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Workers & Resources: Soviet Republic update for 26 April 2019

New version v0.7.4.10

Share · View all patches · Build 3768639 · Last edited by Wendy

Patchnotes via Steam Community

Hello Comrades,

A bit later than usual - but I posting now new version to default branch for everyone! Hope you will enjoy it (if you not already tested it on the beta branch :-) )

I hope next week I will able to bring a fixes for the problems with out of video RAM issues, causing a corrupted saves while saving (without crashing), or not able to play at all in case your PC is not so powerful or you map too big. Let's see how it will turn out!

Now back to the current update, there are differences from previous version:

Worth to mention:

  • Added new prefab apartments
  • Added small shopping center
  • Serious issue fixed with unemployment rate calculation and fact there was only few workers available for work in specific city setup
  • Improved chain signal and train routing functionality (even seems still there are issues)
  • Increased tolerance climb/descend for roads/rails and other infrastructure
  • New flatten tool (takes height of flattening from initial mouse cursor position/height, this height is saved until you keep pressed LMB)
  • Construction offices - improved autosearch and added filter which construction should office search
  • Tweaked max. number of citizens for apartments buildings
  • Added approximate visualization of autosearch for offices/farms/firestation and hospitals
  • Bugfixes
  • Some improvements on stability

Detailed description of issues:

  • Improved chain signal (fixed few issues)
  • Anoter fix to prevent crash when maximum city names (100) is reached

  • Added functionality to check possible error when vehicle can't find route, open the vehicle window and wait until an inspect icon appear (if game get idea where is error)
  • Fixed missing T815 from purchase list
  • Fixed problem with electricity, showing big wattage even no consumption - even issue is quite serious, it seems it is just counting/visual error in result, but to fix in your map is required to demolish and build again the switches, transformers or sub stations.. fix it by the code would be too risky so rather to decided fix this way
  • Added new prefab apartments
  • Introduced "quality of flats" parameter for residential buildings - it affect citizens similar way than unsatisfied citizens reaction, if higher flats quality the citizens react slightly less negatively when they have unsatisfied demands
  • Tweaked number of citizens to live in the apartments, previously was values too random, now it reflect to actual building cubic meters living-space and the quality of flats too :)
  • Added small shopping center to save your space in the cities

  • Tweaked tolerance for roads/rails climb or descend in critical like crossings, connection to buildings, multi-track building etc, now should be much more comfortable
  • Added new flatten tool type
  • Increase raise, lower and flatten strength
  • Fixed a crash when road depot is constructed by construction office
  • Fixed crash when loading save with small corruptions in the list of building where should go workers/students from residential buildings
  • Added verification of pipelines to avoid crashes at loading

  • Fixed some issues with path-finding optimizations like ambulances can't find way back to hospital, etc, to avoid that vehicles send somewhere and can't find route back, now they will not send there
  • Construction office can now auto-search also sidewalk, constructions connected by sidewalks only, also conveyors, pipelines, simple everything :-)
  • Construction office now searching construction all time (every 15 seconds) not only if have empty queue - hopefully your babysitting of construction office will be over!
  • Added approximate visualization of search-distance for construction office, and also hospital and fire station, or farm
  • Now the concrete mixers and trucks going for asphalt waiting until not fully loaded (in case no workers at concrete plant or asphalt plant)
  • Construction office - now you can select what types of constructions should office search (like roads only, conveyors, buildings, etc)
  • Now the buses should bring workers according priority where it needed, prioritized are the construction where no machines can be present - like short roads, then a constructions where are present cranes, then other constructions and finally a constructions with mechanism present (like with excavators, etc).
  • Buses will now not bring workers to construction until there are not present all materials, same for construction vehicles.
  • Railway construction office search should be now much faster (better optimized), previously was there small freezes in case huge railway network
  • Railway construction office - now should be construction find even if behind the station
  • If string is not defined in additional language, English string is used instead blank space
  • Serious issue was fixed in citizens mechanics, issues was the workers with some unsatisfied demands constantly remain in free time mode longer that it should, constantly going to bus/train station and then back home, now they should be on bus station only once during one cycle
  • Another issue with this mechanics was that those citizens which not get what they want, and was on bus/train station, they was marked as unemployed

  • Fixed issues when inaccessible buildings and infrastructure added to construction office as construction
  • Fixed issue when railway constructions added to non railway construction office
  • Fixed bug in bus mechanics for prioritizing constructions according amount of workers present on constructions
  • Fixed bug in bus mechanics not prioritizing construction with cranes present
  • Fixed hospital issues, some citizens remain stranded inside
  • Fixed issue that some of the citizens unable to move to another apartment
Tycoon Concept Content Depot 784151
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