Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
The game is playable but there's still some rough edges, especially with construction. The rail construction units aren't smart enough to know that they're allowed to back out of track they just laid, and it's desperately missing the "ignore the next signal and just go anyway" button.

On the other hand, this is the love child that Tropico had with TTD, while secretly fantasizing about the old Railroad Tycoon as they made love. I've been hooked since I bought it on sale too and I cannot stop.

Adbot
ADBOT LOVES YOU

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
Aircraft, airports, and Tourism are now available in the test branch.

Discuss.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

OwlFancier posted:

E: It's weird that there doesn't seem to be a way to use the parallel construction snap with roads, only railways.

It makes sense for rails, since double tracking is the way to handle two way traffic in spots that need the throughput, but roads already handle two-way traffic. Outside of making things thematically nice, or adding a side-road for traffic when upgrading a road, I'm not sure where you'd really use it.

WRT building, something I just recently learned is that you can click the "pause construction" button on the building, which will cancel both local construction yard assignment AND auto-build foreign construction. This is useful when you accidentally plop something with "build using rubles / dollars" on and you didn't mean to, instead of destroying and re-placing the building you can just toggle this to make it locally constructed again.

I suspect you can fiddle with this to allow for local materials and foreign labor in multi-stage construction, but that feels a little too fiddly for my tastes.

One thing I will mention, I am absolutely happy to slam the auto-build button for tiny slivers of roadway, since the game doesn't have a particularly good way to say "turn all of these concurrent road segments into one long construction project" and it's obnoxious to have 10m between 200m and 70m of road need to wait for gravel, then a bulldozer, then asphalt, then paver, etc etc etc when it should have just been on the tail end of the last one.


I cannot get over how absolutely gorgeous your cities are. I've started doing the planned city thing, and they look rather nice compared to my former method of "welp, guess I'll just plop this one too"

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

zedprime posted:

Combine these two concepts for the correct way to build long roads: string mud roads to each intersection so you can build the 10m, 200m, and 70m roads parallelly. Leave service mud roads either as the backroad for your slow vehicles or clear them later if you need to grid out/build on the new road.

I absolutely do this, but if I'm upgrading existing roads in an urban areas, it's dramatically faster to just destroy the existing road and its connections, since the leveling / paving / smoothing equipment all decides to just go right back to the construction yard instead of moving 5 meters over and waiting a few seconds. Given how usually those connections are actually necessary, my choices are "upgrade the city piecemeal so that nothing gets blocked", "gently caress all of the everything for a few months", or "press the button to spend 200 rubles X 8 times to get the worst of it over."

I know which choice I make every time.

Volmarias fucked around with this message at 21:29 on Jan 3, 2021

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Pornographic Memory posted:

Yeah I'm on my third or fourth game now and only just turning on heat. One solution I've found for this kind of lynchpin facility (previously power) is microbuses. If you just need SOMEBODY, anybody at all, to be there to run things, have a couple micro buses that stop directly at the facility to drop off workers. Only transporting like 8 workers seems uselessly low but it's enough to keep one building working, and if you have asphalt their 90kph top speed lets them make trips quickly, which helps a lot to smooth out the boom and bust of regular buses.

Until father winter comes and litters snow across your roads! Micro busses are good but you definitely want to try to get an apartment building within walking distance of your critical facilities (power, heat) since pedestrians wear skis and skates and walk as fast as normal.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

VostokProgram posted:

But those workers will die of pollution. And you'll need to plop a kindergarten and school and all that too. Maybe this is a good use case for cable cars though?

If you are a true workers paradise, bordering on perhaps bourgeois opulence, you could always create a rail stop with frequent motor rail cars to an industrial area containing municipal utilities. The workers can walk to the train station, the rail carriages are not slowed by the weather (:ussr:), and you can have relatively decent queueing of excess workers.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Yessss

Now just make it so that vehicles depart instead of being bound by a drip-feed of resources!

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

OwlFancier posted:

I'm struggling to see how trains are practical for delivering passengers. Frankly I'm struggling to see how long range commutes are practical at all. Trains have high volume but I can't see how you'd use more than a fraction of it, and you also seem like you would lose a huge amount of productivity with staffing shortages unless you somehow flood your train lines with trains, which jams them up because of block restrictions.

