the steel mill. The steel mill will take absolutely everything I mine for it. The train stops within are reserved for trainset and tram cars because it's hungry for workers too.

Even with that, I have my export trains also occasionally come back with iron or coal imports to help.

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Arven
Sep 23, 2007
Is it possible to do hard cosmonaut without mods for the smaller factories? I tried today and just barely got to autarky before I ran out of money, and I was using said mods.

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