Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

Postal Service
50 Comments
AAA 10 Jun @ 6:11pm 
It is recommended to add railway mail wagons to meet inter-city or customs postal needs
Zairya 8 Jun @ 10:15am 
I tried using the carriages with teh highest capacity (made by Novu) and they don't transport anything.
I have a rough guess that the clogging mail is the intercity mail. Is it possible to configure the 2km requirement? I made marks to track the distance between my towns and it's not more than 2km going by name tags
robs074  [author] 6 Jun @ 11:24pm 
Vehicles' postal capacity is directly proportional to their usual capacity, so simply use big ones if smaller ones aren't enough :D
There may also be other issues, such as a population asymmetry between your two towns (if one is much bigger, it will create more mail than the other can handle). Consider also building a main post office which collects all mail within a radius of 1 km in one place, it will greatly simplify postal lines.
Zairya 6 Jun @ 12:48pm 
Hi robs074,

could you recommend covered trucks fo rthe route between offices? I'm struggling with moving all the mails around the city. they take 500-700 per round but the office gets swamped with mails. I have no idea how to manage this. My city has 2 500- 3000 inhabitants with 4-5 post offices. at the moment, I'm not getting any happiness bonus but a headache.

Thx for making the script and all the other nice scripts
robs074  [author] 20 May @ 7:22am 
It's only in English.
bacons960 20 May @ 7:15am 
hi robs074 How can I change the language?
Lulu is god 5 Mar @ 12:52pm 
this guy makes banger after banger. great mods!
robs074  [author] 20 Feb @ 7:31am 
Liczba pracowników w obecnej wersji nie ma na nic wpływu poza tym, że gdy jest ich bardzo mało lub nie ma wcale, poczta przestaje działać. Możliwe, że kiedyś się to zmieni, ale na razie nie jest to mój priorytet.

Poczty w rozumieniu tego moda są jawnie wykluczone w kodzie moda biurowego z generowania usług.
Janek Deniro 20 Feb @ 4:19am 
Mam nadzieję, że któregoś dnia trochę uproszczą dodawanie skryptów itp., żeby nie trzeba było nowych zasobów dodawać w okienkach. A co do moda mam 2 pytania:
1. Czy ilość pracowników na poczcie ma na coś wpływ?
2. Czy można dodać pocztę jako budynek produkujący usługi z innego twojego skryptu? Mam wrażenie, że kiedyś mi wyskakiwało to okienko, ale sam już nie wiem...
AgentMaks 7 Jan @ 4:11am 
Oj to wcale nie jest takie pewne :D. Raz mi taki skrypt rozwalił grę, ale zaufam i uruchomię :steamhappy:
robs074  [author] 23 Dec, 2024 @ 4:00am 
No gdyby nie działał tobym go nie udostępniał. A na dodanie do gry bym nie liczył :D
AgentMaks 22 Dec, 2024 @ 11:10pm 
ten skrypt działa dobrze? I czy psuje gre? Bo wygląda interesująco (może twórcy dodadzą go jako mechanike w grze, podobnie jak twoje modele budynków)
robs074  [author] 18 Dec, 2024 @ 10:07pm 
Postal trucks' capacity is calculated from their usual capacity multiplied by some constant.
The ideal amount of trucks depends on the distance between the post offices, the number of inhabitants they serve and the capacity and speed of vehicles, so it's hard to tell.
Yes, citizens slowly take their mail from post offices once it's delivered. They don't physically visit post offices because that's impossible to script, but the rate of decrease is proportional to the number of workers within walking distance from the post office. Customs offices have a low, constant rate that is mostly useful in the early game before you have at least two similarly sized cities separated by 2 km.
topgunmadt 18 Dec, 2024 @ 3:07pm 
I got a question: how much mail can postal trucks carry, and what would be an ideal amount of trucks to assign to this? Also, If mail is moved from one area to the next, how is mail decreased - do citizens pull out mail from the post office or do we have to deliver it to the customs house?
robs074  [author] 26 Oct, 2024 @ 2:43am 
Yes.
Not a Weatherman 25 Oct, 2024 @ 3:10pm 
Is it normal for "Mail Overview" window to constantly pop up when you click the custom house or post office?
MrDudu 1 Oct, 2024 @ 11:39am 
i super bo właśnie dużej starej poczty najbardziej trzeba, powodzenia
robs074  [author] 29 Sep, 2024 @ 9:38pm 
Trudno znaleźć jakieś małe pawilony z tego okresu. Wtedy sklepy, poczty i inne usługi były po prostu na parterach budynków. Będzie natomiast duża poczta z Tczewa w tym stylu niedługo.
MrDudu 29 Sep, 2024 @ 2:32pm 
hej a myslales moze o nieco starszych budynkach poczty tak z lat 50?
robs074  [author] 19 Aug, 2024 @ 10:04pm 
1. Not necessarily, you can use customs houses for that. If you want to connect two towns, make sure that the post offices there are separated by at least 2 km, otherwise it won't count as intercity mail.
2. The script cannot read if vehicles load or unload at their stops, so this setting is irrelevant. Remember to uncheck loading anything at the customs house though as it will load a mix of all covered goods :D
Tekore 19 Aug, 2024 @ 11:21am 
Some questions for planning purposes:
1-Should I wait to start the script until there are two towns that have post offices?
2-for a office to office or post office <> customs house route, do I need to have load/unload enabled at all stops?
robs074  [author] 17 Aug, 2024 @ 8:20am 
It could be that the post offices are too close to each other.
Lyfestyle 17 Aug, 2024 @ 7:27am 
Sorry to bother but i cant get any mail enroute.
The Man Who Buy The World 3 Aug, 2024 @ 12:31am 
going postal???
robs074  [author] 2 Aug, 2024 @ 11:52pm 
If you want something related to money, use another script of mine (Useful Offices Mod).