Aside from RP purposes, you can have a settlement far enough from an industrial area to not get pollution, but near enough to a city to arrive with plenty of time. If the train arrives and there's nowhere for a passenger to go, they remain on the train. If the train can go more or less straight back and forth between the start and finish, you can have relatively stable loads at the risk of increased unemployment from people timing out.

OwlFancier posted:

I wish that distribution centers could handle pickup from fields, seems daft really to have to store trucks in the agro farm when you only use them for a fraction of the year.

E: wait what the gently caress I just tried it again and it seems they can?? That makes farming a lot less grief. It didn't work the first time I tried it.

Yeah, it's pretty awesome, skip the agro center altogether and send that corn straight to where it needs to go!

biglads posted:

Info about the cheat menu

https://www.yekbot.com/workers-resources-soviet-republic-cheats-debug-menu/

There's an option to autospace out your buses once you've turned the cheat mode on. Can be useful if you are running multiple buses on a single line to a large facility and seeing huge peaks and troughs in the worker levels. Game should probably do it anyway but eh ....

... I'm dense, I don't see that option. Which one is it?

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

OwlFancier posted:

Presumably there is nothing stopping you from using two cargo stations if you want separate input/output, load at one, unload at the other. Obviously you get less actual storage without the mega silos.



Just be careful not to assign both of those to the same distribution center, or you'll have trucks load from the one just to immediately unload to the other.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

biglads posted:

OK, so hold down C, H & E together and you'll get a notification popup that the cheat menu is active.

From there, go into Settings and there is a new option, the General Debug/Cheat functions.

Click on this and there'll be a list of options, check the Line Spacing.



Magnificent. Thank you!

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

OwlFancier posted:

Is "escape" not just a euphemism for emigration? I haven't really been paying much concern to it.

It was more than a euphemism for many suddenly Soviet citizens.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

OwlFancier posted:

Uranium mining and processing is a somewhat dirty industry but the game does not model the fact that I am digging out hundreds of tonnes of uranium rich rocks next to the main river and apparently the majority of that mass is just disappearing in the processing step (which I assume means I am dumping it in the river) and amazingly nobody has keeled over from heavy metal poisoning or started to glow yet, so I think the game just doesn't care about that poo poo.

At a certain point, it just has to abstract things. Industry causes Pollution which hurts Health, which can only be restored by Hospital. Radiation, a special type of Pollution, can be found via a Clicking Noise.

I would certainly appreciate the versimilitude of the idea that maybe you need to do something with the remnants of your mining activity, but at a certain point you just can't make the plates fast enough.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

biglads posted:

Bus/Train them in from the Border Posts (or build an Airport and fly them in).

Worth noting, tourists will sit on trains/busses significantly longer than workers, so driving them across the country in a bus is actually feasible.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

dead gay comedy forums posted:

greetings comrades, how do you do

so I picked it up, time to delve into the links that the op have with people playing better than me to figure out how to win the GOSPLAN Worker of the Year Award

(any absolutely must-have mods even for a beginner?)

Get the workshop items for splitters, the base game only has one that splits one input to three outputs, but the workshop gives you one that splits three inputs to one output.

The pipe-over-road ones are nice, but note that they'll count as nodes for the heating pipes and effectively cool it so you should avoid where possible.

I have a few odds and ends, like rural farms, bakeries, schools, etc so that you don't have the choice between "build expensive infrastructure for a place 1/10th the size to need it", "just move everyone into a city" and "gently caress that village entirely." The rural clinic in particular is a life saver, because building a full hospital for a village of 100 is obscene.

There's tiny power plant mods, like diesel generators or RTG generators so that you don't have to wire everything up immediately, but you may view that as cheating.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

quote:

Another fix we made relates to double rail stations and chain signals. Often when two trains arrived at chain signals next to the station at the same time, the signals sent them to the same rail and caused them to deadlock each other.

Aha! AHA! It was a bug after all, not a flaw in the design!!

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
Oh thank gently caress, the QoL fixes are coming

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
I'm just glad that a bug I had with electricity from multiple imports was fixed.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

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

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

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.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

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.

:blessed:

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

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!

https://www.sovietrepublic.net/post/report-for-the-community-18

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?

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Anime Store Adventure posted:

a cask which counts as a vehicle

:psyduck:

I'll take your word for it.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
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"

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

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?

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.

