Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

3division  [developer] Jul 20, 2023 @ 8:57am
0.8.9.18 (.19) (.20) (.21) (.23) (.24) - Many fixes
Many fixes, for sure something else got broken.. let us known :)

0.8.9.18
  • Fixed an issue where random map resources were generated outside of the borders.
  • Fixed a problem where metros were not displayed on underground stations.
  • Addressed a bug in the technical and demolition offices that incorrectly warned about scrap being unable to be stored when aggregate storage was assigned.
  • Added a warning for construction and factories when the number of workers is set to zero.
  • Adjusted the available years for R997 and R2203 ambulances and microbuses.
  • Enabled prisoners to work in repair shops and scrapyards.
  • Fixed an issue where demolition of a road would result in it remaining as a one-way mud road.
  • Resolved a problem with electricity after fire rebuilds.
  • Fixed the issue where no asphalt truck would go to construction, but workers or pavers were sent to road construction.
  • Corrected the problem where a bus would go off-road when attempting to demolish electric wiring.
  • Fixed a bug where resources could be unloaded in small amounts despite the storage being set not to store the resource.
  • Addressed a pathfinding issue where a train would attempt to find a route to a station it was already moving in.
  • Disabled mirroring for metro stations to avoid pathfinding problems.
  • Added a warning in the distribution office window when attempting to transport waste resources from aggregate to aggregate storage without a dumper.
  • Fixed the issue where livestock storage was not placing waste into connected storages.
  • Tweaked the cost of machine replacement, decreasing it.
  • Resolved the issue where helicopters sometimes chose occupied stations at repair shops.
  • Fixed the problem with technical service not going to empty separation containers under certain circumstances.
  • Corrected the bug that prevented fertilizer from being loaded from the fertilizer plant at times.
  • Trackbuilder can now use metro track even if not assigned to the rail CO.
  • Fixed the problem that prevented assigning helicopters to the helicopter demolition office.
  • Addressed the issue with reconstruction scrapping facilities with helicopters.
  • Reduced the amount of waste from demolition by 20-30%.
  • Fixed the problem where treated patients were sent home in the middle of treatment.
  • Resolved the issue where one-way roads could be upgraded to two lanes and back in planning mode.
  • Corrected some false messages about problems in rail CO when demolishing rail tracks.
  • Fixed the issue with circling helicopters in the helicopter demolition office.
  • Addressed the problem where loading train cars at the railway distribution office ignored the specified type to load.
  • Fixed the issue when modifying prison bus lines.
  • Resolved the problem of cars getting stuck between access to buildings (may exist due to other reasons as well).
  • Fixed the issue with the vehicle production plant getting struck with long trucks.
  • Added deletion of content from the terrain_reload folder to avoid mixing saves when changing difficulty or extracting saves.

0.8.9.19
  • Added new western excavator, bulldozer, and bus.
  • Added new eastern cargo train cars, including two hoppers and one cement cistern.
  • Introduced 5 new music tracks to enhance the gaming experience.
  • Fixed the waste tutorial to provide better guidance to players.
  • Improved the functionality of the construction office, which now sends workers or pavers to asphalt laying tasks only when there's an asphalt truck heading to the construction site.
  • Added a new button to the Distribution office, allowing players to send and unload loaded vehicles that are sitting in the office.
  • Fixed an issue where trams were not entering buildings connected to repair shops.
  • Increased the speed of discarding ash from the dumps, making the game more efficient.
  • Fixed missing buttons, such as "invite immigrants" or "purchase vehicles," when buildings are undergoing reconstruction.
  • Addressed the issue where farms were not sending tractors to fertilize fields as intended.
  • Fixed a crash issue that occurred when a repair shop was demolished due to fire, while some service cars were outside.

0.8.9.20
  • Hotfix of remote repairs of vehicles


0.8.9.21
  • Decreased progression of wear and tear during fires.
  • Fixed issue where students were not attending closed schools.
  • Addressed visual problems with pedestrian crossing lines.
  • Resolved the problem of repairing personal cars at parking lots.
  • Fixed the issue with trains loading waste from aggregate loading stations.
  • Corrected rail CO pathfinding issues related to signal direction.
  • Fixed the problem where cranes occupied the parking station at the reconstruction building, causing traffic congestion.
  • Resolved the issue of trains outside rail DO being joined into trains going to load at rail DO.
  • Fixed the problem where prison buses could be assigned to regular lines via the line menu.
  • Addressed the issue with the vehicle production plant: progress of assembling vehicles was being reset during reconstruction.
  • Fixed issues with trams and single lane roads.
  • Addressed maintenance problems with modded buildings.
  • Improved performance, especially on specific graphics cards (AMD, Nvidia 4000), when placing buildings; reduced instances of low performance.
  • Fixed rust issues for train sets.
  • Corrected animated ramps in mirrored buildings.
  • Adjusted the amount of garbage generated during constructions.
  • Hack fix for crashing issue related to reconstruction of building and struck worker: After the game is loaded from autosave, it should fix itself

