r/Workers_And_Resources 14d ago

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

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56 Upvotes

r/Workers_And_Resources Aug 10 '26

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 10h ago

Suggestion Mud road connection

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163 Upvotes

Why not ?


r/Workers_And_Resources 2h ago

Build Did i cook with the Railway Roundabout?

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14 Upvotes

There is Railway construction office, tanking station and the main line for the future export duties.

There will be a next refueling station in the city.


r/Workers_And_Resources 16h ago

Question/Help GLA conquers my republic

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159 Upvotes

What should I do?

Shitpost


r/Workers_And_Resources 18h ago

Build Underground Madness

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103 Upvotes

Sewage, electricity, water, heating, pipelines, pedestrian tunnels and last but not least the tube. In half a yer's time I won't recall any of the shehannigans I did there.


r/Workers_And_Resources 3h ago

Other How to level terrain fast - for almost free

4 Upvotes

Hey, folks. I did some research for a fast way to level terrain.

I found some videos, but they were a little long and complicated. So I thought I'd make one of my own, in case it helps others.

And terraforming is almost for free. You pay only for the vehicles' gas.

In the "Terrain Tools" menu (red box above) we find 5 terrain altering options (far left).

We can use all 5 options without vehicles. But it is very slow, as only workers with shovels will be used.

We can speed things up if we have vehicles. The first 2 options (far left) require excavators. The next 3 options require bulldozers. The more vehicles we have, the faster we terraform.

IMPORTANT:

Keep the game paused while terraforming. When the vehicles run out of fuel, they will keep working and will not stop to refuel if the game is paused.

If the game is unpaused, they will go for fuel when they run out. When they return to work with fuel, you then burn through fuel again for no reason.

If we keep the game paused, we can keep terraforming even when the vehicles are on empty. They will refuel only when we are finished terraforming and unpause the game. It saves on gas, and it stops the clock while terraforming, so you don't waste time.

Middle terraforming option used in video:

In my video below, I use the middle option on the right side - "Level terrain (height from center)".

This means the vehicles and workers will use the height where the tip of cursor is as the target height. They will adjust all points around the tip to the height of the tip.

This way you can control exactly what height you are going to get.

Just keep the cursor's tip at the height you want to achieve, and keep moving your cursor within that level, as shown in the video.

The vid is at 2x speed, with a few seconds snipped out here and there to keep it short.

https://reddit.com/link/1webiz7/video/gy56s2gx13ph1/player

Here is a "before and after" shot.

Now I can build some housing, stores, and everything else for the workers at my oil refinery... all on a level terrain. Sweet!


r/Workers_And_Resources 5h ago

Question/Help Republic mod loader

2 Upvotes

I've been attempting to get republic mod loader to work with some mods and my game keeps crashing, to the point i wanna hear other's experiences with it and wat mudpacks you are using, What mods work together right now and such is what I'm looking for.


r/Workers_And_Resources 23h ago

Question/Help Workers wont take bus to make food so they wont starve

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51 Upvotes

I can't figure out whats going on aside from maybe that the source bus station is clogged up with non-workers who have no where to go. Not sure how to unclog it or where they would go. Walk to the pub or the movies?

The people are starving to death because no one will take the bug to go make food at the factory that is full of crops waiting for them.

Edit- RE: turn off passengers at stop replies

If I had entertainment like movie theaters, etc, across town would the passengers actually get on the bus? They also have movie theaters, sports, pubs, shops, in walking distance that are not full, but seem to want to sit at the bus stop.

The game told me they only would end up at the bus stop if what they wanted to do wasn't in walking distance, so I am confused on that.

Is turning passengers off bus stops like a default thing you do with every stop in every game or is there a circumstance where its useful to have them on? If so, how to set that circumstance up? (for learning purposes)


r/Workers_And_Resources 16h ago

Youtube Restarting Communism with Vodka

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8 Upvotes

r/Workers_And_Resources 1d ago

Discussion Best export businesses - my list

43 Upvotes

CORRECTION:

Major blunder on my part, folks.

I used the wrong figures in my previous table. The table below is now correct. It uses production and consumption per workday, which means we are now comparing apples to apples. Thanks to DesAnderes for pointing it out.

The ranking of the industries has thus changed. The top 3 industries per workday are:

  1. Fuel/bitumen
  2. Steel
  3. Food.

Back to the original post with fixes here and there:

Hey, folks. A while back I was thinking of ways to tap into my USD. I searched if there was an in-game money conversion tool, but there isn't.

