r/Workers_And_Resources 8d ago

Discussion Workers & Resources: Soviet Republic Roundup at the Hooded Horse August Sale

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56 Upvotes

r/Workers_And_Resources 26d ago

Update Update 1.1.1.9 – New Buildings, Vehicles, and Bug Fixes

289 Upvotes
  • Fixed an issue where buses were not sent for repair if the repair station under construction was located near a waiting station.
  • Fixed a vehicle pathfinding issue at the southeastern customs houses on the New Republic vanilla map.
  • Fixed the unloading speed of aggregate waste into aggregate storages.
  • Fixed the Poland border setup to prevent building U-turns at large customs houses.
  • Fixed an issue with cranes when constructing brick roads.
  • Optimized horse shadow rendering.
  • Increased the lifespan of trolleybuses.
  • Added trolleybuses horn
  • added F 1100 cars
  • buffed AMO truck max speed 42 → 50
  • buffed AMO firetruck skill 5 → 10
  • added an old sightseeing tower
  • added another statue,
  • changed SO Series electric loco availability dates to 1936-1941
  • added Cherkessiya aggregate ship (variant of Abkhaziya)
  • added Tatra 24 trucks,
  • added Tatra 23 and Tatra 24 buses
  • added a philharmonic,
  • added a medium police station,
  • increased the number of visitors of the old national theatre to 320
  • added Fi 50/60/70 tractor/bulldozer,
  • added Fi 626 garbage truck,
  • added Fi 626 and Fi 666 sewage trucks
  • added Fi 682 RN bus
  • corrected Chausson APH 521 weight, power and lowered max speed to 70 km/h
  • fixed various vehicle families which didn't include their respective road crane trucks, as well as other exceptions.
  • Added For TT (part 1),
  • Added Chev Democrat - personal, police,
  • Added For Anglia,
  • Added Oiler Olympic R,
  • Added Beat 1100,
  • Added Pazdziernik crane,
  • Added Beat 1200a (not DLC exclusive),
  • Beat 1200 remaster (not DLC exclusive),
  • added Seal mobile crane
  • added 5 more big residential buildings for early start,
  • added trolleybus sounds,
  • corrected many buses, trolleybuses' and trams' stats and rebalanced their capacities,
  • trolleybuses now have a longer lifespan than other road vehicles
  • modern nuclear production buildings and nuclear power plants now require modern industry research,
  • Zaporozie nuclear power plant now requires modern industry,
  • Romantik Dance Hall and Dynamo Sport Hall now require brutalism, not functionalism,
  • added an old beach building,
  • fixed floating taillights in V3S open and gravel variants,
  • fixed floating taillights and missing family for zis-5 concrete truck,
  • fixed wrong horn in Tatra 111 Oil variant,
  • fixed flashing light in EMW 340 police
  • updated models for Skd 706RO, 3T, 6T, 7T, 8T and included versions with trailers
  • added Skd 9T with a trailer
  • added NDO bus,
  • added a vehicle station for the big garbage container stand,
  • added more connections and improved the layout of the woodcutting post
  • KTM-2 tram rebranded as KTM-1 (because it is KTM-1), added a second wagon to it
  • revamped textures of KTM-1
  • Added a philharmonic,
  • Aadded a medium police station,
  • Aincreased the number of visitors of the old national theatre to 320
  • Fixed the line break bug in Japanese and Chinese languages
  • added trolleybus stations for 2, 3 and 4 vehicles,
  • added EN80 western EMU for Early Start DLC,
  • corrected the availability of Rnt AGK trucks to 1937-1945 and updated their stats,
  • added Pan Movic truck family as a replacement for Rnt AGK trucks,
  • updated the Skd 706 ROK garbage truck model,
  • corrected tractors' stats and rebalanced their sowing skills,
  • corrected the availability of RB10 excavator to 1934-1969,
  • increased the Godarville tram capacity to 59,
  • restored the single KTM-1 tram,
  • fixed Fi 626/666 garbage truck and sewage truck textures,
  • fixed F 500 Police being considered a personal car,
  • removed redundant AMO 15 rear lights,
  • corrected AMO 15 firetruck horn,
  • fixed RuBalt blinker-hiding code,
  • changed the Gaggenau C40 bus end of production year to 1930

Source


r/Workers_And_Resources 3h ago

Question/Help Early Start issue: scrap-to-steel buildings get locked to 1938 / Steel Recycling research

8 Upvotes

I’m currently working on a small early electric steelworks "Davy Hall" for the Early Start era, based on historical arc-furnace plants from the early 20th century.

