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Even though wireframes aren't a perfect way to do grids, having a hotkey for it is still going to make it much easier!
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# ? Apr 22, 2021 20:53 |
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# ? May 30, 2024 08:36 |
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The terrain mapping mode is just gorgeous and makes things so much more understandable. The helicopter construction offices are just magnificent. I only wish there was a way to make remote buildings that require asphalt and concrete (nearly all of them do, though pipelines do not!) so that my republic could build itself solely through the skies, as it flies into the future Seriously though, it's very expensive, but being able to whoosh workers to very distant construction sites without worrying about them timing out (or having to build better roads so that they don't) is a big help. No need to dispatch a big and clumsy truck to bring 0.1t of electrical equipment. I have yet to see the helicopters act as fire fighters, but I long to see them do so. I just wish I knew how that could be set up. Volmarias fucked around with this message at 05:56 on Apr 23, 2021 |
# ? Apr 23, 2021 05:53 |
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Apparently you have to build a helipad adjacent to your structures and they will gain the ability to use helicopters, there is some sort of link indicator if they are close enough. This is also used to expand the helicopter capacity of things like helicopter construction yards. This also works for asphalt and concrete plants but from the looks of it helicopters physically cannot hold those resources.
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# ? Apr 23, 2021 18:26 |
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In Glorious Danaruland, a helicopter lands in your back yard to pick up your kids for school. Some day we hope Glorious Leader finally remembers the construction production order so we have fewer warehouses full of quarried rock and roads that lead to nowhere
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# ? Apr 23, 2021 18:38 |
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OwlFancier posted:Apparently you have to build a helipad adjacent to your structures and they will gain the ability to use helicopters, there is some sort of link indicator if they are close enough. This is also used to expand the helicopter capacity of things like helicopter construction yards. Really? I've set up a cargo helipad with factory and conveyor connections, so that concrete and asphalt are the only things I can't get, just having it next to the building sounds pretty neat. I did try building a helipad next to a concrete plant, but I tried using the factory connection. I guess it makes sense that you would need some kind of specialized cement squirter. Once Nova Cosmos is developed enough, I want to try building a town in the mountains, cut off from the world except for a single dirt road. Cargo aircraft to bring in and carry out everything! ... Actually this sounds like an excellent way to have played the island map I have, especially since windmills now mean you don't need to spend HUNDREDS OF THOUSANDS OF RUBLES just to get a tiny bit of juice (without mods that is, radio thermal reactors best reactors)
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# ? Apr 23, 2021 20:29 |
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It was in the video posted upthread but that may simply allow the building to be serviced by a passenger helicopter. I assume the reason you can't move asphalt or concrete in a helicopter is because they need specialized systems in the transport vehicle to keep them useable, that's why concrete trucks have the spinny bit and tarmac is heated. Obviously the solution is to let you put a cement truck in a helicopter. OwlFancier fucked around with this message at 21:14 on Apr 23, 2021 |
# ? Apr 23, 2021 21:08 |
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OwlFancier posted:It was in the video posted upthread but that may simply allow the building to be serviced by a passenger helicopter. Ultravisionary Soviet Science should have little difficulty in solving this problem for the future of the people!
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# ? Apr 23, 2021 21:24 |
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I mean yes the idea of doing strafing runs on trenches and roadways with helicopters full of concrete and tarmac is certainly An Option.
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# ? Apr 23, 2021 21:27 |
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Why not simply airlift the cement truck?
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# ? Apr 23, 2021 22:16 |
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I love that in true Soviet fashion, we have arrived not at “complex helicopter that uses the rotor blade to spin concrete and will be produced by Halliburton” but “what if we put a cement truck in a big rear end helicopter.” Necessary thread watching: https://youtu.be/yOApFeEgHcE TLDR: the soviets wanted to sneak ICBMs into the taiga and built this monster (available on the workshop!) to shuffle them there.
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# ? Apr 23, 2021 22:55 |
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You're all joking but now I want to somehow try to do this.
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# ? Apr 24, 2021 02:12 |
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I mean I wasn't necessarily joking, the asphalt needs to be fed into a paver if you're building roads with it (or at least, that's what the pavers are for, they work in conjunction with asphalt trucks) so you would need to literally carry a truck to the site for that at least. I don't know if the game allows nested cargo though, all the vehicles you can load into flatbeds automatically are just work vehicles not cargo ones.
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# ? Apr 24, 2021 02:39 |
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OwlFancier posted:I mean I wasn't necessarily joking, the asphalt needs to be fed into a paver if you're building roads with it (or at least, that's what the pavers are for, they work in conjunction with asphalt trucks) so you would need to literally carry a truck to the site for that at least. You can just do it with shovels and patience in the game, so slinging a hot, sticky load () under a helicopter to be delivered seems like it would do.