More complex mail distribution would be impossible to script.
Royal Coyote 2 Aug, 2024 @ 6:50am 
Is there anyway to generate money from this as I think even in the soviet union there was stap costs or post costs and if you wanted to send within the block a higher cost and outside the block probably screening and selective on who's mail was delivered and a cost for that also, I think it would help develop a larger economy via domestic and international post also you could add an extra step and deliver mail to a sorting office that distributes the mail and can also package X amount into travel crates that can be flown shipped or trucked like containers

Sorry just a suggestion 😅
jsc 18 Jul, 2024 @ 4:44am 
coool
The Man Who Buy The World 23 Jun, 2024 @ 6:05am 
going postal
Tlya 16 Jun, 2024 @ 4:25am 
Wow.... WOW!!!!!
robs074  [author] 9 Jun, 2024 @ 9:40pm 
Well, you can check the code in the mod folder (Steam\steamapps\workshop\content\784150\3214533845)
Merchant_of_Mercia 9 Jun, 2024 @ 4:57pm 
Hi mate, how did you code this? I am interested in doing something similar for a light weight arms/ military industry mod.
robs074  [author] 25 Apr, 2024 @ 10:06pm 
No, unless I gave the post offices direct rail/plane connections :D More complex mail transport is impossible because I can't read if the vehicle loads or unloads it. And even if that were possible, it'd allow mixing mail from different sources, which would need a much more complex system to handle.
DasGI 25 Apr, 2024 @ 7:59pm 
i assume there would be no way to do rail or air transport of mail aswell?
robs074  [author] 14 Apr, 2024 @ 3:10am 
And I seriously doubt it :P
Devin Cant 14 Apr, 2024 @ 2:03am 
I hope that post offices will be introduced as a basic version available in the game, as well as newspaper printing houses, I also hope
robs074  [author] 12 Apr, 2024 @ 10:37am 
As for your first question, it'd be helpful if you sent me your save in a private message, there might be some kind of bug in the script.
Zerberr 12 Apr, 2024 @ 8:50am 
oh my bad, forgot the road subtype. Now it works, yay!
Zerberr 12 Apr, 2024 @ 8:20am 
Yeah, probably that would be the best solution.

Couple of questions:
I have only one local post office, it shows 2000 mail stored. I also have a covered truck on the route between customs and post office. However it doesn't seem to reduce amount of mail in PO and doesn't bring anything from customs. Am I missing some step?

Second, I tried to modify "village shop" to serve as a post office (for early starts and villages), essentially copied Pozcta2 contents to new folder Pozta3, added there models and altered ini. Now I have Pozta3 that looks like village shop and acts like town hall with null storage, but no mail-related functionality exist. Do I need to include it elsewhere?
robs074  [author] 11 Apr, 2024 @ 11:04pm 
I could make it so by default it only pops up when the customs office is full or almost full, would it be better?
Zerberr 11 Apr, 2024 @ 8:18pm 
one thing that may use tweaking is mail pop-up every time i click on customs, gets annoying. maybe an option to disable this particular piece of info?
robs074  [author] 10 Apr, 2024 @ 10:51pm 
It means you may expect bug fixes and balancing if necessary, but no serious changes. It will come out from beta after a month or so, to give people time to find bugs and state their opinions on the balance :D
Bastardo 10 Apr, 2024 @ 10:40pm 
This sounds really interesting. Regarding the "beta" status - do you anticipate any changes soon? Should I wait before trying to use it?
Merloss 10 Apr, 2024 @ 6:54pm 
thats very cool, makes it way more realistic. The game needs more systems like that
Karma 10 Apr, 2024 @ 9:05am 
Ooh, very clever! Impressive that you've managed to mod this in.
Traderwithdeath 9 Apr, 2024 @ 10:06am 
great mod 10/10 hope this will be part of base game
ZoM 7 Apr, 2024 @ 8:42am 
@PanSer это мод на чувака из игры Postal
MXMS GoodCat 7 Apr, 2024 @ 6:50am 
Почта, что тут не понятно?
PanSer 7 Apr, 2024 @ 6:16am 
нихуя не понял. что это блять
Didts 7 Apr, 2024 @ 5:56am 
Mega giga fantastic, hope the devs see the light and add this in the base game.
Zerberr 6 Apr, 2024 @ 7:13pm 
That's fantastic addition that was really needed in game. Thank you!