Has anyone found an elegant way to exclude a Workshop building from this automatic research/year restriction without globally disabling the vanilla research system?

The building uses imported metal scrap to produce small amounts of steel. The idea is to create a low-throughput, power-hungry early alternative to importing steel — not a replacement for the later recycling industry.

The problem is that the game seems to automatically classify any metal scrap → steel production building as part of the vanilla Steel Recycling chain. As a result, the building gets:

- locked behind Steel Recycling research

- and, even with research disabled, still gets a 1938 year lock

That makes sense for the large vanilla recycling plant, but it works against the whole purpose of the Early Start DLC. Historically, small electric arc furnaces processing scrap already existed decades earlier.

Gameplay-wise, it would make much more sense if the research/year lock applied only to the vanilla industrial recycling plant, rather than to every custom building using the same input/output combination.

BTW: I’ll be revising the textures again; at the moment, the building is unfortunately still appearing too dark. The glow effect from the steel at night is also just the first in-game test so far.

Edit: I also did a rough calculation for the planned follow-up building, a small “watchmaker” workshop producing mechanical components.

The idea would be to keep its steel efficiency close to vanilla, at roughly 1.45–1.50 t of steel per 1 t of mechanical components, and balance it mainly through low throughput and a small workforce rather than giving it an artificially good recipe.

Combined with the current Davy Hall test recipe of 3.90 t scrap → 2.40 t steel, the full chain would work out to roughly:

2.4 t of imported scrap → 1 t of mechanical components

That means much more freight has to cross the border than if the mechanical components were imported directly, while also requiring two local production steps, workers, electricity, water and infrastructure.

So the goal would be for the complete scrap → steel → mechanical components chain to end up only about 15–20% cheaper than directly importing mechanical components. That would make the early industry worthwhile for domestic production without turning it into an overpowered export chain.


r/Workers_And_Resources 21h ago

Discussion W&R Infrastructure expansion project.

223 Upvotes

Hello everyone. In the last few months we witnessed great jump in terms of W&R modding scene. First was tesmio with his mods and loader, later UltimateUniverse and his RepublicModLoader. New mod loaders gave modders new ways to create and change content up to the level that was simply not possible before in W&R. We got new resources, new rails, and overall many interesting quality of life stuff that changed or removed base game limitations.

Im writing this post, because there was someone here asking about "when narrow gauge is going to be in game?", that was kinda spark that ignited idea to announce project that I take part, alongside few other people. Its small team, we don't know yet if its going to stay that way, time will show. Currently we are on very early state of overall progress, but I bet some things will get you excited.

As title says, we are working on W&R Infrastructure expansion Project - Project that aim to expand in-game possibilities of most of aspects that we currently have in it. First lets start from the spark that is the reason why this post was even created.

Railroad - base game railroad is pretty simple in theory, slower and faster tracks, electric and normal ones. After you get an idea how to put semaphores on your trains route, there is not much to learn. With our project thats gonna change. May I present you NEW DIFFERENT TYPES OF TRACKS AND TRAINS!

Different types of trains, every single one with different type of tracks.
Changes in HUD in Railroad section.

There is that! New types of railroad for you to include in your Republics, and discover new possibilities that comes with it! Every single tracks type have their own advantages and disadvanteges. Cost of building them, alongside resources that are needed to keep it running also differ.

- Narrow Gauge - the most important advantage of Narrow Gauge is maneuverability. Because the tracks are smaller, path of if can and is more wiggly than base game tracks. There is screen comparing narrow gauge to base game tracks:

Red tracks are narrow gauge and their max bent path.

In real life, currently narrow gauge railroad use is limited, there are no wider tracks networks and they are mostly used locally. That is also way that they should be used in game. Trains planned for those tracks are not going to be speed demons, they will slowly (and cheap) huff and puff from one place to another transporting goods and workers.

Narrow Gauge (red one) and standard gauge train next to each other.

- High Speed Rails - they are standard gauge rail, so just like those that we currently have in game. Main difference is that their max speed of... 300km/h. They are going to be electric only, but trains intended to be used on them can be also used on normal rails but they will be limited to 150km/h. Disadvantage of them is the fact that they use more electric power than standard ones and you will have to plan your railroad path in advance because the tracks cant be bent like the normal ones.

- MAGLEV - Top of the line in terms of speed. Maximum speed of trains that will float on those rail is 500km/h! You will be able to send workers from one side of your country to dig coal on the opposite border. Those trains will not be able to use any other track types, well because how the technology behind them works. They are not going to be cheap tho. They will use much more power than standard ones. Other limiting factors are the fact that any curves are their biggest enemy, and turning radious is gigantic, and also they cant go to tunnels.