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 :argh:), 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.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Arven posted:

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.

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.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

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.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

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.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

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.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
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

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

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.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Arven posted:

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.

Depends on how many oil wells you want to make.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Generation Internet posted:

It's not 100% true cosmonaut since I've bought a couple of powerlines that needed to move a few meters due to poor planning, but I definitely find that doing as much as possible without automation is the most fun.

I don't consider buying minor power lines to be cheating, especially since

1) you are physically unable to reach a construction site that connects wires to wires

2) realistically, if you were planning a bunch of small connections, the truck hauling the parts would just bring everything to the site instead of going back and forth one at a time. You don't need multiple trips for 0.04 tons of components. Same with the vehicles going out to the site.

This is actually my biggest complaint about road upgrades, especially in starts with existing villages. Because each walking paths connection can split the road into two separate lengths, and this can mean a 50m street is 15 different objects, you end up with building them one tiny bit at a time. Converting gravel to lighted sidewalk is extremely painful since trucks and people cannot go through construction sites. I really hope that something is done with this where building a road at least allows pedestrian passage at the dirt road speed, or all road construction in a line can potentially be grouped together.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Anime Store Adventure posted:

They did add the ability for things like excavators to path directly to a new job instead of having to go all the way home in the last patch. I don’t think it probably works with hauling because of the “take only the amount of goods you need to the site.”

It would be nice if there was a sort of overflow storage for construction. You can’t store 300t of steel for the next phase, but maybe let vehicles drop off lesser used resources in advance so they’re there and ready for the next phase.

For adjacentcy jobs with multiple stages of equipment, having them just wait there would be nice. Done paving this section of asphalt? Cool, please wait at the next one, unless there's another job that needs you now. Rollers and bulldozers too! I definitely have not seen excavators route between sites but I suppose I wasn't looking.

Being able to place equipment into open hulls at the construction factory is a gigantic time saver, to say nothing of preventing the traffic from blacking up behind it. There's just so many little QoL things that would help.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Anime Store Adventure posted:

https://www.sovietrepublic.net/post/report-for-the-community-22

Not too much new (about this patch) but some teasers for the next one. I am excited for so much in this new patch that I can’t stand it. I don’t want to play without so many of the teased features already.

I am a little on the fence about the police mechanics. I think they could be cool, but I’m worried they might end up creating weird political arguments that I hope the devs either ignore or are prepared for. Beyond the title and the monuments the game feels really apolitical if you can handwave a fully planned economy as just a game mechanic. I suppose I don’t mind the game taking a stab at this, but I’ll have to see what it looks like and I hope they’re very conscious about the sensitivity around having secret police.

There's already a "government support" graph, it just hasn't had any use yet in game, and emigration is already labeled "escapes." Given that the devs apparently either lived through communism or are children of people who did, I think they'll have a better take on this than we do.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
Fair enough, might be sensible to just ask devs to make it an option like winter or fires

Just absolutely gently caress how constant fires are when "frequent" is set, along with how inconsequential it usually is. I usually read the "we put the fire out" message before the "there's a fire" message because I just tune out most of the notices.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
I've started a new Cosmonaut start, just to see how long it takes to start expanding from a border town, without using tourism since that's kind of cheaty. I've left fires on Normal, which is a reasonably small number actually occurring and requires me to not just ignore fire coverage outright while still preventing me from just getting buried in fire notices. Fire helicopters are going to be such a convenience!

I don't think I've appreciated how valuable instantaneous auto pay construction is for things like power lines or paths as much as I do now. Paths definitely need to be able to be constructed directly from buildings like power lines and conveyors though.

Having to import materials like crops shows pretty early how infeasible an import / export economy, even if it's dramatically cheaper than creating crop fields yourself.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
I'm absolutely delighted by the helicopter based construction, except for the small issue that you cannot deliver asphalt by helicopter and most buildings still require asphalt...

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Arven posted:

One bad thing (maybe a bug?) about the beta patch seems to be that asphalt roads now take as long as railroads to build. Only a single piece of equipment can be assigned no matter the size, so stretches of highways take years to build.

Break that bad boy down into manageable chunks!

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
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 :ussr:

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

Adbot
ADBOT LOVES YOU

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

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.

This also works for asphalt and concrete plants but from the looks of it helicopters physically cannot hold those resources.

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)

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply