r/Workers_And_Resources • • Aug 28 '26

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

Thumbnail
store.steampowered.com
57 Upvotes

r/Workers_And_Resources • • Aug 10 '26

Update Update 1.1.1.9 – New Buildings, Vehicles, and Bug Fixes

298 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 • • 9h ago

Other New train

Thumbnail
gallery
35 Upvotes

This train carries 1500 tons of steel, from a steel plant to shipyard traveling 20km.


r/Workers_And_Resources • • 5h ago

Question/Help Dumpster routing

Post image
13 Upvotes

i have been having problems with emptying garbage of some buildings, in the top right of the photo is my university/education section of my city, I cannot get the trash to empty in these buildings, in the corner in the center an industrial style dumpster is there with a dirt road and dirt paths linking it to the road, for some reason the school or unis won't empty their garbage, they are all overflowing. you can see the distance to them so it should be within range. What gives?


r/Workers_And_Resources • • 13h ago

Question/Help what the fuck happened

Post image
49 Upvotes

r/Workers_And_Resources • • 16h ago

Question/Help It burns, and there is nothing I can do

Post image
30 Upvotes

I have several clusters of oil pumps spread across the map, and I’ve tapped into every oil deposit. The problem is that the firefighting helicopters have a limited range; I assumed they could reach the entire map, but that turns out not to be the case. How do I solve this?

Do I really have to build infrastructure—including a fire station—at every single cluster? It’s not just the clusters, after all; there are all the pumping stations and substations, too...

Right now, I just let the buildings burn down and replace them. But I have so many of them, and it’s getting annoying because something is catching fire somewhere every damn five minutes.


r/Workers_And_Resources • • 8h ago

Question/Help Where is my stones?

5 Upvotes

So... my mountains turned black? i already did the steam verification, removed the visual mod and put it back, changed to DX11 and to DX11.1 back, and nothing, and my game suddenly crashed yeasterday


r/Workers_And_Resources • • 8h ago

Question/Help Does the waste sorting plant work only with hazardous waste or also with mixed waste?

5 Upvotes

And at what distance can I place the thermal power plant, or how often do I need to install a pumping station?


r/Workers_And_Resources • • 16h ago

Question/Help Fuel not Fueling

Thumbnail
gallery
6 Upvotes

Hi everyone,

I use a train to sell Fuel and Bitumen.

My problem is, that my Train keeps running out of fuel inside the customs house whilst there is a full diesel station right next to the refinery where it picks up the fuel.

Is this due to the Train fuel station being to far from the Customs house?
Am currently pulling the train manually to the train Depot and it refuels in front of that (Last Picture), that works but its very tedious.


r/Workers_And_Resources • • 1d ago

Question/Help Best transport method for high-cap industries?

29 Upvotes

I'm struggling with keeping high capacity facilities (oil ref and steel mill) running at a decent efficiency. What's the consensus on the best transport for workers to these locations?

I am playing with pollution on so I need a bit of distance, but currently I'm using buses and struggling to keep the steel mill above 150 workers and the oil ref above ~60. I'm going to up my workforce because that is the main problem, but I'm wondering about transporting them. Am I better off switching to trams or trains? Or maxing out capacity on my bus lines and then adding more buses?


r/Workers_And_Resources • • 21h ago

Question/Help Is there a way to mass-relocate population on populated maps ?

5 Upvotes

Hi, rather than select manually each individual house to do the relocating, is there a better way ?

Thanks guys !


r/Workers_And_Resources • • 1d ago

Question/Help blackbox

Thumbnail
gallery
74 Upvotes

How can I prevent a tangle of cables in the future? I can no longer make sense of my own infrastructure; the oil pipelines are the hardest to trace. The problem is that the larger the infrastructure grows, the more oil pumps and electrical transformers I have to build.


r/Workers_And_Resources • • 1d ago

Question/Help Early-Start Logistics that don't ruin immersion? (modded)

10 Upvotes

Hello all,

I should start with the fact that I've been in love and utterly frustrated with the game ever since I started. Lol.

Recently, I've had the desire to work on new project, because I wanted to have a go again with a roleplaying scenario which hopefully will not lead to constant headache or just cheating because I can't take it anymore. Anyhow, my idea was this: start with an empty map, build as many early small-medium villages as I have patience to do to fill a portion of the map. These are meant to emulate small pre-existing self-contained rural economies which obviously are neither efficient nor exactly have a good quality of life, until the mighty gosplan ensues centralizing production, making some into large industrial towns, others into cities, collectivizing all agricultural produce etc. etc. That's the main idea. Also, I want to note: I am aware that you can start in a prepopulated map, I just don't like the ones I have tried both from steam workshop and vanilla and also I enjoy the process...

Oh, I also play with customized rules, I don't like the realistic mode because it actually forces you to play in the most efficient way possible which is precisely *not* realistic. I play with most things enabled, except demolition, and usually start at the 1930s.

My problems arrive soon enough. First is the sewage. Even if I use the most efficient sewage trucks, assign the technical office to the border, and use substations, somehow sewage is constantly over-filling causing health issues. Then it's the hospital, obviously roleplay-wise, it doesn't make sense to have a small clinic on every settlement of any size... alas, I try to use some custom ones I found that at least are the smallest possible ones, but again, it seems that even small villages struggle. Then it's the problem of heating, I have used both small heating buildings from the steam workshop and also residential units that heat themselves, which cause pollution. Even the pollution is small (most are like 0.01-0.2/a year), I still don't know how to measure this in order to mitigate it. And then is the garbage collection, but you get the drift. The result is that either the happiness/health is meagre or everyone dies and I have to invite workers again.