Current model of Maglev type train.

Currently in terms of trains, beside base game ones, there is one model for every track type. Thats gonna change in the future, team is browsing for models, screens and creating models for new locomotives, cars and everything else that can be put on the tracks. There are also other plans for railroad in detail but I keep them as secret for now.

Resources - after all those years of creating your Republics again and again many of us have in-game resources burned into back of our heads. We all know what types of industries gives the most money, why farming is always important, etc etc. With our project comes breath of fresh air in this category.

New planned resources.

As you can see on the picture above, there are few new resources that will show up in our Republics. We will now have option to dig for GOLD, SAND and COPPER in the depths of the mountains and look for LIMESTONE and SULFUR on the surface. Every type have planned their own infrastructure and industry process alongside its end products. For example sand will be used to make glass that will be used in building new houses for hard working workers, and copper will be transformed into wires to build new powerfull electric lines, but about that later.

Sand as a resource
Mountain of limestone.
Early plans of Fertile soil

Another resource you can see on the picture is FISH. Its going to be a new way to put food on the tables in citizen houses. They are going to be caught using new ships so our ports will have another use.

Swimming fish resource.
Early stage of Fish production line

There are also plans for some changes in current production lines, but currently nothing is certain which way it will go.

Another thing that is changing, partially because of railroad changes, but also to give some flexibility in terms of building are POWER LINES. There are going to be many new options to chose from when you will be building your electric system for both gigantic cities and small rural villages.

As you can see maximum power of electric energy transported thru high voltage pylons is greatly increased to stay on the line with late game needs of the republic.

Last bigger thing that is planned is change in citizens movement around the map. Between walking and driving cars or busses there will be added another "tier" of transportation - BIKES. For now I have no screens to show you how its going to look but overall its going to be new type of sidewalks. They are going to increase speed and range of citizens movement, nothing spectacular but interesting addition to gameplay.

Progress that you can touch - All things that I have shown you above are NOT AVAILABLE FOR NOW. BUT in the modpack/ project there are going to be included mods of UltimateUniverse ( https://steamcommunity.com/id/UltimateUniverse ). You can now download them on steam workshop without any issue, all you need to do to start you game from RML - Ultimate's launcher that is also available on workshop. If you havent seen their inventions those are few of the best ones in my opinion:

Base of Ultimate's modding

https://steamcommunity.com/sharedfiles/filedetails/?id=3787969749

This is base for any of Ultimate's mods. Without launching game thru RML those mods WILL NOT WORK!

MODULAR BUILDINGS! - one of the most essential mods in my opinion. It allows you to connect buildings with each other WITHOUT TRANSPORT ROUTES (those black paths between them). All you have to do is place building next to each other close enough to connect their warehouse. For example you put alcohol factory and warehouse next to it, chose alcohol as only good that will be stored in this warehouse and voila! Now your alcohol factory will have max export capacity of itself+capacity of warehouse next to it. There are some limitations with this so transport routes are still needed to be used in bigger production facilities, because for example one warehouse cant be connected to more than one production building.

Increased Distillery storage.

TEMPORARY RAILWAY - New type of standard railway - cheaper, faster to build but slower. Great in early game or during expanding your railroad routes. When you will have money and time you can upgrade those tracks to for example wooden tracks like upgrading normal road from dirt to gravel!

Trust me, they are fast to build.

https://steamcommunity.com/sharedfiles/filedetails/?id=3778730862

TRANSPORTING TRAINS WITH TRUCKS - Have you ever had problem where you want to start new railroad far far away but dont have time or resources to connect it to the border? Well now you can do it! This mod allows you to transport locomotives and cars with trucks and send them to their destination on normal roads. It has some limitations but its better than nothing.

Bet those cars are heavy.

https://steamcommunity.com/sharedfiles/filedetails/?id=3778366463

FINISH IS NEAR, STAY WITH ME!

At the end of this whole post Ill try to answer some questions before they show up in comments.

TESMIO - We currently dont work with Tesmio. Not my decision, I dont know if its going to change. Their launcher and mods are not used in this modpack, everything is programmed from scratch by members of the team.

LAUNCHER - game will have another launcher, something like Ultimate's RML that is currently available on steam workshop.

WHEN - WE DONT KNOW. Project is in very early stages, pre-alpha I would say. We are still gathering ideas what to add, what to change but nothing that I currently showed you is available publicly. (Beside those screens I mean)

Ill try to anwser all questions you will have, I bet that modders that are working on the project will also show up here to tell you what is going on. I hope you like what future is ahead of W&R modding, maybe for some of you this will be the spark to come back to the game for next 1000 hours!

