Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Bijlmermeer style blocks
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Building
Buildings (by category): Residential
File Size
Posted
Updated
57.079 MB
12 Aug, 2020 @ 11:49pm
12 Aug, 2020 @ 11:53pm
4 Change Notes ( view )

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Bijlmermeer style blocks

Description
Bijlmermeer was a neighbourhood in Amsterdam, Netherlands, designed by Siegfired Nassuth and built in 1975. It housed over 50,000 people with over 150 nationalities. It's early implementation was notorious for crime due to the failure of the buildings to attract wealthier middle class tenants, instead acting as a gehtto for immigrants fleeing places like Suriname. It has been both praised and heavily critisced in the years since it was built. It still exists today in a much better state, although many of the blocks have been knocked down.
Please note that the default grass texture that will appear around these buildings is awful so I strongly recommend you use the provided custom grass texture.
To use it, simply move the "newdesert4.dds" file from:
C:\Program Files (x86)\Steam\steamapps\workshop\content\784150\2195905503
to:
C:\Program Files (x86)\Steam\steamapps\common\SovietRepublic\media_soviet\tiles_normal
and overwrite.
-By Nyxyx :3
20 Comments
Igi_PL 8 Jul, 2024 @ 2:51pm 
An update to my previous comment.
@Nyxyx This may work without cleaning the model. I did some more testing after adding a little to the value of $HARBOR_EXTEND_AREA_WHEN_BULDING (must be greater than the length of the building, in this case -280).
Test 4a
https://steamhost.cn/steamcommunity_com/id/Igi_PL/screenshot/2502394419294606969/
Test 4b
https://steamhost.cn/steamcommunity_com/id/Igi_PL/screenshot/2502394419294606780/
Test 4c
https://steamhost.cn/steamcommunity_com/id/Igi_PL/screenshot/2502394419294606415/
Igi_PL 8 Jul, 2024 @ 2:28pm 
@Nyxyx you can try to use $HARBOR_EXTEND_AREA_WHEN_BULDING ( thread on Reddit ), but, from what I see, this will work only during placing.

I did a quick test with Bloc 1 and $HARBOR_EXTEND_AREA_WHEN_BULDING -180 placed before 1st $CONNECTION_PEDESTRIAN (screenshots below). If you want to disable collisions, you need to clean the model.
Test 1
https://steamhost.cn/steamcommunity_com/id/Igi_PL/screenshot/2502394419294468703/
Test 2
https://steamhost.cn/steamcommunity_com/id/Igi_PL/screenshot/2502394419294468522/
Test 3 with No collision Signalling control building Hamm https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2513910596

https://steamhost.cn/steamcommunity_com/id/Igi_PL/screenshot/2502394419294468156/
Unknown 14 Jun, 2024 @ 9:32am 
and incase you say you cant, there are already many buildings on the workshop that do
Unknown 14 Jun, 2024 @ 9:31am 
remove the collisions, i want to be able to atleast put some shops in the open areas
Allein 25 Jan, 2024 @ 6:08pm 
Yeah you can make buildings not collide with other objects. But there are already a bunch of cinemas, shops ect. on the workshop so you can place those in the empty space on these flats
Luke 13 Aug, 2022 @ 2:36am 
One, suggestion, you should remove collisions because it would be nice to put some stuff like Cinema or Shop between buildings (idk how to call this)
Verden 10 Nov, 2020 @ 9:44pm 
yes please, split it
Allein 18 Sep, 2020 @ 9:10am 
yeah but you could probably split it into multiple buildings so that it can both be more modular and not have so much dead space
Crackhood 25 Aug, 2020 @ 4:30am 
Oh, in that case you’re probably right
Nyxyx  [author] 23 Aug, 2020 @ 5:41pm 
Which one is this? Because the game is hardcoded to autogenerate the footprint in a rectangular shape according to the extremities of the model. I think you can add a small segment to the footprint with a road connection but that's about it. As far as I, or anyone on the modder's discord are concerned, you cannot define the shape of the footprint.