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Hotfix 6 | Arrived

Hey passengers,

We hope you're having a fantastic journey with us on Update 1. Thank you, as always, for your feedback - you help make Sweet Transit a better world! Hotfix 6 is now available for you to enjoy!

[h3]Patch Notes[/h3]

  • Fixed train depot trains not having colors
  • Fixed build list selection circle being too big
  • Fixed a crash in the sandbox game mode when building with a warehouse present
  • Fixed a crash when having a route with two same destinations and a Train UI opened
  • Fixed roads not costing anything when upgrading
  • Fixed localization issues
  • Fixed disabling production facilities keeping the specialization bonus
  • Fixed lone red signals
  • Fixed a crash when clicking on rested at condition percentage


Have a safe journey.

Update One | Fundamentals - Arrived!

[h3]Sweet Transit Update One Patch Notes [/h3]

Hello everyone, Ernestas here!

Welcome to the Update One Patch Notes, OUT NOW!

Check out the trailer:
[previewyoutube][/previewyoutube]

Working on the first update was certainly a learning experience and I am glad that it is mostly over. Getting accustomed to keeping track of what is happening in the community, answering questions, fixing bugs and working on new features took more time than I expected. Most likely there are multiple questions that slipped through the cracks and were not answered. Overwork and barely keeping up with the deadlines did not help, but how can someone learn if everything goes perfectly? In the end only the result is what matters and hopefully you all will enjoy the changes that were made based on your feedback.

The main goal for this update was to improve the Sweet Transit foundation rather than adding more content. But there are plenty of new features such as a stamps system, better train management, new wait and requirement conditions, tools, statistics, specialization and many more. It should be more accessible and add a fresh coat of paint for advanced players. Some more improvements together with bug fixes will be coming throughout the next few weeks before starting to work on the second update. Don't forget to write your suggestions and feedback in the discord!

Without further ado, please find below our mammoth patch notes, organised by Additions, Graphical Additions and Game Changes. Where appropriate, we have linked to previous Steam News Posts where we’ve talked about these features:


[h3]Additions: [/h3]

  • Added people waiting at stations
  • Added option to toggle station names in map mode
  • Added option to toggle city names in map mode
  • Added wait condition for fully rested passengers
  • Added wait condition for fully tired passengers
  • Added Multi-Drive requirement signal condition
  • Added Route requirement signal condition
  • Added Name requirement signal condition
  • Added Copy requirement signal condition
  • Added Block option for requirement signal
  • Added ability to replace roads while building bridges
  • Added ability to build roads under bridges
  • Added extra zoom out option in the settings
  • Added box rail remove mode
  • Added box rail signals remove mode
  • Added sum console command for calculation
  • Added production buildings attractiveness influence once connected through roads
  • Added storage visualization for production buildings connected to cities
  • Added storage visualization for commercial buildings
  • Added production buildings connected by road to a city storage problem
  • Added production buildings connection to other production buildings by road
  • Added tiles fertility information for more placement options
  • Added possible production buildings fertility requirement for placement
  • Added progression tree UI
  • Added destination, goods and people stamps systems
  • Added Goods Stats UI
  • Added Workers Stats UI
  • Added bonus goods system for factories
  • Added Upkeep modifier option
  • Added Build Cost modifier option
  • Added Taxes modifier option
  • Added Storage modifier option
  • Added console mod cheat command to control modifiers
  • Added production facilities specialization buff when connected through distribution center
  • Added city commercial buildings specialization buff
  • Added wait condition to wait for specific time
  • Added pollution layer
  • Added pollution layer hotkey
  • Added New Game UI Difficulty tab
  • Added multi action destinations
  • Added Craftsmen Stoneworks
  • Added Craftsmen Clothing Shop
  • Added Craftsmen Bakery
  • Added Medium Storage
  • Added Market Hall
  • Added commercial building upgrades
  • Added service building upgrades
  • Added city storage building upgrades
  • Added an option to rename train depots
  • Added a rail in front after building a new train depot
  • Added support for longer names
  • Added a hotkey to hide Build UI
  • Added settings tooltips
  • Added new game UI tooltips
  • Added station workers tooltip total people in range info
  • Added blueprint flipping
  • Added tools production chain
  • Added tools production chain tooltip


[h3]Changes: [/h3]

  • Made stations connect to roads with platforms and bridges
  • Made wagon fuel tooltips show actual goods usage per minute
  • Made station platforms automatically choose a direction in build mode
  • Made stations hold workers that are needed for production facilities instead of the full train capacity
  • Made camera move diagonally based on the grid
  • Made village build range grows with population
  • Made all production facilities search for workers via village roads
  • Made all production goods use city storage if connected via roads
  • Made people without work to relocate to residences that have stations with work nearby
  • Made craftsmen residence buildable from the build UI
  • Updated requirement signal UI
  • Updated range tooltips
  • Removed village and town block ranges
  • Removed no station in range problem for residences
  • Optimized draw system on zoom out by limiting which objects to draw
  • Made build list UI show all categories at once
  • Made fishing docks placement middle tiles accept both water and land
  • Made fishing docks placeable on shore corners
  • Made inner signal blocks divide upon placed signal
  • Made cross inner signal block possible
  • Made distribution center show all storage even if nothing is stored
  • Made workers go to factories via roads only if small storage is present
  • Made train and tree icons always use high res versions #157607
  • Made deposits spawn deterministic
  • Made dropdowns show selected
  • Made trains go to the depot upon send to the depot button pressed
  • Updated Train Depot UI
  • Updated Paris map
  • Removed residence upgrade requirements
  • Made village only require build conditions to unlock something in a sandbox mode
  • Made uploading mod warn if preview image is above 1MB
  • Made mines buildable everywhere without deposits present in the world
  • Updated copy requirement UI
  • Updated optional destination header text
  • Updated stats UI
  • Updates progression stamps UI
  • Updated achievement disablement based on difficulty modifiers
  • Updated train presets UI
  • Updated expansion tutorial trains steps
  • Updated train depot and train presets UI
  • Increased warehouse storage
  • Increased max population increases from services
  • Made residences without inhabitants don't calculate upkeep
  • Updated map generation