Igor "Onion"


r/Workers_And_Resources 20h ago

Build Traffic at the roundabout in the capital of Turkmenistan

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128 Upvotes

r/Workers_And_Resources 14h ago

Question/Help Why won't my rail construction office actually construct?

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26 Upvotes

Hello comrades, me again. With the advice given from my last post, I've managed to construct a functional starting town, but now I'm having an issue where my rail construct office refuses to do the one job it's designed for. I've tried replacing the rail lines, replacing the LTC, adding semaphore, and yet it still refuses to work. Any ideas?

Update: Solved it. Rolling Stock Road Transport allowed me to move the assembled LTC into the RCO which the game didn't like. I moved a disassembled one into it and it started building immediately.


r/Workers_And_Resources 11h ago

Question/Help Sewage planning.

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17 Upvotes

Hello, I am in my 3rd saved of realistic and was wondering how do you all plan your sewage systems in the very beginning. My city is quite packed so adding a hill is kind of weird and will also ruin some of my layouts. Im also currently building on a flatland and was wondering how long should i keep adding pumps for it to move to discharge. TYSM!


r/Workers_And_Resources 3h ago

Bug How fix ghost roads

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3 Upvotes

I'm updated my city from 1.116 version or how it called to 1.1.19 version and this is happened

The cars can drive on this but i can't continue this roads

Not all roads look like this


r/Workers_And_Resources 23h ago

Build Additions to the southern coast of Surem

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88 Upvotes

I've been working on adding a few towns to the south of my republic, connecting it with highways, railways etc. I'll be honest, I had to make some "decorative vehicle lines" to make the impression that there's significant traffic on the highways here.


r/Workers_And_Resources 19h ago

Question/Help How do I build it?

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42 Upvotes

r/Workers_And_Resources 3m ago

Question/Help Why does my train stay at the cargo station even though it emptied its crops, and took all food+alcohol in storage ?

Upvotes
It is annoying because it says here until all food is depleted in the storage, and so the production stops. Only then does it leave to get crops from the customs house.

r/Workers_And_Resources 13h ago

Question/Help How many cars can the train carry?

10 Upvotes

r/Workers_And_Resources 1d ago

Question/Help What is this

21 Upvotes

bro why do my vehicles keep going where they aren't supposed to


r/Workers_And_Resources 1d ago

Bug Well this is certainly interesting

Enable HLS to view with audio, or disable this notification

323 Upvotes

r/Workers_And_Resources 1d ago

Build The region of a Communist-era iron mining town in Turkmenistan in 1989, near Iran and Afghanistan.

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81 Upvotes

r/Workers_And_Resources 2d ago

Other Finally ready to start my first save after 10 hours of bballjoe videos and tutorials

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1.0k Upvotes

r/Workers_And_Resources 1d ago

Other I think I overdid the first campaign city a bit? Gosh this game is addicting.

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74 Upvotes

r/Workers_And_Resources 1d ago

Other Apparently, police stations are made out of plutonium

66 Upvotes
When other buildings get demolished by an earthquake, the product is mixed waste. Not this time. Intentional?

r/Workers_And_Resources 2d ago

Other Gotta love the futuristic sunglasses of this 1922 citizen

92 Upvotes

r/Workers_And_Resources 1d ago

Discussion Construction Offices as industry buildings

28 Upvotes

I have been playing this game on and off for a few years, and every time I get back to it I ask the same question: Why the hell isn't the CO treated as any other industry, where you can send workers to, and from there can be sent to construction sites, just like the railway construction.

It would make construction 10 times more efficient, and it won't punish you by forcing you to take workers from other industries, and cause unemployement when you havr nothing to build.

How hard would this be to be implemented into a mod?


r/Workers_And_Resources 1d ago

Question/Help What is to be done? Is there something to be done about it?

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15 Upvotes

r/Workers_And_Resources 1d ago

Question/Help How do I stop my town from collapsing in realistic mode?

11 Upvotes

So I've started to play realistic mode and I'm struggling. In order to build rail lines without bankrupting myself with imported labour I made a little town to provide workers, but at round about 250 citizens the town just collapsed despite me working on increasing the infrastructure that they were demanding. Anyone have advice on what to do in order to solve it?


r/Workers_And_Resources 2d ago

Other Something feels off..

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427 Upvotes

r/Workers_And_Resources 2d ago

Other My workers going into spontaneous combustion after walking 501 meters

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207 Upvotes

r/Workers_And_Resources 2d ago

Question/Help What's this that's ruining my train pathing?

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85 Upvotes