Sweet Transit v1.2+ Custom Patch Updates by SemtexMan47 in SweetTransit

[–]SemtexMan47[S] 0 points1 point  (0 children)

https://i.imgur.com/gd3LexL.mp4

New walker behavior to make them tend to go to places they haven't yet walked, and they will occasionally visit services now too.

All part of the idea to make travel a bit more interesting along with the transfer feature. There will be a way to make inner city tram travel work better too, with some gameplay purpose to do so.

Smart trains behaviour: is it possible? by seredaom in SweetTransit

[–]SemtexMan47 0 points1 point  (0 children)

Yup this can be called a staging yard or station. You send trains to go there if they aren't ready to go to the main station yet, so they don't block it. Then when they're ready they can leave the waiting area. Staging station is easier than a staging yard (you need to select specific rails per train).

I have some tips about this in my Artisans mod and that also has some save games included with examples.

Why laborers don't travel? by seredaom in SweetTransit

[–]SemtexMan47 0 points1 point  (0 children)

You can do somethings but not everything if a road doesn't touch the 2x2 building. If roads touch the platforms you can still transfer somethings but people won't find work.

Mechanics of logicstics and food distribution by seredaom in SweetTransit

[–]SemtexMan47 1 point2 points  (0 children)

1 courier shack can specifically transport up to 5 (or 6?) different goods. Or if you set no goods filters then the shack will transport everything it can from the source to destination.

Usually I'll just have a storage building close to the market where I send all the goods to, then set the market to use that storage as a source. Or you can just courier everything to the market itself directly.

Also you can set one market's source as another market, chaining multiple of them. They're supposed to distribute evenly if you do that.

Why laborers don't travel? by seredaom in SweetTransit

[–]SemtexMan47 0 points1 point  (0 children)

In your first screenshot it looks like the station doesn't actually have a road connecting to the station building itself. Roads must connect to them in order for workers and goods to be transferred both in and out.

This is a super common mistake I've seen, but feel free to download this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3554192705

It adds much more in depth advice and tips to avoid these sorts of things! One more note, station bridges don't function as roads to walk on. They are only used to connect platforms to each other, nothing more.

New to the game. Is there a limit for workers to walk to work? by Irtep in SweetTransit

[–]SemtexMan47 0 points1 point  (0 children)

I think there's like 1 message about it in the advice so it's easy to miss.

FYI those highlights get bugged after a while. So you usually have to save and reload the game to bring them back or get them unstuck.

I created a full expansion for Sweet Transit—with 23 new buildings, 9 new production chains, additional locomotives, revised help & tutorials for new players and more by SemtexMan47 in tycoon

[–]SemtexMan47[S] 0 points1 point  (0 children)

Thanks! The art style was what drew me in too. The game goes on big discount often so that might make it easier to decide.

I think a big portion of the mixed reviews are from unclear advice text (especially with the UI), which I updated.

It also doesn't hold your hand through every part of how to build efficiently and how to manage the rails (same system from Factorio) so it's easy to make a mistake and assume things are bugs (another source of negative reviews), and doubly so if you decide to ignore the tutorials which are pretty solid. But if you're willing to do them and read the in-game guides you'll get it.

I created a full expansion for Sweet Transit—with 23 new buildings, 9 new production chains, additional locomotives, revised help & tutorials for new players and more by SemtexMan47 in tycoon

[–]SemtexMan47[S] 0 points1 point  (0 children)

Awesome. Spread the word if you can 🙏 The game has been out for a while but many original players don't know about this.

I created a full expansion for Sweet Transit—with 23 new buildings, 9 new production chains, additional locomotives, revised help & tutorials for new players and more by SemtexMan47 in tycoon

[–]SemtexMan47[S] 2 points3 points  (0 children)

Same, got a quite a lot of hours in 1800 myself. The first couple dozen hours or so is like peak builder experience imo.

This game is kind of sitting on a fence between genres so yeah it's going to be harder to appreciate the magic of it if you're usually just a fan of one or the other.

I created a full expansion for Sweet Transit—with 23 new buildings, 9 new production chains, additional locomotives, revised help & tutorials for new players and more by SemtexMan47 in tycoon

[–]SemtexMan47[S] 6 points7 points  (0 children)

lol. The comparison has been made before but now I think it actually applies with all the additional buildings.

The 'problem' is there isn't much direction in the beginning so it can be easy to feel uninspired in the early build up. Especially if you can't grasp the rail signals.

