Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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3division  [developer] 27 Jul @ 4:46am
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1.1.0.13 (.14) (.15) - prefabs panels locked with research + new vehicles
Hello,

After a longer pause, we’re introducing new changes!

1.1.0.13

  • Added wooded electrified railway
  • Concrete railway research is connected to prefab panels and after electrified railway research
  • Added brick sewage systems
  • Locked concrete panels, concrete railways, and sewage systems behind research
  • added S4 Harvester,
  • added coal processing and loading
  • added an old clothing factory,
  • added old train aggregate loading stations,
  • waste container stands require concrete instead of panels
  • added a simple open storage without crane (cheap to build, slightly less capacity, fewer connections, slow loading and unloading),
  • added a tiny heating plant,
  • added missing on-click building sounds,
  • Wismar Z can now transport liquid fertilizer,
  • buffed the Communar Combine to 12 km/h.
  • added a small brick factory,
  • added two new combine harvesters (Stalinets-1 and Stalinets-6),
  • added SKhTZ NATI bulldozer and tractor
  • added smaller coal and iron mines
  • added skins for Ya-4 trucks,
  • BBÖ 214 is now available for dollars, not rubles,
  • adjusted the price of the basic open storage,
  • added footpath connections for the coal processing plant
  • Fixed issues with pricing when starting a game in Early Start mode
  • Fixed issue preventing Early Start mode from launching on some workshop maps
  • Fixed issue where mirrored custom houses were not replaced in older Early Start variants
  • Fixed issue where upgrading brick roads with sidewalks to tram or trolleybus roads was instantaneous
  • Added decorative brick pavement
  • Fixed issue where asphalt and brick roads or footpaths were sometimes merged into a single piece
  • Added high-voltage connection to production lines
  • Fixed issue where synthetic fertilizer could not be selected in Early Start mode

1.1.0.14

  • Fixed upgrading wood rail track to wooden track with electric poles
  • New Ya-4 skins

1.1.0.15

  • Hotfix for locking prefab infrastructure behind research in non-Early Start games
  • Tweaked tank capacity and pollution levels of early heating plants
  • Cooling tower no longer locked behind Modern Industry research
Last edited by 3division; 30 Jul @ 12:38am
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Showing 1-15 of 54 comments
Upgrading wooden rail to electrified wooden rail requires a full rebuild of the track, not just wiring installation. is this intended?
Edit: Same with electrified wooden rail to electrified concrete rail, full rebuild.
Last edited by Redkid Joker; 27 Jul @ 5:39am
reason 27 Jul @ 6:34am 
Originally posted by Redkid Joker:
Upgrading wooden rail to electrified wooden rail requires a full rebuild of the track, not just wiring installation. is this intended?
Edit: Same with electrified wooden rail to electrified concrete rail, full rebuild.
In both cases the gravel and steel are reused. Not reusing the boards when electrifying wooden railways looks like a bug.

As for upgrading electrified wooden ones to electrified concrete - the pillars are different between these so it makes sense that they have to be rebuilt.
3division  [developer] 27 Jul @ 9:01am 
I've fixed upgrading wooded railway to electrified wooden railway as this was not intend.. upgrading wooden to concrete (any level) is intend to rebuild all
reason 27 Jul @ 10:12am 
Originally posted by 3division:
  • BBÖ 214 is now available for dollars, not rubles,
Looks like this change didn't go through, it's still listed for rubles.

Originally posted by 3division:
  • Added decorative brick pavement
These are called "Gravel road/square" in the menu.
Last edited by reason; 27 Jul @ 10:12am
Dirty Rider 27 Jul @ 2:33pm 
1.1.0.13 Test builds. No Mods, No DLC's

Not a fan of sewer being locked behind prefab panel RnD. So now we have to sort out Rnd before we have a place to shuffle ♥♥♥♥? Yet water is not also restricted behind the same thing, for and lets face, the same pipe? I can understand maybe the med and lrg ones, but all of them? Just artificially made it harder for no real reason or game-play loop logic.

If we had different types of pipe materials that would make sense. Please consider changing this to something reasonable.

