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Island in Realistic Mode: Important first Steps | Ep16 | Workers and Resources | Season 10 

bballjo
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Workers and Resources will Leave early access on June 20th. Lets play a new challenge with everything the game has to offer.
Today: Setting up on the Island in Realistic Mode
Want episodes early? Become a Patreon ( / bballjo ) or YT Member and get access to every episode as I upload it.
The Peninsula Island Challenge has 4 simple rules:
1. Realistic Settings
2. No Land Connections to the Island
3. At max USSR 2 Customs Houses, 0 NATO
4. Hard Money
Mods are allowed and probably even required at times. I will stick to Vanilla at least for industries.
Videos are now rendered in 4k
MAP: steamcommunity.com/sharedfile...
New Vanilla Skins: steamcommunity.com/sharedfile... (Sirius Czech's Workshop collection)
Workers & Resources: Soviet Republic is the ultimate real-time soviet-themed city builder tycoon game. Construct your own republic and transform a poor country into a rich industrial superpower!
This Hard playthrough of Soviet Republic should also serve as a tutorial for any of you that want to follow along.
HAVE FUN!
Patreon: / bballjo
Twitter: / bballjo
Discord: / discord
#WorkersAndResource1.0 #FullRelease #BestCityBuilder

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8 июл 2024

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Комментарии : 32   
@Diogenes469
@Diogenes469 Месяц назад
FYI, you can send helicopters/fire engines manually to a fire even if it's outside of the fire station's range, so you could still have fire coverage on the island even without a fire station there. Granted, it would require more micromanagement. On a different note, I really like the logistic challenge of getting the island started and getting vehicles there, keep it up! This episode gave me a lot of ideas for my own republic, thank you 😊
@SuperAd1980
@SuperAd1980 19 дней назад
Yay! We're on the island.
@bballjo
@bballjo 19 дней назад
Woot woot!
@RoamingAdhocrat
@RoamingAdhocrat 19 дней назад
they should rethink helicopter infrastructure imo. helicopters don't require a helipad each. they should require hangar space, the hangar should have a paved apron, and the apron connected to a helipad.
@Thesecret101-te1lm
@Thesecret101-te1lm 18 дней назад
Tip/hint: You can tell ships, to go to an "incorrect" harbor, and "do nothing", to make them fuel up there. In your case you could had told that small ship to "do nothing" at either the aggregate loading harbor or the general cargo harbor next to your ship dock, and then do it's thing fetching vehicles from the border and whatnot. Btw surprised that you decided to keep your bulldozers and excavators in the heli CO rather than in a free CO, as you are almost out of fuel for the fire helis on the island.
@any1alive
@any1alive 18 дней назад
pro tip, when looking up boats, youc anc lick other and sort by length :D
@Secretgeek2012
@Secretgeek2012 17 дней назад
You've given me an idea for a dating app. 😆
@any1alive
@any1alive 17 дней назад
@@Secretgeek2012 God damn made me giggle more than. I should have. And I'm suprize. Ot took me a few tries to understand what I said but the space was just 1 letter right lol
@Rdlprmpf12
@Rdlprmpf12 19 дней назад
My solution for that issue with the full tank trucks in the distribution office: I strictly separate the liquids. One DO gets a tanker and is responsible for the bitumen. It can also distribute other goods with different trucks, but no fuel. The other DOs are doing only fuel, no bitumen. Alternative would be to connect a very small storage tank to the asphalt plant and use a route with wait for unload at that storage. Apparently it only happens with the tankers, other cargo types can be mixed without problems. I've never seen a flatbed occupied with prefabs or something like that.
@Thesecret101-te1lm
@Thesecret101-te1lm 18 дней назад
You can also use an unloading station. A bit silly since those are larger than the smallest liquid storage, but still :) (An unloading station can make sense for cement for the concrete plant though)
@Rdlprmpf12
@Rdlprmpf12 18 дней назад
Sure, unloading station also works. A storage has the additional benefit of being a buffer if you turned on a big project and suddenly need a lot of asphalt at once. For cement a route is not that great in my opinion. The spikes in demand are higher and longer, one truck would be a bottleneck too often (unless you're very close to the source). But more than one on a route causes "traffic jam" warnings when you're currently not building and the storage is full. I prefer to use a DO for that. Then no extra unloading infrastructure is needed.