0.8.9.22
  • Fixed issue with tram underlay SFX.
  • Modified the formula for allocating prisoners to prisons to accommodate multiple prisons of different sizes.
  • Resolved issue where woodcutting office collapses with vehicles outside.
  • Fixed issue where trains depart from the custom house without being fully unloaded at low FPS.
  • Addressed the issue where a vehicle with 100% wear and tear blocks building access.
  • Fixed crash caused by specifying which vehicle to unload in the schedule.
  • Resolved issue affecting the quality of flats, even when maintenance is disabled.
  • Fixed crash related to the 'send to depot' command.
  • Fixed crash involving pathfinding and ship maintenance.
  • Resolved issue where waste unloading from trains could result in a small amount of waste being loaded.
  • Fixed issue where train schedule would load empty wagons, which would disappear upon saving and loading.
  • Addressed the issue that prevented setting types of wagons to join in the line setup.
  • When demolishing a building with airplane parking and heliports, they are now instantly detached to avoid crashes.
  • Fixed crash related to waiting stations

0.8.9.23
  • Hotfix of not working power plants

0.8.9.24
  • Hot fix of accessible roads not highlighted in case pathfinding error and hovering over magnification icon
  • Fix for default setting for the repair stations in realistic mode
Last edited by 3division; Sep 5, 2023 @ 9:50am
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Showing 1-15 of 43 comments
Klausberger Jul 20, 2023 @ 10:13am 
<3
Silent_Shadow Jul 20, 2023 @ 10:48am 
Good work!

Still, some issues remain (the party never ends...):
• Industries using 100% quality water will consume vastly more than they claim to need.
• Selecting the first category of vehicle/building in the "list of vehicles and buildings" will default to "bus" if a vehicle (even for non-road vehicles) or "cargo station" for buildings. For example, selecting "ambulance" will switch to "bus."
Piktas Keksas Jul 20, 2023 @ 11:10am 
So what about construction offices not detecting reconstructions automatically and not doing reconstructions?
Last edited by Piktas Keksas; Jul 20, 2023 @ 11:11am
Beast of War Jul 20, 2023 @ 11:28am 
great work
3division  [developer] Jul 20, 2023 @ 12:08pm 
Originally posted by Piktas Keksas:
So what about construction offices not detecting reconstructions automatically and not doing reconstructions?
I tried now.. I put the CO to search reconstruction with > 50% wear and tear.. I had buildings in range.. those were found and reconstructio started.. if you have save where it not working ensure checkbox in CO is checked.. or any other issue.. and in case not send us save..



Originally posted by Silent_Shadow:
• Industries using 100% quality water will consume vastly more than they claim to need.
Which information you checked?.. consumption at maximum production? (aside from other input resource) Well this is only for production.. but people working in the factory still make some extra consumption

Originally posted by Silent_Shadow:
• Selecting the first category of vehicle/building in the "list of vehicles and buildings" will default to "bus" if a vehicle (even for non-road vehicles) or "cargo station" for buildings. For example, selecting "ambulance" will switch to "bus."
Uh.. I tried but cannot reproduce or I did not get it :) .. I just opened the list of all buildings in one well developed map.. then I had access list of all vehicles.. clicking on "bus" or ambulance gave me proper list.. maybe some more exact steps?
melkij Jul 20, 2023 @ 12:17pm 
Originally posted by 3division:
Originally posted by Silent_Shadow:
• Industries using 100% quality water will consume vastly more than they claim to need.
Which information you checked?.. consumption at maximum production? (aside from other input resource) Well this is only for production.. but people working in the factory still make some extra consumption
These two reports, I think:
https://steamcommunity.com/app/784150/discussions/0/3808407060879653499/#c3808407060881960585
https://steamcommunity.com/app/784150/discussions/6/3816284554978299591/?ctp=8#c3808407060879393343
Reproducible only with 100% pure water, not with own water production.
Silent_Shadow Jul 20, 2023 @ 12:22pm 
Yep. Here are some more screen shots too:

List of Vehicles and Buildings Category Selection Bug
Selecting the first category in the filter list defaults to "bus" for vehicles (road vehicles, trains, airplanes, helicopter, or containers) and "cargo station" for buildings.

To reproduce, just select the first category in the filter list.
https://steamcommunity.com/sharedfiles/filedetails/?id=3007340517
https://steamcommunity.com/sharedfiles/filedetails/?id=3007340620

https://steamcommunity.com/sharedfiles/filedetails/?id=3007341008
https://steamcommunity.com/sharedfiles/filedetails/?id=3007341081

Water usage bug
Water substations will consume much more pure water than the industries drawing from them are calling for, even after water tanks fill up completely.
https://steamcommunity.com/sharedfiles/filedetails/?id=3007344690
While not depicted, the food factory will complain about not having any water to use, but the complaint flickers in and out rapidly. The low tank level is visible though.

