Sweet Transit cover
Sweet Transit screenshot
Genre: Simulator, Strategy, Indie

Sweet Transit

Sweet Transit – Hotfix 7 & 8

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
  • Fixed v.0.2.28 blueprint not loading


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

About Sweet Transit #18 | Additions

Additions



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.


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.





Until the next week!