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OwlFancier posted:
Yes it does! Unelectrified rail is one build-step so the rail layer will build multiple segments. Same for the upgrade to electrified. It is very on brand for this game that the fastest way to build rail is also the most fiddly and annoying.
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# ? Dec 22, 2022 09:57 |
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# ? May 30, 2024 11:37 |
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Anime Store Adventure posted:(whole lotta pictures) Looks beautiful, man. You should be proud. I picked the game back up as well, and I'm still working through my initial town of pseudo-realistic (no water or heating, running everything else): Unintentionally made the farm fields just barely within walking distance of houses, rip to the division of labor. But despite the spaghetti layouts this is coming along ok. Very slow paced and most of my construction labor is still foreign workers, but we're making progress bit by bit. Once the construction field on the right is done, I'll have domestic gravel, concrete, asphalt (with imported bitumen for now), and prefab panels (with imported coal). It's a start at least; the nearest coal and oil is quite a ways away on the map, so this is the best I can do for now. Now if only I could get any workers at all at my bus stops so construction could pick up the pace...
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# ? Dec 23, 2022 15:26 |
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Thanks! Looks like a good start! I’ve never hosed with a crushed stone storage intermediary. Do you find it useful?
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# ? Dec 23, 2022 23:15 |
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spckr posted:Yes it does! Unelectrified rail is one build-step so the rail layer will build multiple segments. Same for the upgrade to electrified. Of course it works like that. Why wouldn't it work like that.
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# ? Dec 23, 2022 23:22 |
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Anime Store Adventure posted:Thanks! I don't really need it, but I got used to building it this way. It'd be more useful if the gravel processing plant had a conveyor input like it needs to.
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# ? Dec 23, 2022 23:24 |
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Merry Christmas - has anyone ever used the Christmas lights in this game?
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# ? Dec 25, 2022 18:44 |
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Anime Store Adventure posted:Merry Christmas - has anyone ever used the Christmas lights in this game? A friend of mine has Christmas lights draped over Lenin in their save right now. That's the only time I've ever seen them used.
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# ? Dec 25, 2022 23:53 |
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I strung some around my media quarter once, and once around a hotel complex, you can string them a long way from tall buildings.
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# ? Dec 26, 2022 00:32 |
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I said I'd do an update on my early start Passages game (see my previous posts in the thread for past developments), so here it is. The largest city, Rovendyma, has continued to grow. I've also spent some time beautifying the downtown area with props: The workers from the new, large flats in the downtown area near the radio station mostly supply the expanded oil fields and refinery works: (I like those modded offshore wells quite a bit. The textures are a little off close up, but from a decent distance they look really neat.) The current in game date is 1951, and the real triumph of the war and post-war industrial expansion has been the completion of the Almavary complex: In addition to the steel mill, mechanical parts factory, and tank factory (now repurposed for general vehicle construction with the victory in Europe) a large locomotive and car works facility has been constructed in the top right of the image. I'm really happy with how the completed facility has turned out; essentially the entire valley is taken up by mutually supporting industries, connected by a local industrial railroad in addition to the mainline for export and imports. This industry all takes a lot of manpower, however, and the small town Klibruysk was founded across the mountains from the big city of Rovendyma: I'm not entirely happy with it; I'd wanted a more rustic, small town look. The modded pier buildings are pretty cool but they don't really fit the rest of the town as much as I'd hoped. I'll probably go back and rebuild or tweak things in the future. However, the next big challenge for my republic lies in another area. With the entire valley filled with steel works and related industry, more land must be opened to development for additional cities and a chemical/plastics industry. The only relatively flat land left are the highlands east of Mount Fist: Getting there won't be easy, however. The current plans will require a daring ascent from Almavary, up a river valley, and heavy excavation to create grades suitable for rail: The pieces aren't in place yet, but foreign currency reserves are being laid in to purchase the blueprints for the largest of western excavation equipment, and the highlands will be opened by the end of the decade. Edit: Oh, and if you're wondering, of course you can't have helicopter construction offices this early in game. By the power of modding, though, you can have zeppelin construction offices, and they make up for relative lack of capability with how cool it is to have zeppelins flying everywhere.
