Hello all. Please find below our latest hotfix information for Sweet Transit for Hotfix 7 and 8.
Hotfix 7 was released on 03/11
Hotfix 8 was released on 08/11
Bug fixes:
Fixed not being able to scroll wagons in the train depot with middle mouse button
Fixed sandbox gamemode not enabling upkeep
Fixed a crash when detaching a distribution center from a station
Fixed a crash when removing a station bridge near the main station building
Fixed a crash when removing rails in front of a moving train
Fixed tools shop not being present in settlements
Fixed localization issues
Fixed train reserving chain signals where they shouldn't
Fixed settlement production buildings not producing after load
Fixed settlements not registering imported goods from outside production facilities
Fixed multi action destinations not being able to load/unload at the station with a single wagon
Fixed a bug when blueprint flip invalidates signals
Fixed a bug when rails allow or block their removal when they shouldn't
Fixed Cheese Factory having a block range
Fixed tooltips not calculating storage capacity bonuses
Fixed City UI goods tooltips not disappearing on mouse press or mouse leaving the area
Fixed multi action destinations not finishing their job
Fixed rails always being overgrown;
Fixed remove mode from upgrade tool not refunding
Fixed a crash when mass removing rails with validation
Fixed stamps available text going out of bounds
Changes:
Made bridges transparent in the rails build mode
Made add wagons in the train depot fail if new train wagon would exceed the train depot length
Made sandbox gamemode enable cheats by default
Updated Save UI date format to Year-Month-Day
Updated train movement system
Increased signal block max inner blocks from 6 to 24
Increased ST30 ramp speed from 35 to 40
Increased ST30 corner speed from 20 to 30
Made trains stop in the middle of the station if front is occupied and all train wagons fit the station
Removed potato farm restrictive placement based on fertility
Improved train path station finding
Additions:
Added block goods slider to block certain amount from settlement exports
Added tools storage to the town medium storage
Added production facility road range increase together with the stamps upgrade
Graphics:
Added Medium Warehouse Storage graphics
Added Medium Warehouse Storage icons
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!
Patch Notes
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!
Sweet Transit Update One Patch Notes
Hello everyone, Ernestas here!
Welcome to the Update One Patch Notes, OUT NOW!
Check out the trailer:
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:
Additions:
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
Changes:
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
Graphics:
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
Specialization
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.
Train Depot
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".
Specialization
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.
Modifiers
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.
Upgrading
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.
Multi Action Destinations
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.
Wait for Time
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.
Desirability
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
Bugfixes:
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
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.
Stats
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.
Progression
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.
Stamps
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.
Tools Bonus
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.
Rail Blocks
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.
Fishing Dock
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.
Build List
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!
Please board Hotfix 4!
Gooooood morning! It's another bright, sunny day to seize -- your workers are ready. Listed below is fixes, chages and additions comprised in Hotfix 4.
Thank you for your continued support and feedback. Please don't hesitate to join us in the official Discord server: https://discord.gg/aNat4N93wS
Bugfixes:
Fixed farms not respecting factories block ranges
Fixed a crash when replacing a Requirement signal with UI open for it
Fixed trains bad braking calculations
Fixed a screen shake when pressing page up and page down at the same
Fixed a crash when hovering over travelers that have their destination village deleted
Fixed some blueprints not loading
Fixed edit definitions not copying methods
Changes:
Updated console font
About Sweet Transit #17 | Limitations
Limitations
Hello again, everyone!
Last week's focus was mostly on limitations. Sweet Transit has different kinds of challenges which means that some limitations will always be there such as a single warehouse. A single warehouse forces good station designs as most traffic will be directed to that point and that challenge constantly evolves the more you expand. There are plans for difficulty settings that will allow players to customize their experience while disabling specific achievements. But some limitations were not adding much apart from limiting how players can play and I have tackled some of them.
Expansion
Villages had a limited build range. Now it is possible to expand indefinitely while growing your population and it works really well with new station distance calculations. Later I will have to take a second look at the population limitations balance.
Relocation
Many newer players had problems with workers not going to their stations. This usually was caused because a village had reached its growth limit either due to the max population limit or there not being enough work for the current inhabitants to attract new inhabitants. This resulted in players trying to build new houses to fix this problem which did nothing as nobody wanted to move in. Now people will relocate inside a village from residences with no work to residences that need workers in nearby stations. This will make village growth more natural and as a bonus with fewer problems that do not add anything fun to the table.
Roads
The next change is enabling road building under a bridge. This should lead to more interesting village designs having more ways to connect everything. On top of that, I have added a small QoL feature that allows building bridges on top of roads without removing them beforehand.
Production
Build distance limitations are removed and only Warehouse keeps that rule. Placing farms and other production buildings inside of a village will be possible. It was a natural choice after allowing villages to expand their build range. With this change, it will be possible to connect production structures with roads directly allowing to pass workers and manage goods. However, this will have some downsides such as attractiveness and smaller growth due to fewer workers needed. For the next week I will continue working on this adding a pollution system and a new incentive to have trains delivering goods tied to the progression system.
The image below is a valid bricks production setup. Coal is being supplied to the village and brickworks, and bricks are produced while getting clay via roads. A village just makes sure that enough workers are in those workplaces.