Edit; Why do you keep locking things behind Prefab panels? Are you out of ideas?
The more I look at the sewer changes, the less I like them. We cant lay sewer pipe, but know how to treat it w\o any Rnd? Common now, you're better then that.

Frankkly, the more I think about it, the more this looks like a fever dream of changes. We can place down sewer discharge, but can't hook up a single pipe. .WHUT? Agian, same with treatment and sewer load\unload. If you think about the logical progression of how this should play out it looks like this

Small pipe + tank + 5m pump + discharge to start. Everything beyond that should be locked and scaled behind logical RnD progression.

Sorry for the rant, but this is the first change that seems to be for early start DLC that has now corrupted the vanilla game-play.

Edit 2; After looking around a bit more, you've missed the mark completely.

Power; 1.5mw pole needs prefab, but the other 3 don't? WHUT? Among other things.

Water; Nothing is locked, yet by your design changes, most all of it should be.

Sewer; We discuss that above.

Heating; Same as water, nothing locked behind Rnd, though by your changes it should be.

Garbage; This might be the more balanced approve of how you progress. Well done.

Residential; Seems...fine, albeit the go to "Locked behind Prefab Panels"

State Inf.; Nothing locked for hospitals or fire. 3\4 schools are "Locked behind Prefab Panels", Uni should also follow the progression you've set forth with other changes, but haven't. Crime & Punishment seems alright. Maintenance, specifically the tech buildings are not locked, but once more, should be by how you've done other things.

If we keep going down the list, its just a repetitive example of impressiveness "Locked behind X". Some things are balanced well this way, others are not.

I emplor you to re factor your logic and reasons behind some of the changes.


Last edited by Dirty Rider; 27 Jul @ 3:27pm
esbenmf 27 Jul @ 3:17pm 
You didn't notice the "added brick sewer"?
Originally posted by esbenmf:
You didn't notice the "added brick sewer"?
I did, but that only applys if you have the DLC "Early Start". I don't have it, nor do I want it. A dlc that effects the main game in balance is not a healthy way to balance things.

https://imgur.com/MmLfyr1
Last edited by Dirty Rider; 27 Jul @ 3:25pm
Kalmoire 27 Jul @ 4:34pm 
It will probably be split into two technologies then, one unlocking basic prefab use, and the other for just making housing out of it.
Last edited by Kalmoire; 27 Jul @ 4:34pm
Nice patch but Im with the others on this one, even if I own the Early start DLC I dont think Brick sewers should be Early start DLC exclusive, that kind of force people to buy the DLC to use sewer early in the 1960 ... *it feels like you are* removing content from the base game to force people to buy the DLC ... which suprise me of you guys
Last edited by MadSlipknot; 27 Jul @ 9:07pm
Novu 27 Jul @ 7:52pm 
They didn't remove anything from the base game. They added an extra feature to the DLC.
Relevant for the base game:
The “small” Communist Party headquarters, which is intended to facilitate the start of the game for research purposes, cannot be built anymore because it contains prefabricated components.

Anyhow, multiple Buildings or structures can't be build anymore.
Originally posted by Novu:
They didn't remove anything from the base game. They added an extra feature to the DLC.
Never said they removed anything, Ive fix my comment so its more clear, But lets add context : Lets say I don't own the Early start DLC, Before this patch I would start a game in 1960 and be able to build sewage pipe, since this patch sewage is locked behind research UNLESS I own the Early start DLC then I can build brick sewage until I unlock the research for prefab. Kiwi makes a point with the small HQ. Its just an opinion but the release of a DLC should not impact a Base game functionality in favor of DLC's since we are past v1.0
Last edited by MadSlipknot; 27 Jul @ 9:10pm
Popugai 27 Jul @ 10:18pm 
Sewage system is locked behind a research for a base game? What a mess.
ValaCities 27 Jul @ 11:07pm 
Yeah, they should QA without DLC... or at least have Prefab already unlocked in vanilla.
Lasrod 27 Jul @ 11:31pm 
Very good and reasonable feedback in this thread. I hope the developers listen before the patch gets released.
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