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# ? Dec 31, 2022 05:32 |
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This looks great!quote:I'd wanted a more rustic, small town look That's one of my big problems with W&R, gameplay-wise; the only benefit to building smaller is that you can squeeze them into a gap where you might not fit something else. There's a variety of mods for small village housing, but you're punished due to the wait time for transportation being significantly worse when things are simply far away, and the limit to how far people will walk without needing a transit leg. I would like to have peasants who will walk 3 kilometers through the snow, uphill, both ways. But! They do so with significantly decreased satisfaction or loyalty or whatever as a reason to not just ignore transit and go for concrete paths when building.
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# ? Jan 1, 2023 05:55 |
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Yeah, I think I'm going to replace the housing with some of the apartment blocks from the Hardau mod set. They have a brown brick look that will be kind of vaguely rustic while still holding a lot of people. I dunno how it will look in the end but it might be worth a try.
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# ? Jan 1, 2023 06:45 |
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Just a couple overview shots of my pseudo-realistic run (saving instant-buying for construction bugs and the like, otherwise sticking to the tenets of realistic with the options I find interesting) now that my economy has stabilized. (e: I... forgot I had posted the starter town already, on this page even. oops.) Starter town with some supplemental industries; food for the town, fabric -> clothing for some truck-based profit, uranium mining for profit and eventual power. I know industry is way too close to housing for pollution reasons, but I was a bit limited on space to work with (I'm in the very corner of my current map, on a visible riverfront) and they get a 98% college graduation rate instead to brag about. Also the spiderweb of construction industry in the background. The second town I've established, built to run the oil refinery (running on imported oil via tanker ships). Second node of the construction infrastructure web, as well, and in the foreground the groundworks for a distillery complex for even more ship-based profit (that will eventually transition to locally grown crops, as soon as I finally have the flat land to set up fields... which is a while off still). Not pictured: the rail distribution office in the middle of nowhere, the blueprints for like 40 bauxite mines and processing infrastructure that I'll eventually get to. Performance is getting rough in the starter town but I'm still having a good time. edit: might call this quits honestly, I'm losing steam rapidly. Distillery complex didn't work out either, so with ships factored in, there goes like, 5 million rubles... Layout of the map is nice for forcing expansion but realistic makes expansion painful. Plus every resource is in goddamn mountains so I'm going to need excavator/bulldozer construction offices spammed everywhere to get a reasonable dig speed... SkyeAuroline fucked around with this message at 22:23 on Jan 2, 2023 |
# ? Jan 2, 2023 04:16 |
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https://www.sovietrepublic.net/post/report-for-the-community-65 TLDR: DLCs (eventually) for Africa/Middle East, Asia, Siberia! This is awesome, I'd definitely appreciate the variety. Unfortunately I do think I'd find them a little limiting since I have 50000 mods that fit the sort of "between Warsaw and Moscow" vibe that might not look great for the middle east, but they're maybe brutalist enough it won't matter. Still, variety is great.
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# ? Jan 6, 2023 18:01 |
Anime Store Adventure posted:https://www.sovietrepublic.net/post/report-for-the-community-65 Yo This is exactly what i want. Building a socialist utopia in every corner of the world
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# ? Jan 6, 2023 18:21 |
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Soviets in Afghanistan Except Good This Time
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# ? Jan 6, 2023 18:37 |
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that kicks rear end. I hope they'll eventually do an official DLC version of the early start mods, and I dream (but probably won't get, since it wouldn't match the aesthetic as well) of an eventual future DLC, but I'll absolutely take cool new environments in the meantime. Maybe one day we'll get a USA environment and I can finally bring socialism to this hellhole.