@SatuaBoyeroOfficial
@SatuaBoyeroOfficial Месяц назад
Episode 15, the port is planned; start of episode 16 the port is finished. Bballjo really wants to go to the island 😂
@bballjo
@bballjo Месяц назад
It's what it's all about! :)
@any1alive
@any1alive 18 дней назад
i belvie you mean episode 10 port has started planning* *port is side tracted with other plans
@hai.nguyenhoang
@hai.nguyenhoang Месяц назад
1:06:04 and the lesson here folks is always check what can carry the vehicle you want to carry before you buy something inadequate or build inadequate infrastructure for the carrier ship you actually need especially important when using modded vehicles, I for example almost screwed myself by buying a bigger modded open hull truck for my CO that actually can't fit an excavator, despite looking like it could fit one
@Karagianis
@Karagianis 18 дней назад
Oh that's some nasty looking rail jank at the beginning.
@Fly321
@Fly321 11 дней назад
I love the series!
@Matt_Wolff
@Matt_Wolff Месяц назад
I think the helicopter not loading the excavator at 55:50 is related to the fact that they're not into the building "inventory", but still in the parking spot. In my save I've noticed it happening with excavators only, and only in small spaces for vehicles/containers. The bigger one works fine, possible bug?
@bballjo
@bballjo Месяц назад
Good eye! Very interesting...they also didn't unload...so yeah, it's very possible they just don't fit there... little frustrating, but I was prepared for things like this in the sense of "we will figure it out one way or another"
@hai.nguyenhoang
@hai.nguyenhoang Месяц назад
The small storage has a height limit of 3m, whereas the big one has a limit of 5m. Would be nice if we could see how tall each vehicle is...
@mechamotioisma
@mechamotioisma 19 дней назад
24:26 the pipeline is not planned. There's no pipe connecting de session between. The window oppened over it. This happened in the previous episode. And you didn't noticed for the same motive.
@nicolascumu7044
@nicolascumu7044 19 дней назад
Hello thank you for your videos. I hope to see you livestream on twitch some days !
@oldgalah7425
@oldgalah7425 19 дней назад
There are two small cargo harbours the other one is capable of handling 158m ships
@Thesecret101-te1lm
@Thesecret101-te1lm 18 дней назад
What is your computer spec? I tried what you showed in the video, turning on and off which mods to show, and it makes absolutely zero difference in FPS on my computer. A game save with say 20-30k pop and about 40-50 in-game years crawls at 20-25 FPS paused and 5-15 when running no matter what I set this option at, even making the UI hard to use when not paused (i.e. mouse click detection is sluggish). A relatively new game save runs att full speed.
@Nic0maK
@Nic0maK 19 дней назад
Isnt something wrong with how your excavators are parked? they should be able to load on the helicopter, when they're actually in storage, which they're not. Just tested it to be sure, all the excavor/vehicules types I used were transfered without problem, as long as they're under 10t. But they did enter storage first. They did not stay on the 2 parking spaces
@siriusczech
@siriusczech 12 дней назад
Large excavators cannot enter small vehicle storage, nor can be transported into one. That´s all. Reason - they are too high.
@Nic0maK
@Nic0maK 12 дней назад
@@siriusczech Indeed. Only tested with large storage.
@siriusczech
@siriusczech 12 дней назад
Oh, BB - you have reviewed my republic and have been specifically told about how "airbridge" works and where you can find it, and yet you act like you see it the first time. It makes me a bit sad. You can have semi-automated fuel deliveries and general vehicle deliveries as well with two vehicle storages (big, because excavators) and a connected triple cargo helipad on each side. One heli for each of these permanently (wait until loaded for vehicles) and there you go. The third slot is for anything extra you want. Ships can do similar and yes, Ignatov is good for this and can fit in small harbour. Just saying, because by the time this would be available for you to react, you would have the series finished.
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