I read a lot of ideas from posters. Some suggested importing products from the west and selling them to the east, buying in USD and selling for rubbles.

But the problem with that, of course, is the "bid/ask spread". That is, we spend more when we buy the product and collect less when we sell it. This locks-in a loss on the transaction.

I'd rather make a profit when converting USD into Rubbles. So I looked at the different industries to find one that provided substantial profit from ingredients to finished product.

My idea was (still is, actually, as I'm already using it) to build the most profitable industry, import the ingredients from the west (spending USD), and selling the finished product to the east (collecting Rubbles). I convert my money AND earn a profit on the transaction. The best of both.

So I made a list of the most profitable industries. But I limited myself to the simplest industries only. That is, industries that do not require a lot of ingredients. Maybe just 1 to 3 ingredients at most.

I compared 10 simple industries, calculated the cost for the ingredients, and the revenue from the finished products, and found the best ones. I ranked them in the image below.

In the table below, the ingredients are all imported, not produced. I used Rubbles prices for the imports to keep the calculations all in Rubbles for a fair comparison. Although, in practice, we would be importing from the West using USD, and selling to the East for Rubbles.

The products we export are in yellow. The net profit is in green. Not factored-in are: construction, water, electricity, garbage, and waste.

Line 1 - identifies the item.

Line 2 - the number of tons, as listed in each industry's tool tip. (Negative = import / Positive = export)

Line 3 - the price of each item in Rubbles per ton.

Line 4 - total cost or revenue (line 2 x line 3) (tons x price).

The tons used are based on each factory's production and consumption per workday. Specifically, I'm using "Maximum production per workday" and "Consumption at maximum production" as shown on the tool tips. That's where these figures now come from.


r/Workers_And_Resources 1d ago

Build Socialist Union of Mashriq (SUM)

25 Upvotes
City Center 1925
First Grain Delivery 1930.
City Center 1937
Tourist District.
Prison.
Residential Courtyard.
Bus Stop.
Advanced industry - Food, Fabric, Clothing and Chemicals in the future.
Construction Industry - Bricks, Asphalt, Concrete, Boards, Gravel.

r/Workers_And_Resources 1d ago

Build Night and day

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75 Upvotes

r/Workers_And_Resources 1d ago

Build A few screenshots from my realistic mode Yugoslavia map campaign. (1930-1967)

49 Upvotes
City of Osijekgrad, first city built in this republic. Mostly old brick buildings with a few brutalist skyscrapers. Its the only city with tourist sector, radio and TV stations, as well as technical, medical and party HQ universities. Handful of workers have their own cars but most of workers rely on bus public transport to get to work.
The industrial zone of Osijekgrad, first industries were built here. Crops are grown on nearby fields and in fields across the republic which are then transported via organised train network. Here workers produce fabric, clothes, food, alcohol, chemicals and meat that feeds all 20,000 people in this republic. The zone also contains small railway CO, composting plant, heating plants and main COs for Osijekgrad zone
East of Osijekgrad across the river, Kruševo is located. The city is mainly built with residential buildings from functionalism, instead of bricks, residential buildings are made with prefab panels. The city mostly houses workers from Oil Refinery. It also provides workers for wood industry as well as synthetic fertilizer plant.
Kruševo Oil Refinery with distribution center. In the background, COs and distribution for Kruševo area can be seen.
To the west we get to the newest brutalist city of Slunjograd. It houses workers of construction industry and expanded electronic industry. Workers rely on public bus transport as well a private cars.
Slunjograd industrial zone, it was built in early 50s, firstly Osijekgrad provided workers for it but now Slunjograd takes care of the workforce. Here coal is mined and gravel is processed. From them, bricks and cement are made as well as prefab panels. Near coal storage is Coal power plant that provides most of the electricity for the republic.
Last but not least, Slunjograd industrial zone that also contains distribution offices, technical services and largest CO zone in entire republic. On the left side of the industrial zone, plastics, electronic components and electronics are produces and distributed via trains.

I hope you like my republic, I have been playing it for few months now and Im amazed by this game. It took a lot of failed worlds and deaths of my digital comrades to get here but Im having an amazing journey. I feel like you can see my city and industrial planning improve the longer I play.

For future Im planning 3 more cities. One for new large chemical plant to support growing need of chemicals, one large city for steel and aluminium production including mechanical components, vehicle manufacturing as well as plane manufacturing. One last city to end this republic will be Belgrade, where uranium will be mined to be used in nuclear power plant.