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# ? Jan 6, 2023 20:51 |
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An earlier start and the option for alt history stuff would be really nice yeah. Honestly I would like a system whereby you can research different specific vehicles or buildings, as well as potentially processes to unlock new types of industry. It would be interesting to go for a super nuclear powered republic, or develop high speed rail, or lean into steel heavy construction. A bunch of weird and wonderful vehicle and building designs would make for a very fun game I think. There's already a couple of alt-future soviet things on the workshop.
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# ? Jan 6, 2023 21:10 |
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And let's not forget factories for building your own trains!
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# ? Jan 6, 2023 21:17 |
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OwlFancier posted:An earlier start and the option for alt history stuff would be really nice yeah. Honestly I would like a system whereby you can research different specific vehicles or buildings, as well as potentially processes to unlock new types of industry. It would be interesting to go for a super nuclear powered republic, or develop high speed rail, or lean into steel heavy construction. A past/future/alt-history DLC would be a great time to expand on the current research system, which is basically an after-thought. It would definitely be cool to be able to research your "own" vehicle designs, too, even if that just meant a time consuming but less money intensive way to unlock current designs.
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# ? Jan 6, 2023 21:57 |
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I was thinking you could model it as blueprints that are not available to buy but which you can unlock with research, and then you have to produce the vehicles yourself. Supposedly they are expanding the research system, the new garbage mechanics will require unlocks to build most of the processing options. Personally I want steam trains with the option to retrofit them with nuclear fireboxes
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# ? Jan 6, 2023 21:59 |
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OwlFancier posted:Personally I want steam trains with the option to retrofit them with nuclear fireboxes You make a compelling arguments. Any good recommendations on the alt-future mods? I haven't noticed any that caught my attention, but I haven't been looking for them, either. Mostly I just use things with a less brutalist/Soviet aesthetic or over powered stats as "futuristic."
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# ? Jan 6, 2023 22:47 |
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Mostly it's this one guy seems to be doing them, interesting designs.
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# ? Jan 7, 2023 20:49 |
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Anime Store Adventure posted:
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# ? Jan 7, 2023 21:12 |
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double nine posted:what mod did those walls come from? they look very useful That's the embankments mod (or mods, there might be one for the city embankments and one for industrial embankments, I forget.) They're nice, but can be a little finicky to place. Using the cheat landscape mode that ignores building constraints is useful for tweaking things like that. OwlFancier posted:Mostly it's this one guy seems to be doing them, interesting designs. Thanks!
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# ? Jan 7, 2023 21:51 |
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double nine posted:what mod did those walls come from? they look very useful Search “embankment” on the workshop. They’re very useful but a huge pain in the rear end to make look nice.
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# ? Jan 7, 2023 22:19 |
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thx!
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# ? Jan 7, 2023 22:32 |
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OwlFancier posted:Soviets in Afghanistan Except Good This Time Or just the People's Democratic Republic of Yemen. Which was a real thing that I somehow never knew existed until like a week ago.
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# ? Jan 8, 2023 02:46 |
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I wish the embankments mod was designed for grid snapping. Frankly I wish there were more tools like that built in, it would be nice to be able to specify like, the starting and ending height and have it terraform the land for you and place the embankment in between, or just a selection of heights with staircase connection points etc, like the new conveyor towers, and also if buildings like that could have snap points on the end. Honestly it would be really nice generally if they could use the helipad system where you can glue extra parts onto buildings to add functionality, except you could use it to glue residential components together to make big custom shaped complexes that register as a single building for pathing and statistics purposes.
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# ? Jan 8, 2023 08:18 |
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I really want to be able to build those self contained village/town units the soviet planners theorised about, where there's shops, schools, ect all within a walkable residential compound. Only make them modular, like building churches and castles in Foundation would be ideal.
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# ? Jan 8, 2023 13:40 |
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You can certainly do that albeit not with nice merging and copying. I’ve tried to really lean into that a few times but the problem I have is that from a game perspective, for me at least, it’s much easier to overbuild a central services district and just ship everyone there.
