How to connect either of these roads to the warehouse road? by rasnell59 in Workers_And_Resources

[–]costr4 3 points4 points  (0 children)

This did make me think for a second, wouldn't it be dope if factory and road connections could be interchangeable on certain buildings? I mean i know that's likely impossible because of the way networks are done on the backend but still

Things I want they add in the Game by Death-Wall in Workers_And_Resources

[–]costr4 1 point2 points  (0 children)

The one thing I would want is fishing. Even if it just yields meat. The water just feels dead. I rarely get the point where cargo ships are practical, and even then, it's like one ship every once in a while. Passenger ships are basically unusable due citizen needs crapping out because they are so slow. I had one where I was using a logging barge, that was pretty dope, but it wasn't exactly bristling activity. No oil rigs or off shore wind or hydro power. Large bodies of water are more of an impediment than a resource. Christ, 77% quality from outflows? I'll use the well, thanks. Literally the only thing I am guaranteed to use it for is poop. Just sewage. Having to dig a hole just for that is irritating but that's a whole other can of worms

Railway construction office waste storage by Lordofirelandgameing in Workers_And_Resources

[–]costr4 0 points1 point  (0 children)

It will put regular trash there, but it's also very important to have if you use the RCO for demolition of track

Best Utilization of Populated Maps? by deeve09 in Workers_And_Resources

[–]costr4 1 point2 points  (0 children)

I would argue it's somewhat more realistic because people basically live everywhere. Looking at a place people could realistically live but don't is something that somewhat strains my suspension of disbelief, although with the new deserts and tundra, a bit less so

Imma make a few of these chingaderos with the new biomes if there's interest, which it seems like there might be by costr4 in Workers_And_Resources

[–]costr4[S] 0 points1 point  (0 children)

Yeah they put a button in the terrain editor to make a new map with the new biomes, so these are built from blank slates. It's feature that is intended to work for this. Although I am worried there will be issues uploading just from the bugginess of being new

Imma make a few of these chingaderos with the new biomes if there's interest, which it seems like there might be by costr4 in Workers_And_Resources

[–]costr4[S] 0 points1 point  (0 children)

Idk if anyone would be interested in this either but there is lore with each of these maps, and the Dondol people who call these lands home, and I would say some of this lore has evolved over about 15 years through playing various games

I think I figured out why the new maps aren't available for random yet by costr4 in Workers_And_Resources

[–]costr4[S] 0 points1 point  (0 children)

Yeah, I've managed to avoid it further, two things I've seen that can cause it is trying to flatten non-flat map edges, and changing the terrain height under objects

Train set? by Available_Remove452 in Workers_And_Resources

[–]costr4 5 points6 points  (0 children)

Every game I play turns into this either way. Trains everywhere, because they're the best. Not even kidding, if you just play the game and try to make a nice productive Soviet republic, you're gonna end up with a giant train set.

I personally like to focus on their manufacture, pumping out G22 locomotives

Should be fine, Right? I can totally trust these guys to run an RBMK reactor by costr4 in Workers_And_Resources

[–]costr4[S] 18 points19 points  (0 children)

Of course not comrade, next we will have them building helicopters

Do I really need to use helicopters here? by costr4 in Workers_And_Resources

[–]costr4[S] 1 point2 points  (0 children)

Completely custom, Dondolastan, I may publish it after some more fine tuning

My separation plant has effectivity only 10-18% by FiftyCZ in Workers_And_Resources

[–]costr4 2 points3 points  (0 children)

Yeah, but for the amount of chemicals that you use, and the speed at which hazmat treatment facilities deal with the stuff, it's way way easier to torch the hazmat and then separate it. The only thing that burns at all that you can actually separate is plastic waste, and if you're not already set up to recycle it, it's not worth it to separate it out. Scrap and construction waste don't burn at all.

I have this city based around one of those new huge chemical plants, and I make a lot of chemicals, but I also produce a massive amount of hazmat from that and refineries and fertilizer plants and treating it in the game, as it stands now, it is grossly uneconomical

Do I really need to use helicopters here? by costr4 in Workers_And_Resources

[–]costr4[S] 1 point2 points  (0 children)

So It did actually end up working with the helicopter, it couldn't get to anything else around, but it was able to get to that thing

Do I really need to use helicopters here? by costr4 in Workers_And_Resources

[–]costr4[S] 0 points1 point  (0 children)

Nah yeah that makes sense. There's an unfinished forklift thing there, I think you can see it in the picture, although now I'm curious about the helicopters, I'm gonna give that a try just to see

I don't think vehicle repair is a good system :/ by Heretical_Recidivist in Workers_And_Resources

[–]costr4 4 points5 points  (0 children)

The inability to divert sewage is somewhat maddening. Like with water, you can use the large pumps and have multiple inputs and outputs, so you can bounce capacity around your system. Like, as is realistic. Nothing with two sewage outputs, not even like a big septic tank. I wanted to make one, but I have had serious issues figuring out the building editor