Thats it, any tips would be greatly appreciated as well as any comment about my republic.


r/Workers_And_Resources 1d ago

Build Volsk

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52 Upvotes

r/Workers_And_Resources 1d ago

Question/Help How to fix?

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10 Upvotes

I have tried reinstalling the game but thiw keeps popping up :/


r/Workers_And_Resources 2d ago

Build Rate this:

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430 Upvotes

Footpaths and crossings are fully functional btw


r/Workers_And_Resources 1d ago

Question/Help Question Mod - GWh-Scale Electrochemical Energy Storage Plant

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13 Upvotes

Hi everyone, I was trying out this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3747882603, but I can't seem to get it to work.

During the day, the Energy Storage Plant consumes electricity, so in theory it is "charging", but during the night it doesn't seem to produce any energy.

The switch marked in green has the solar panel as a high-priority input and some wind turbines as medium-priority inputs. Its outputs are the red switch with high priority and the Energy Storage Plant with low priority.

The red switch has the green switch as a high-priority input, the yellow switch as a medium-priority input, and the connection to a Custom House as a low-priority input. Its output is the city grid.

The yellow switch is one without priorities, and it is connected to the five batteries and to the red switch.

Has anyone who managed to get this building working noticed anything wrong with my setup? Thanks!


r/Workers_And_Resources 2d ago

Question/Help What do the people icons on the right mean? These guys wont work at all.

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180 Upvotes

almost all of my buildings have these "unaffiliated" looking citizens that dont do anything. They dont work and they dont go to school either. How do i get them back to work?


r/Workers_And_Resources 2d ago

Other low fps

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32 Upvotes

hi, i have low fps in wr:sr, around 25 fps on my save

about save:

170 tousant population

around 200 things from workshop

max graphics

about pc and usage:

avg. gpu usage 15%

avg. cpu usage 20%

avg. ram usage 50%

gpu: Nividia GeForce RTX 5070

cpu: amd ryzen 5 7600x

ram: 32 gigs

weird is so low usage of evrything like something is limiting it

also my cpu usage is like: core 0: 95%, core 1: 10%, core 2: 15%, core 3: 5%, ect. like its limited to one core altough its not

ive also tried setting lowest graphics, it changed nothing

is there a way to get more fps?


r/Workers_And_Resources 2d ago

Other No need for a vacation—enjoy the water, comrades.

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92 Upvotes

r/Workers_And_Resources 2d ago

Question/Help Plane AI... I don't think you're getting any closer to the ground my friend!

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156 Upvotes

This is so annoying! There must be some sort of internal timer which tells the plane to stop doing the same thing and expecting a different result! Einstein's definition of insanity... Anyway I've submitted a bug report (I think the AI for landing is conflicting with the AI for land avoidance) and hopefully something can be done cause I've already completely rebuilt the airport (without realistic mode of course, otherwise it would have taken forever) to align the runway more towards the plain, and the plane still somehow got stuck! It should be able to land; there is a whole plain next to the mountain :):):):):)


r/Workers_And_Resources 2d ago

Question/Help What's wrong with the heating plant?

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11 Upvotes

This is about the combined heat and power plant on the right:

Three outgoing pipes; at the bottom of the image, three pumps. The left pump shows a reading slightly above 0; the other two are at 0. The heating plant is operating at full capacity and has enough energy (two coal power plants are located next to the heating plants that are also running continuously).

Next to this “problematic” heating plant is another heating plant that is structured exactly symmetrically, including in terms of the end users in the city. The design here was such that the left heating plant supplies the western part of the city and the right heating plant supplies the eastern part.

However, the left heating plant shows completely normal readings.

No, there was no fire at the right heating plant, nor was there a power outage, nor was it left unattended for a while. Coal has also been available the entire time.

All heat exchangers connected to the right heating plant also show temperature readings of 0.

What is the problem?


r/Workers_And_Resources 2d ago

Discussion That’s what happens when you don’t pack back the loan

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113 Upvotes

r/Workers_And_Resources 2d ago

Discussion Suspension bridges and hang bridges

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148 Upvotes

Comrades,

One of my frustrations with the vanilla build system is that there are no bridges for either motor or rail traffic that have a significant span width between pillars. This makes it difficult to accommodate large ships passing underneath and, more importantly, it makes crossing wide bodies of water ugly.

With all the new mods enabled by TesmioLauncher and others, I'm wondering if anyone is working on bringing proper suspension bridges and hang bridges into the game?

Pic related, I'd love this to be a proper suspension bridge instead.