Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Einherji May 9, 2024 @ 5:29am
How to get (max) workers on a construction site?
There is a problem - I cannot reach construction site's limit of workers no matter what.

For example, a construction site has 50 (max) workers limit, there are approximately 150-170 workers with education level basic and higher on the bus stop, but CO's bus only loads 5-10 workers at a time from that bus stop and in the bus schedule there is a "task at stop" something like "Get in 22% of <<workers>>".

So the question is how to get full bus of workers, not that 15%, 22% etc, but 100% and how to reach construction site's limit of workers?

What makes things worse, that the CO's bus only goes for workers when their amount on the construction site is nearly drops to zero. So instead of steady flow of workers I have only 3-5 workers on average on the construction site most of the time.

This weird CO's behaviour makes construction and reconstruction processes so disgustingly slow, that the game become nearly unplayable for me.

Is there a way to change that behaviour? Settings, mods, anything? Thanks.
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Showing 1-9 of 9 comments
bspawn May 9, 2024 @ 5:54am 
I don't think it can be changed.

It used to be that CO busses loaded 100% and transported workers to the construction site all the time, which resulted in a lot of workers doing nothing at while waiting for material being delivered to the site; very inefficient.
There were a lot of complaints about it, and although ideally CO worker transport should be more clever, that's probably very difficult to implement so we got this compromise.
Sirius Czech May 9, 2024 @ 8:01am 
BUY A ROAD CRANE
That´s it.

Buy a road crane to your construction office (ideally, but not necessarily only into the one) with worker buses.

There is a reason buses take less workers, because road cranes are giving workers massive productivity boost (around 5,5x). The higher the crane level, the more workers can get boost from the crane (and cranes add up together if there are more of them on site).

For many years we complained about buses wasting workers on smaller sections/sites for no apparent reasons. It has finally been fixed some months ago and it is great. So get some cranes and let them save you same massive amounts of money ;)
Silent_Shadow May 9, 2024 @ 8:41am 
You can also override it by placing a free bus stop and busing workers to the stop. Workers will get off and walk to the construction site until all slots are filled, but this will not work for "path" type infrastructure, like roads, conveyors, pipes, etc.
Last edited by Silent_Shadow; May 9, 2024 @ 9:07am
Silent_Shadow May 9, 2024 @ 8:52am 
Does anybody know what checking the "Active construction" option in the construction menu does?
Maz May 9, 2024 @ 10:28pm 
In Your Constructure Office Set The Workers Source On The Bus Stop And Buy A High Capacity Buss For The Office Or Just Buy The Needed Machines Like Crane ,Excavator ...
That Would Help The Speed Much More (Make Sure High Prioritize The Building) Would Love A Picture Of The People Waiting In Buss Stop Too, High Educated Or Simply Civilians Waiting Wont Use The Bus Only The Workers
Sirius Czech May 10, 2024 @ 4:56am 
Originally posted by Silent_Shadow:
Does anybody know what checking the "Active construction" option in the construction menu does?
I do :)
That one is a setting for buildings placed after (un)checking, similar to how "workerss outside CO" number works.

Constructions are by default "active", which means that whenever there is a CO in range with free job slots (they stop assigning at around 30-40 tasks in queue, as you surely know) with autosearch of matching type on, they will acquire it and start shipping materials/machinery to the site whenever possible. You do not always want that, so you can deactivate constructions (and thus unassign all deliveries immediately and sending machinery home):
- one by one by opening their window and un/checking its icon
- in areas by mouse dragging the marking area
- preemptively by checking this box and then starting to place things to get build

--------------

You, similar as me, are more of a "no autosearch" type, meaning we tend to act like initiators and we are there to decide what get´s done and when - if you would ALWAYS do it like this, there would be zero difference for having it checked or unchecked, as assigning any building manually to a CO makes it "active construction" immediately.

But even us are using autosearch somewhere. For example rails building, where no autosearch would be terrible. And in my case paths and roads are often on autobuild pretty soon as well for offices with dumpers and dozers, as it saves time and allows them to move between sites freely due to new CO mechanics.

And since I have paths and roads on autosearch, preparing a huge highway crossroad is something I do not want them to work before I say, so manual "ban" on first bridges/road pieces prevents access to further parts of the crossroad. But I could do it well with discussed tool and then "batch activate" the whole area and/or simply assigning all accessible pieces when I want it to get build (or both).

This simply gives options to approach constructions the way you want. And I want to praise 3D for giving this chance to us :)
Silent_Shadow May 10, 2024 @ 9:27am 
Ah thanks.
I can't say I use the batch enable/disable tools often though, as it used to be a reliable way to crash the game, but I will be using this feature.
MrKrabs May 10, 2024 @ 10:02am 
I use this function as well since a short time. I like it and I still have to get used to it.
Bailing_Out May 10, 2024 @ 10:56am 
You can build a free bus stop nearby the building under construction. Send a bus to pick up workers at one of you normal bus stops, drop them off at that free bus stop and have that bus stop send them to the building under construction
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Date Posted: May 9, 2024 @ 5:29am
Posts: 9