About Sweet Transit #18 | Additions
[h2]Additions[/h2]
Hello again, everyone!
Two weeks have passed and finally I have enough content to share with you all. This time I was mostly working on UI and was able to address some other issues. All of the UI will be constantly iterated during the Early-Access development and there are plans for new additions. This is good news as for many Sweet Transit UI is lacking the most.
[h3]Stats[/h3]
A new addition is the statistics panel. The goal with this one is to provide all needed information on how well your colony is doing. It is not finished and most likely will be having many additions down the line. Right now you can see basic statistics, expand categories and change intervals between one minute, one hour and 60 hours.
Further down the line, I would like to add more categories like wealth. On top of that selecting specific goods or workers should expand their own category showing all meaningful information.

[h3]Progression[/h3]
The next addition is progression. It is quite linear at the moment but still requested. I bet it will get much more useful once more content is added. Also don't mind the missing graphics as those will be the last thing added before Update 1.

[h3]Stamps[/h3]
Together with progression I wanted to introduce the stamps system. They will encourage train usage by rewarding stamps which then can be used to get various bonuses. Those bonuses will be build range, train depot length, storage, max population and attractiveness increase allowing you to specialize your colony.
Stamps will have 3 categories:
- Rewarded upon reaching a destination.
- Rewarded upon moving people.
- Rewarded upon moving goods.
[h3]Tools Bonus[/h3]
Another new system is the tools bonus. It works by providing certain goods to production facilities which then increase their efficiency. For example, providing books to a coal mine will double the production rate from 60 to 120 per min. Different goods can be stacked to increase the bonus even further.
[h3]Rail Blocks[/h3]
I have revisited the rail block system that divides small intersections. X crosses will be possible as it was the only exception before when this system was not working. Also, inner signals will now have use as they can also divide blocks providing further control.

[h3]Fishing Dock[/h3]
The most terrifying moment for most of us was probably when we saw that there were not enough straight coasts for our fishing docks. But that stops now.

[h3]Build List[/h3]
Lastly, I made all build items visible at once. You will still have to select a structure you want to expand, but all other logistics, infrastructure and environment items will be visible. Hopefully this will make the building process more convenient.

Until the next week!
Hello again, everyone!
Two weeks have passed and finally I have enough content to share with you all. This time I was mostly working on UI and was able to address some other issues. All of the UI will be constantly iterated during the Early-Access development and there are plans for new additions. This is good news as for many Sweet Transit UI is lacking the most.
[h3]Stats[/h3]
A new addition is the statistics panel. The goal with this one is to provide all needed information on how well your colony is doing. It is not finished and most likely will be having many additions down the line. Right now you can see basic statistics, expand categories and change intervals between one minute, one hour and 60 hours.
Further down the line, I would like to add more categories like wealth. On top of that selecting specific goods or workers should expand their own category showing all meaningful information.

[h3]Progression[/h3]
The next addition is progression. It is quite linear at the moment but still requested. I bet it will get much more useful once more content is added. Also don't mind the missing graphics as those will be the last thing added before Update 1.

[h3]Stamps[/h3]
Together with progression I wanted to introduce the stamps system. They will encourage train usage by rewarding stamps which then can be used to get various bonuses. Those bonuses will be build range, train depot length, storage, max population and attractiveness increase allowing you to specialize your colony.
Stamps will have 3 categories:
- Rewarded upon reaching a destination.
- Rewarded upon moving people.
- Rewarded upon moving goods.
[h3]Tools Bonus[/h3]
Another new system is the tools bonus. It works by providing certain goods to production facilities which then increase their efficiency. For example, providing books to a coal mine will double the production rate from 60 to 120 per min. Different goods can be stacked to increase the bonus even further.
[h3]Rail Blocks[/h3]
I have revisited the rail block system that divides small intersections. X crosses will be possible as it was the only exception before when this system was not working. Also, inner signals will now have use as they can also divide blocks providing further control.

[h3]Fishing Dock[/h3]
The most terrifying moment for most of us was probably when we saw that there were not enough straight coasts for our fishing docks. But that stops now.

[h3]Build List[/h3]
Lastly, I made all build items visible at once. You will still have to select a structure you want to expand, but all other logistics, infrastructure and environment items will be visible. Hopefully this will make the building process more convenient.

Until the next week!