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# ? Apr 24, 2021 02:50 |
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Wow wind power sure sucks dick huh.
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# ? Apr 24, 2021 11:39 |
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Firos posted:Wow wind power sure sucks dick huh. As a replacement for your main grid power, sure. It’s absolutely magical to have it for one or two buildings that you don’t want to drop a substation for out in nowhereland though.
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# ? Apr 24, 2021 13:55 |
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The functionality of a power building that requires no manpower is gonna make it great for mods- all of the existing RTG and wind turbine mods required workers.
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# ? Apr 24, 2021 14:08 |
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I had a look at it but do they all require their own HV connection?? THat's a shitloads of switches you gotta build.
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# ? Apr 24, 2021 14:22 |
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I just can't quite wrap my head around how to safely use wind power without some kind of battery/capacitor. Too much Rimworld/Factorio/Satisfactory logic baked into my brain there, I have no idea how Soviet power grids actually operated. I guess they could be a nice early game supplement so you don't have to import as much power? Importing is so cheap it might not even be worth the steel though.
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# ? Apr 24, 2021 14:32 |
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I think the idea is that normal powerplants only run when power is needed on the grid, so you just have a coal plant or something to pick up the slack. The question is, is the pollution proportional to how much the plant actually runs? I feel like they quietly made pollution matter more this patch. It doesn't seem like you can plop housing blocks next to a refinery and just offset it with a hospital anymore.
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# ? Apr 24, 2021 16:17 |
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OwlFancier posted:I mean yes the idea of doing strafing runs on trenches and roadways with helicopters full of concrete and tarmac is certainly An Option. Our comrades in the glorious peoples' frontal aviation will load asphalt in special tubes previously made for napalm on their MIG 21s, then constantly barrel roll on their way to the work site. At the work site a forward air controller (some drunk who ambled into the construction yard bus or helicopter) will then guide the bombing run to surgically place the asphalt where it's needed
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# ? Apr 24, 2021 16:52 |
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Part of me kind of wants the game to transition into a full blown wargame about half way through so you're handling the logistics of getting missiles to your SAM installations and keeping your tanks supplied with fuel and shells.
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# ? Apr 24, 2021 16:54 |
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Arven posted:I think the idea is that normal powerplants only run when power is needed on the grid, so you just have a coal plant or something to pick up the slack. The question is, is the pollution proportional to how much the plant actually runs? Yes pollution is proportional to production levels, you only get the full listed pollution when the facility is operating at maximum output.
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# ? Apr 24, 2021 17:43 |
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OwlFancier posted:I had a look at it but do they all require their own HV connection?? No, at least not wind. Both wind plants are MV. My big problem is that some weirdness in how the electricity is calculated means that they cause brownouts when connected, even when there's more than enough electricity elsewhere, but apparently only in certain cases? It's confusing. They also seem to barely work, at least as far as I have noticed. Placing one on a hilltop seems to work just as well / poorly as one in a valley or plain. E: I am, however looking forward to the medium term plan of adding a gas power plant to my oilfield! The massive 100t oil trucks have also made a truck based export economy feasible, it's just delightful! Volmarias fucked around with this message at 18:15 on Apr 24, 2021 |
# ? Apr 24, 2021 18:12 |
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Weird behaviour I noticed, had a hard time getting the busses full of workers until I noticed the bus platform by my residential sector was full of "passengers". Once I turned off passengers, they all left and made room for actual workers. The only two areas besides the residential town are oil production and construction material production, nowhere non-workers would need to go, so what the hell were the passengers trying to get to
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# ? Apr 24, 2021 20:21 |
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Danaru posted:Weird behaviour I noticed, had a hard time getting the busses full of workers until I noticed the bus platform by my residential sector was full of "passengers". Once I turned off passengers, they all left and made room for actual workers. The only two areas besides the residential town are oil production and construction material production, nowhere non-workers would need to go, so what the hell were the passengers trying to get to If there's no local building that they can reserve a spot in to meet a particular need they're looking for, they'll queue at a bus stop to find some place else that can. It's a frustrating unexplained foot gun, but once you know what it is things get a little better. If you have a smaller city, it's usually a decent idea to build your housing around all of the local needs, save for extremely expensive things like university, since people can walk up to 400m (or equivalent, when using dirt paths etc) to reach things. You can scale that to a few thousand people, and have one regular bus stop just to bring people to work and construction jobs. Once your city grows larger, you will want to have some redundancy locally, such as kindergartens, sports, etc, while a good mass transit loop can mostly let passengers satisfy their more infrequent needs. It can definitely be frustrating to deal with at first since so much of this is non obvious and not explained.