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# ? Jan 8, 2023 13:51 |
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Related, I wish there was a way to stop people crowding my stops looking for prayer. I don’t have it my dudes, and if you keep standing there you’re unemploying people in a roundabout way. I end up having to double up my stops just to avoid this.
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# ? Jan 8, 2023 13:56 |
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I don't use transit at all for public services, simply because I can't be arsed setting up the lines. I was considering trying it for the capital in my latest map but I never got round to it, so everything is walkable.
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# ? Jan 8, 2023 13:58 |
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Everyone camping out at the bus stop waiting for God is the straw that breaks the camel's back and just has you putting everything in walking distance. Otherwise a labor bus stop and a leisure bus stop and an education bus stop if you're avoiding dorms for some reason are the practical choice to make your labor sources most efficient.
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# ? Jan 8, 2023 14:48 |
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Tonight I found out that the massive, modded in Class 24 draglines that I'd saved up 25 million dollars to buy a blueprint for have a movement speed of 0, because the modder wanted to accurately represent that these kind of machines don't really move outside of the mine they're assembled in. This is great and all, except they weigh 400 tons and there's no way to disassemble them for shipping, so you either buy them in place at the facility you want to use them in or stare as they sit uselessly in your vehicle production factory's parking lot, unable to do anything. What a waste of the last 5 or so in-game years. If the modder really wanted it to function this way, they should have just made it a building, not a vehicle. Someone else has already put a bucket wheel excavator mod up that works that way.
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# ? Jan 15, 2023 06:50 |
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Log082 posted:Tonight I found out that the massive, modded in Class 24 draglines that I'd saved up 25 million dollars to buy a blueprint for have a movement speed of 0, because the modder wanted to accurately represent that these kind of machines don't really move outside of the mine they're assembled in. If it was bought at the border, you could technically edit the mod and make it have an actual speed but I don't think anything can drive itself out of the building it was built in. Maybe it's also possible to edit the weight and length spec to make it "fit" on a truck.
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# ? Jan 18, 2023 23:22 |
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buying each of my citizens a walking barn as a personal commuting vehicle.
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# ? Jan 18, 2023 23:33 |
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Log082 posted:[...] Download and install a free program called (search) "everything", it's extremely lightweight. Search your steam workshop main folder for anything related to the specific mod and you'll find the data in plain text files. You can change everything to whatever you need.
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# ? Jan 19, 2023 00:18 |
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Thanks for the advice, that's actually really helpful. I'd found the mod directory on my own before complaining about it but I assumed just changing values would be overwritten by Steam. Does that only happen if the mod updates? edit: It works! Thanks for the advice! Log082 fucked around with this message at 00:40 on Jan 19, 2023 |
# ? Jan 19, 2023 00:35 |
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Log082 posted:Thanks for the advice, that's actually really helpful. I'd found the mod directory on my own before complaining about it but I assumed just changing values would be overwritten by Steam. Does that only happen if the mod updates? Yes, only if the mod updates. What you could do to safeguard against that is to make a copy of the folder of the vehicle/structure/thing, place it right next to the original with a new name and make the edits to this copy. Pretend it's the -B model or mark. 3 etc, new in-game name saves from mixing them up. Soviet Republic is fantastically easy to mod (except for adding new functionality).
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# ? Jan 19, 2023 00:52 |
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# ? May 30, 2024 11:37 |
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ThisIsJohnWayne posted:Yes, only if the mod updates. What you could do to safeguard against that is to make a copy of the folder of the vehicle/structure/thing, place it right next to the original with a new name and make the edits to this copy. Pretend it's the -B model or mark. 3 etc, new in-game name saves from mixing them up. You can also create a mod with the files and then, steam will keep it for you if you ever have to reinstall. I "fixed" a mod container facility and just never made it public.
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# ? Jan 19, 2023 22:01 |