Fertility
Now tiles will hold height, resource and fertility information to provide more control over how farms and factories can be placed. This will be more strict to motivate the usage of the train. Map generation will also be iterated.
Rail Remove
Rails and signals can be removed in a box drag mode. Some wanted a universal box remove tool as well and I am looking into that.
Optional Destinations
I have added an option to mark destinations as optional. This works by testing wait conditions beforehand and deciding based on that if the trip is needed.
Zoom
Finally, for mostly widescreen players a better zoom-out option will be available in the settings. I have implemented new systems for culling and distance-based occlusion to keep performance impact minimal.
Until the next week!
HotFix 3 has arrived!
Bug fixes:
Fixed trains not saving their colors when being sent to the train depot
Fixed a crash when mods are trying to edit missing definitions
Fixed Diesel trains not using fuel going backwards
Fixed a crash when hovering over commercial building with output that does not have production chains defined
Fixed requirement prefer option not allowing other trains to pass
Fixed distribution centers reconnecting on build
Fixed blueprint not saving requirement signals information
Fixed a crash when loading a game with a train that previously had destroyed rails in its path
Fixed distribution center not updating connection after road removal
Fixed distribution center not showing the correct amount of goods
Fixed stations connecting to parts that are disconnected from the main structure
Fixed Cattle Ranch showing wrong wheat input per min
Fixed copied train preset modifying the original
Fixed after upgrading residences craftsmen boarding laborer trains
Fixed a crash when hovering over a factory building with output that does not have production chains defined
Changes:
Disabled achievements on saves that are not made by the player
Changed Spanish mass and cargo mass translations
Made Upgrade UI and Train Presets UI choose the cloesest Train Depot when opened with a hotkey
Made Commercial and Service buildings accept floats as production amounts
Made Distribution Center UI show the same information as Station UI connected to it
Made distribution center connect to factory roads
Additions:
Added train depot to the selection cycle
Added nighttime halo on highlight settings
Added option to set wagon passenger graphics same as with cargo
About Sweet Transit #16 | Future Content
The Launch
Hello again, everyone!
Thank you for all the positivity and feedback following our Early Access launch. It's wonderful to see so many people enjoying the game and creating many different ways to beat the game. Release was quite stable, but with some problems nevertheless.
Please continue to share your feedback and suggestions in Discord, we read them all.
Feedback shows that the biggest issue is the late-game balancing and difficulty curve. This leads experimental players to thrive, while others struggle to progress, The first update will tackle accessibility and QoL, ensuring the base game is more fun with added polish. This will include, but is not limited to:
- Unlock Tree UI - Various production stats UI - Train Presets/Depot UI rework - Difficulty settings with proper sandbox mode - Steel bridges that can have rails underneath them in any variation
Going Forward
I want to continue the blog posts I started prior to launch. However, I will start sharing what I've been working on over the past few weeks. It has only been a week since I shifted from purely bug fixing and adjusting the v.0.2. There is still one bigger update in the pipeline, but after that - only bug fixes will be uploaded until the v.0.3, which arrives later this year.
⚠ The following additions & changes will be released in future updates
Station
One of the biggest changes is that people now wait at stations. This is a purely visual change to identify if people can be loaded. In an ideal world I would love to make animations for boarding trains, but at this moment that is unpractical, as workers do not know at which platform a train will stop until it arrives.
Village
The most requested feature was connecting village roads to station platforms or bridges; this is now possible. I did not enjoy seeing square villages with stations at the edges, and when you minimize mountains to remove terrain difficulty, this becomes the most optimal way to build. I have plans to remove village expansion distance limitations altogether, allowing you to have one enormous village through your playthrough. It will require a lot of balancing changes to not make the game trivial, like making farm placement more strict based on the biome. But more on that later.
Platforms
People did not rotate station platforms in build mode and because of that, I made them automatic. You can still rotate them, but this will be useful once more station types are available.
Workers
Stations now hold enough people for required work based on routes instead of the full train capacity. I have tried to tackle trains loading enough people for their trip as well, but the logic approach was not enough due to how the current system is optimized. This is still on my mind, just need to think through what will be the best way to approach this.
Map Mode
Some of you wanted to see station names on the map. You will be able to toggle them in settings if you want to see station and village names in the map mode. I have also added a dark mode which inverts the end of the map colors to avoid blinding people playing in the dark.
Wait conditions
A new wait condition is added for people. You will be able to check for people's rest percentage, allowing trains to wait until their passengers are fully rested, fully tired or anything in between.
Requirement signals
Finally, I have been working on requirement signals. The UI had a minor facelift. A block action was added to block passage for trains that fit the requirement; and on top of that, 4 new requirements:
Multi-Drive - To allow passage for trains that can both move forward and backward.
Route - To allow passage for trains that are using a specific route.
Name - To filter trains based if they have specific letters or words in their name or route name. You could add for example 'W' letter for trains that are carrying wood and allow passage for only them.
Copy - This will not work on pathfinding, but instead it will copy a signal block in front to other referenced signals. Priority merging or other tricks will be possible with this requirement as there are no limits on the number of blocks that you can copy or signals that you can copy to.