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# ? Apr 24, 2021 20:37 |
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That makes sense, fortunately this platform I only wanted workers to use for work so I can pretend I meant to do that
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# ? Apr 24, 2021 21:33 |
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It's interesting how attaching helipads to buildings makes them like, one building, functionally? It'd be interesting to see if that functionality could be expanded, combine it with snap points and you could make a really good modular building design functionality.
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# ? Apr 25, 2021 21:07 |
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I know most industries are best kept away from residential areas due to pollution, but do citizens get all NIMBY about solar/wind power or can I stick that by my apartments? I'm also curious about farming, do they take ground pollution or even just the smells into account?
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# ? Apr 25, 2021 21:42 |
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I think unless it produces pollution they don't care. And strictly they don't "care" about pollution either they just die. I don't think NIMBY is a concept in soviet socialist republic.
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# ? Apr 25, 2021 21:46 |
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"Yes comrade, we have received your complaints regarding the new steel facility that was erected 15 feet from your apartment. A comrade from the KGB will be with you before the weekend to see what might be done."
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# ? Apr 26, 2021 00:22 |
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Being sick also makes them less productive, and need to use the hospital more, a secondary drain on your resources. You're going for a worker's Utopia, right?
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# ? Apr 26, 2021 00:28 |
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Volmarias posted:No, at least not wind. Both wind plants are MV. How do you have your power grid arranged? I have a hard time wrapping my head around the power grid mechanics to be honest but I do know if you try to run too much power down one chain of too many substations you end up with brownouts at the end of your line.
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# ? Apr 26, 2021 00:31 |
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Pornographic Memory posted:How do you have your power grid arranged? I have a hard time wrapping my head around the power grid mechanics to be honest but I do know if you try to run too much power down one chain of too many substations you end up with brownouts at the end of your line. I think the problem is that it's coming in as something strange like 14kV, instead of 22k, so rather than power flowing from it, power flows back to fill in those last kV. When I placed one next to a gas station with no other connections, there was no issue (and yeah, these are pretty nice for electrifying very rural areas with minor infrastructure)
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# ? Apr 26, 2021 00:46 |
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I think my wind turbines have been entirely stationary for about half a year and the solar plant operates at about 5% output. Not sure if bug or intended. I wonder if I can ask the Mi10 to go and fly near them and see if that makes them go.
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# ? Apr 26, 2021 01:11 |
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OwlFancier posted:I think my wind turbines have been entirely stationary for about half a year and the solar plant operates at about 5% output. Sadly it does not. It's very unclear where I should be situating them as well, I'm hoping that gets cleared up a little in future patches.
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# ? Apr 26, 2021 01:23 |
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As far as I can tell they don't seem to care about being on ridgelines or altitude, though there does appear to be some sort of wind variation across the map as when they were briefly moving at all they seemed to start and stop in sequence.
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# ? Apr 26, 2021 02:04 |
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gently caress my life I think the drat things are actually directional. I just built one using the smokestack of the heating plant as a wind direction reference and it's moving when all the ones facing the other way next to it are not. E: wait no I now built a ring of them facing in all directions and none of them are spinning, but that one apparently still is??? There must be some sort of calculation going on but I have no idea what it is. OwlFancier fucked around with this message at 02:16 on Apr 26, 2021 |
# ? Apr 26, 2021 02:09 |
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I just tried them out for the first time on my rural industries and was under the impression they only produce if power is drawn (they are not connected to a grid in my game). Boy, I was not counting on pollution being a factor. I've just dived back into the game after about a year, last time I played there was no such thing as heating. I'm currently sort of trying the Potemkin challenge (I use some modded buildings and I might have exceeded my immigration budget a few times for reasons that are becoming increasingly clear to me) and I was wondering why deaths always outweighed births. Turns out placing the heating plant next to the flats in my starter town was maybe not the brightest idea.
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# ? Apr 26, 2021 02:44 |
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I started a new save on The Passages map and it rocks. It's difficult, but its beautifully crafted. I save edited the date to start in 1950 so I can feel OK going a little overboard early instead of rushing through to set up industries ASAP versus my personal date goals. Lillenstad needs even further hand decorating, but at least all but the radio station are completed. Obviously beyond its immediate borders is still under heavy work, but I'm super happy with how it came out. Especially the refinery area! From this: Noticing now I put the refinery almost dead on where the cathedral used to sit, lol. Anime Store Adventure fucked around with this message at 03:16 on Apr 26, 2021 |
# ? Apr 26, 2021 03:14 |
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# ? May 30, 2024 08:36 |
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I just spent the last five minutes staring at that. Just staring. Also, for reference, the ped bridges do NOT need the steps on either side of them. You can drag them from terrain to terrain the same way you do for road bridges.
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# ? Apr 26, 2021 03:49 |