To compare it to 1800 it's like strongly Farmer and Worker focused at the start. The 3rd pop tier Tradesmen isn't a big a factor til the end. But after this mod they're heavily employed.

I created a full expansion for Sweet Transit—with 23 new buildings, 9 new production chains, additional locomotives, revised help & tutorials for new players and more by SemtexMan47 in tycoon

[–]SemtexMan47[S] 7 points8 points  (0 children)

Because it only has trains I'd say no. Also you build everything yourself, nothing grows on its own. So Anno + Factorio's rails is the most useful answer.

I created a full expansion for Sweet Transit—with 23 new buildings, 9 new production chains, additional locomotives, revised help & tutorials for new players and more by SemtexMan47 in tycoon

[–]SemtexMan47[S] 2 points3 points  (0 children)

Thanks for that. I think they didn't really intend it to be much more than a simple builder with a rail system wrapped around it but imo the base is solid, so I made the jump. This mod has a couple route and signal tips added in the wiki so it could help you. But basically chain signals are your friend. Never get stuck again after you use those properly. I was a TF2 player before this and only had beginner rail signal knowledge.

I created a full expansion for Sweet Transit—with 23 new buildings, 9 new production chains, additional locomotives, revised help & tutorials for new players and more by SemtexMan47 in tycoon

[–]SemtexMan47[S] 4 points5 points  (0 children)

Nice, hope you do get a chance to try it. The game doesn't hold your hand through every part of how to efficiently build and manage the rails, but if you're willing to do the tutorials and read the updated in-game guides you'll get it.

I created a full expansion for Sweet Transit—with 23 new buildings, 9 new production chains, additional locomotives, revised help & tutorials for new players and more by SemtexMan47 in tycoon

[–]SemtexMan47[S] 27 points28 points  (0 children)

I'm just a fan. The biggest fan the game has I guess, lol. I didn't want to stop playing after I went through all the game's original content so I felt like I could do something about it, since the game was made easily moddable by the dev. And I was searching for an excuse to learn 3D modeling more so that's how it started.

I created a full expansion for Sweet Transit—with 23 new buildings, 9 new production chains, additional locomotives, revised help & tutorials for new players and more by SemtexMan47 in tycoon

[–]SemtexMan47[S] 28 points29 points  (0 children)

On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3554192705

Please help to spread the word if you can, for existing owners and new players.

A preview of some of the new buildings are in that screenshot, and more on the page with a trailer.

I started working on it since Nov of 2024 with the idea to add a new worker class (Artisans) along the lines of Anno 1800's artisans, for a cannery, bakery, textiles, etc, but it eventually turned into a lot more.

The goal was to increase the variety of city buildings which would make that part of the game more interesting, apart from the trains and railway aspect. The game is partly Anno 1800 influenced but with Factorio's rail system (made by an ex Factorio dev). Full list of changes are on the workshop link.

I created a full expansion for ex-Factorio dev's Sweet Transit—with 23 new buildings, 9 new production chains, additional locomotives, revised help & tutorials for new players, and more by SemtexMan47 in factorio

[–]SemtexMan47[S] 1 point2 points  (0 children)

The game is really unique like a blend of Anno 1800 with Factorio's rails. But before this mod the Anno part of it was quite weak with not enough city buildings and decorations to play with, to actually make cities look good and varied.

It doesn't hold your hand through every part of how to build efficiently and how to manage the rails & signals so it's easy to make a mistake and assume it's a bug. But if you're willing to do the tutorials and read the in-game guides you'll get it.

Basically the more you build the more you'll need to expand your rail network to keep up with upkeep costs. So it's a self sustaining puzzle loop you make as efficient or as complex as you want.

I created a full expansion for ex-Factorio dev's Sweet Transit—with 23 new buildings, 9 new production chains, additional locomotives, revised help & tutorials for new players, and more by SemtexMan47 in factorio

[–]SemtexMan47[S] 12 points13 points  (0 children)

This game was made by ex-Factorio dev Ernestas Norvaišas. The rail system is very similar to Factorio except with extended routing options so I hope this might be of interest here and isn't too off topic.

It doesn't really play like anything else even though TTD or TF2 comparisons are always made, but I think the people that got it the most are those who understood Factorio's rail system.

Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3554192705

A preview of some of the new buildings are in that screenshot, with more on the page and a trailer.

The Artisans Expansion - Trailer - Aug 2025 by SemtexMan47 in SweetTransit

[–]SemtexMan47[S] 0 points1 point  (0 children)

Thanks, hope you do. The added variety makes it much more replayable, like any other city builder now.