[h3]Graphics: [/h3]

  • Added people waiting graphics
  • Added dark mode that makes out of map area dark
  • Added Iron Ore icon
  • Added Steel icon
  • Added Tools icon
  • Added Steel Bridge graphics
  • Added Iron Mine graphics
  • Added Smelter graphics
  • Added Tools Shop graphics

About Sweet Transit #19 | Specialization

[h2]Specialization[/h2]

Hello again, everyone!

For me in game development there is always a cycle of joy, regret, being overwhelmed and back to joy again. And this cycle is much stronger with people playing the game. It always starts with me finishing the last features and starting to playtest Sweet Transit just to see how much it improved. Then the next step is to allow other people to play which always brings me to regret some solutions I did. This is normal as I do not have much off time which makes me overlook many aspects. Fresh eyes are always a good solution. And once enough information is gathered I start to be overwhelmed by all these new features and fixes I will have to do. However, I know that if I evaluate all of the feedback and solve everything to the best of my ability Sweet Transit will become much better as it did many times before. And now I am going back to the joy step just enjoying the game from all these improvements that were only possible when people care and want to improve the game by leaving feedback. This will be the last post focusing on new features for Update 1 which means finally I will be able to work and share new content with graphics. I can't say when we will release it, but that information should come in the near future.


I also wanted to address some questions from comments in the past:
  • Will steel production be released this year - Yes.
  • Will these changes to the game require additional translation - Yes, there will be new additions.
  • When does this become live and will it affect current saves? - You will always be able to load older Sweet Transit saves.
  • And will we get some station upgrades like medium station or large station? - 1.0 will have 4 different stations in total.



[h3]Train Depot[/h3]

Train Depot had a fair share of overhauls. The biggest of which is the UI. You will be able to drag wagons between trains, duplicate, sell, flip inside the depot itself. This was a bit more difficult to do than expected. Also, depots will have their own names allowing to rename them. And lastly, trains will have to physically move inside once pressed "Send to Train Depot".




[h3]Specialization[/h3]

A new mechanic that should allow more interesting colonies. Specialization increases work efficiency allowing the same number of workers to perform more in less time. For distribution centers it adds an extra 5% bonus for each same type of production facility connected to it. For example, having two sawmills will result in a 10% bonus increasing wood production from 60 to 66 per min. Having big farms will be very beneficial.

Villages and towns can also specialize in a single type of goods with the same bonus system. Having most structures that produce Cut Stone will make the village specialize in it. This adds a reason for interesting settlements such as having a small fishing village or a town around mountains producing stone.




[h3]Modifiers[/h3]

A new game will have some modifiers to spice up your experience. For now, there are Sandbox, Easy and Standard presets with multiple sliders in between.




[h3]Upgrading[/h3]

There will be new structures that you can upgrade in a town that I will share later on. But I wanted to talk about this now because laborer residences will not have any requirements for upgrading them except the cost ones. On top of that Craftsmen Residences will be selectable from the Build List. This change felt very natural as forcing residence upgrading conflicted with the game design. Upgrading steps to town are unchanged.


[h3]Multi Action Destinations[/h3]

For those who like to have multi-purpose trains this should be some good news. Trains will be able to perform multiple actions per destination. The setup required is basically the same as it is now which is having multiple same destinations in a row. The difference is that trains will perform all of these actions at the same time while evaluating combined conditions. Wagons will choose the most suited action to perform based on their cargo, passengers, filters and other actions. It should just work.




[h3]Wait for Time[/h3]

Timetables were requested here and there so I added a wait for a specific time condition. With this you will be able to specify exact times that the train can leave the station and based on other conditions it will choose the right one.




[h3]Desirability[/h3]

Finally, I have worked on the pollution layer which I call desirability. It only affects people's happiness as it makes certain residences undesirable to be lived on. Any industry can potentially pollute. Planting trees and decorations will control which areas are being affected.




Until the next week!

Hotfix 5 has pulled into station!

Gooooood morning! It's another bright, sunny day to seize -- your workers are ready. Listed below is fixes, chages and additions comprised in Hotfix 5.

Thank you for your continued support and feedback. Please don't hesitate to join us in the official Discord server

[h3]Bugfixes:
[/h3]
  • Fixed Train Presets UI showing invalid length
  • Fixed distribution center not connecting through roads after load
  • Fixed map not updating after rail signals being destroyed
  • Fixed Distribution centers connecting to targets with disconnected roads
  • Fixed stopped trains not updating their height upon load
  • Fixed a crash when removing mountains
  • Fixed a crash due to icons not being loaded with mods
  • Fixed a crash related to signals
  • Fixed a crash when having a big blueprint at the edge of the map
  • Fixed v.0.2.28 blueprint not loading


https://store.steampowered.com/app/1612770/Sweet_Transit/

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!