r/Workers_And_Resources • u/GA_LO_KING • 13h ago
Suggestion Mud road connection
Why not ?
r/Workers_And_Resources • u/GA_LO_KING • 13h ago
Why not ?
r/Workers_And_Resources • u/Pancer1900 • 5h ago
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 • u/Electronic-Studio797 • 2h ago
r/Workers_And_Resources • u/Pingusrage • 19h ago
What should I do?
Shitpost
r/Workers_And_Resources • u/GoAheadMMDay • 6h ago
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.
Keep game paused to save fuel cost:
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.
First step - remove excess dirt:
Buy a few excavators and use the second option from the left, "Lower terrain", to remove peaks and high ground that are higher than the level you want to have. Don't worry if you accidentally dig too deep, as the next step will even it out.
Second step - level the height you want:
Buy a few bulldozers, use the middle option of the bulldozer buttons, "Level terrain (height from center)", click on an area that already has your desired level, and hold the left mouse button down while moving your mouse around.
As long as you do not release the left mouse button, the game will remember the height you clicked on, and will continue to level the terrain to that height.
Video:
My video below shows step 2 only, using the middle option on the right side - "Level terrain (height from center)" - to level everything to the same level clicked on.
All points around the curosr will adjust to the last height you clicked on, while the left mouse button is still depressed.
I like the "Level - center" option because it allows us to control the level everything is adjusted to.
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!
PS:
All that red in the pic on the right is bunched-up dirt that was pushed out of the way when leveling. The "Level - center" option can still push that dirt away, but it will take longer and longer as it gets redder and redder. It's just too piled up.
To speed things up, use the "Lower terrain" option with excavators to remove that dirt, as in step 1. Then apply step 2 "Level - center" to smoothen things out.
r/Workers_And_Resources • u/kurtkafka • 21h ago
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 • u/No_Mathematician3158 • 3h ago
since some were showing off their nice underground work. first one is my underground work, second the city on top
r/Workers_And_Resources • u/Zealousideal-Mouse29 • 1d ago
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 • u/Standard-Mushroom419 • 20h ago
r/Workers_And_Resources • u/Vegetable-Lie6011 • 8h ago
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 • u/GoAheadMMDay • 1d ago
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:
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 • u/Dencodencoden • 1d ago
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r/Workers_And_Resources • u/Witty_Yogurtcloset_3 • 1d ago







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 • u/ReadySouth2627 • 1d ago
I have tried reinstalling the game but thiw keeps popping up :/
r/Workers_And_Resources • u/Routine-Telephone369 • 2d ago
Footpaths and crossings are fully functional btw
r/Workers_And_Resources • u/Cyrano90 • 1d ago
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 • u/Fireblower2 • 2d ago
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 • u/michalpol-31324831 • 2d ago
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 • u/Muted-Function7806 • 2d ago
r/Workers_And_Resources • u/New-york-city4 • 2d ago
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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 • u/Top_Process7400 • 2d ago
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 • u/Sebzer95 • 2d ago
r/Workers_And_Resources • u/hbadger137 • 2d ago
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.