When the 100% quality water is mixed with even a little sub 100% quality water, the flow from the substation falls to a little over the amount specified by the food factory. You can also see the food factory's water tank start to fill up.
https://steamcommunity.com/sharedfiles/filedetails/?id=3007344871

Strangely though, the water flow meter at the factory does not seem to account for water used for industrial purposes, but rather just the amount of drinking water used.
Last edited by Silent_Shadow; Jul 20, 2023 @ 12:56pm
Antik Jul 20, 2023 @ 12:24pm 
Any news on ways to legitimately sell used ships/planes/helis instead of paying more to get them scrapped and get nothing in return?
Silent_Shadow Jul 20, 2023 @ 12:31pm 
The "Types availability" option for the List of vehicles and buildings is also affected:
https://steamcommunity.com/sharedfiles/filedetails/?id=3007348972
https://steamcommunity.com/sharedfiles/filedetails/?id=3007349065
Last edited by Silent_Shadow; Jul 20, 2023 @ 12:35pm
Vimes Jul 20, 2023 @ 3:33pm 
Originally posted by Silent_Shadow:
The "Types availability" option for the List of vehicles and buildings is also affected:
https://steamcommunity.com/sharedfiles/filedetails/?id=3007348972
https://steamcommunity.com/sharedfiles/filedetails/?id=3007349065


Works absolutely fine for me, not sure what is happening.
You are explaining it well enough, I just don't get the same behaviour. The menus are opening as expected.
Silent_Shadow Jul 20, 2023 @ 4:22pm 
Weird, I wonder if editing vehicles has screwed up something in my copy.
Shrike Jul 20, 2023 @ 6:17pm 
Originally posted by 3division:
Added a warning for construction and factories when the number of workers is set to zero.

I see you were spying on my frustrated clicking earlier
Vimes Jul 20, 2023 @ 8:28pm 
Originally posted by Silent_Shadow:
Good work!

Still, some issues remain (the party never ends...):
• Industries using 100% quality water will consume vastly more than they claim to need.
• Selecting the first category of vehicle/building in the "list of vehicles and buildings" will default to "bus" if a vehicle (even for non-road vehicles) or "cargo station" for buildings. For example, selecting "ambulance" will switch to "bus."


I have read the linked previous reports of concern regarding water usage.
Are your findings of this problem limited to a bought water supply in roubles only, but then works fine in dollars. I ask as this was noted by a player linked above.

So in other words not a piped water supply fed from a water treatment plant concern..?

I note that, for a piped supply, the maximum you can set for a water treatment plant is 99% after treating it. Even tho the actual output can show, at times, at 100%.

I have two large food factories using piped supplies, indicating 100% water quality, but can't rule out any minor fluctuations, altho they seem stable so far. Their consumption of water is always within the rates of expectations, noted by the supporting substation.

So, helps with the identification of the issue, is this a concern that you have noted with a bought supply of water and does how you bought it, in what currency as previously claimed, affect this...?

I'll move a reported issue one from the general to the support forum, not sure if the person reporting it was on the beta build. I'll ask.

Thanks.
Silent_Shadow Jul 20, 2023 @ 8:54pm 
I am pretty sure that it is 100% quality water causing the issue, and you can do it with Rubles or Dollars:
https://steamcommunity.com/sharedfiles/filedetails/?id=3007501546
https://steamcommunity.com/sharedfiles/filedetails/?id=3007501639
For the bug to happen, all of the water from the storage it is imported from, the water in the pumps and switches it passes through, and the water in the factory's tank all need to be at 100% quality; otherwise, the imported 100% quality water will just become 99% quality when it flows into a tank with less than 100% quality.

You should check the quality level of your food factory's tanks to see if you are actually using 100% quality water in them; any addition of less than 100% water (like from a treatment plant) is enough to dispel the bug (as you can see when the pump I use to gate the treatment plant's water is turned on).

Using water from treatment plants is not an issue as you can only get it to 99%, and this behavior only occurs when at 100% quality. Drinking water usage seems to be unaffected, except that the substation cannot supply enough due to the over consumption bug. If production is stopped, then the over-consumption of water at the substation also stops and access to drinking water is restored and used at appropriate rates.
Last edited by Silent_Shadow; Jul 20, 2023 @ 8:57pm
Vimes Jul 20, 2023 @ 9:15pm 
Thanks, and thanks for the screenshots :)

What you are noting does not, unlike the report in the beta thread, seem dependant on the currency but on the continual supply of 100% water quality.

Spending a little longer examining my two food factories and I see "micro" fluctuations between 99% and 100% water quality. That would be expected as it uses a piped supply it has the maximum quality rating of 99% purity, derived from a water treatment plant.
That also tallies with what another person noted as not seeing the issue, as the concern seems to be negated when less than 100% pure water is mixed in the supply.


I was not aware that if you purchased a water supply, regardless of currency, it can be a 100% continual water quality, and doing so would have the issues described.
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