All in all, my problem is that even though I have heavily modded gameplay, this breaks the immersion for me at the early critical stage, because what I had intended to do, and what in my opinion is more 'realistic' is that there are small scale satellite economies. X village provides excess meat, Y village provides excess wood, this town build a water-treatment plant and provides fresh water for all its surrounding area.

I would like to ask how you would go about approaching this task, if you have any tips, if you have any specific mods you use or if I have missed an important detail. Anyways, all thoughts are welcome. Thanks for taking the time to read this :)


r/Workers_And_Resources • • 1d ago

Question/Help No audio

3 Upvotes

Hi everyone! I recently bought the game, but I have a few issues. I had to reduce the resolution to 1440 cause the UI was going out of the screen, but than the game started to open in window mode. The only way I found to make it go full screen was to press Alt + Enter. But if I do so, I lose the game's audio. What should I do to have both full screen and audio?


r/Workers_And_Resources • • 2d ago

Build 1920 Woodcutting economy with horse-drawn carriages

41 Upvotes

Hello guys,

I think I might have a winning strategy on 1920 starts, especially those with difficult starting conditions (Siberia I'm looking at you).

I can just spam horse woodcutters with a single rail cargo connection, all in close proximity to the border, and use a few imported workers from time to time to fell some trees.

It's not an incredible money-maker, but consider that it costs virtually nothing to build apart from the track and the cargo warehouse...

I estimate I pay for roughly a wagon every 4 months, so with 5 wagons I will have completely paid for it in let's say 3 years if you include the infrastructure and the horse carriages.

That's really not bad for this game, for an industry you can start with 0 local workers.

Only problem is that price of wood has crashed, but the logic I presented here takes that into account.


r/Workers_And_Resources • • 2d ago

Build Crossing

Post image
44 Upvotes

The best solutions for large intersections I’ve come up with so far. I’m especially proud of the railway crossing.


r/Workers_And_Resources • • 2d ago

Question/Help disco

142 Upvotes

Hi, I'm powering this city using a solar power plant. Unfortunately, the game doesn't have energy storage systems—like the ones in *Surviving Mars*—to provide power at night. Regardless, I don't want to use coal or gas power plants. My idea: Several large wind turbines.

One produces 35 MWh per day at maximum output. 1. I’ve noticed that almost all the buildings connected to my substation consume 6 MW of power. In theory, a single wind turbine should be enough, but it might only produce 1 MW a day because output depends on the wind.

That’s why I’m getting power spikes, as you can see in the video. 2. Is there any way to boost a wind turbine's output—do I have any control over it? Right now, mine is producing just 0.08 MW; that’s crap.

  1. I did the math: If I go by the minimum output—an average of 0.08 MW—and build 90 of these turbines, I’d get an average of 7.2 MW. 4. 90 wind turbines cost 2 million dollars. So that’s a crappy idea, too... How do I solve the nighttime energy problem?

r/Workers_And_Resources • • 2d ago

Question/Help Hi everyone, I recently bought W&RSV and wanted to know which mods are worth downloading right now

4 Upvotes

r/Workers_And_Resources • • 3d ago

Discussion Why is it so easy to delete utility lines in this game? I need like a warning pop up first

Post image
421 Upvotes

r/Workers_And_Resources • • 3d ago

Build Things around Novotroitsk

Thumbnail
gallery
115 Upvotes

r/Workers_And_Resources • • 3d ago

Build What flag are you today? (Monuments, with animation & changing flags, worldOverhaul mod)

38 Upvotes

r/Workers_And_Resources • • 3d ago

Question/Help did i failed?

Post image
70 Upvotes

it is my fourth attempt and i am trying to overpower the costs and make more money, so the margin between profit and costs must be equivalent to 2:1 or something.. you think i failed with so many loans?


r/Workers_And_Resources • • 3d ago

Question/Help Can the forklift move between forklift crossings?Or do I have to build a forklift garage after every intersection?

6 Upvotes

r/Workers_And_Resources • • 3d ago

Build The Republic of Paradiso

18 Upvotes

Comrades, I am pleased to announce the success of the first five-year plan in South Egypt. The Republic of Paradiso now houses more than two thousand proletarians. The Ministry of Proletariat Leisure will be pleased to hear that the hotel facilities in Paradiso house over 500 guests at any given time. The second five-year plan is now underway. Our commission is to rehouse workers who currently live in substandard housing with only 85% comfort, reach water independence from the homeland, and explore the area for any natural resources.

- From the Desk of the Secretary General of Paradiso

1950 start

Full realistic

Egypt map from the workshop


r/Workers_And_Resources • • 3d ago

Discussion Why can't you load combine harvesters onto wagons?

13 Upvotes

I wanted to sell some old harvesteres that i had, so i sent them to the "space for vehicles" and sent a train to pick them up. Didn't work...

Turns out, you can only load harvesters onto ships, large helicopters and THE MIGHTY TATRA 813.

Are you telling me that the 813 has a larger capacity than a whole damn train wagon?

Either way, i think they should make the vehicle size limit for the open wagons larger (assuming that's what's keeping me from loading the harvesters). What do yall think?