Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Soviet Standard Greenhouse
   
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Building
Buildings (by category): Factory, Industrial facility
File Size
Posted
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66.516 MB
20 Jan, 2022 @ 2:30pm
18 Nov, 2024 @ 12:49pm
7 Change Notes ( view )

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Soviet Standard Greenhouse

Description
Soviet Standard Greenhouse in two sizes: single and double.

During the glorious Soviet era, many cities with big heating and power plant, specially in the north but also common in the south, use such greenhouses in this configuration. Mainly the waste heat was used to grow plants on a very efficient scale. Cities in the far north and northeast of Russia use such greenhouses as main food source until today. This one is a 1:1 scale replica of the greenhouses used in the city of Kurchatov, Kurskaya Oblast, which is using district heat from the nuclear power plant. The same greenhouse was also used at other sites like Balakovo (Saratovskaya Oblast) or Pripjat (Ukraine, Kiev Oblast).

(!) Important notes (!): The greenhouse will only work if you connect it directly to a heating source. (!) Don't use heat exchangers, just use the heating connections of the building (!). Otherwise the heating tank will run out of hot water and the production will stop until reaching it's needed level! Don't be worried about the rapidly twitching indicator needle. It's the Soviet Union, fluctuating heat supply could be happen there! ;) When water supply will be available in the game, I will update the mod's water needs!

Single Greenhouse data:
Needs:
* 30 Workers
* 60 GJ of heat
* 0,017 t of fertilizer
* 10 MWh of electricity
* 17 m3 water (Quality min. 75%)
Production:
* 1.89 tons of crops/day
Features:
* 2 Big heating connections
* 1 Water connection
* 1 Sewage connection
* 1 Low-voltage electric connection
* 4 Loading bays
* 4 Factory connections
* 8 Pedestrain connections

Double Greenhouse data:
Needs:
* 60 Workers
* 120 GJ of heat
* 0,034 t of fertilizer
* 20 MWh of electricity
* 34 m3 water (Quality min. 75%)
Production:
* 3.78 tons of crops/day
Features:
* 4 Big heating connections
* 1 Water connection
* 1 Sewage connection
* 1 Low-voltage electric connection
* 4 Loading bays
* 7 Factory connections
* 16 Pedestrain connections

How I calculate the output? I use as reference the big conventionel field, which have a output of 300,35 tons of crops during one season, so 62.48 tons per hectares. The greenhouse can operate double the season, so the output will be double to 124.96 tons per hectares. Because of it's higher efficiency with the ultimate use of the sunlight and lightning, greenhouses have 80% higher harvest, including heating (+20%) and fertilizer (additional +20%), it will produce 274.91 tons per hectares. Calculated on the overall planting area of 2,50 hectares, 687,3 tons will be produced in one year, which is a maximum output of 1.89 tons of crops per day for the single greenhouse. For the double greenhouse, it will be double of that 3.78 tons per day.

For comparsion: one single field can produce 0.82 tons per day. So that means with one single greenhouse, you can replace around ~2.5 big fields, with the double greenhouse, you can replace ~4.5 big fields. The size of a single greenhouse is around the size of one big field (longer but smaller). This makes sense for advanced gameplay to feed your big population without placing fields in every vcorner of your republic or for remote cities, many kilometers away from your main supply chain.

Please note: Because of how snowmelt works, I can't remove all the snow in winter. Some tiny snow areas can be seen when snow is falling, but the most of it will melt away shortly after reaching the ground. Because the shadow disappears at a certain zoom level, the textures will be some brighter.

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51 Comments
Tocsic 16 Apr @ 7:44am 
I think this burning down crashed my game
DirrrtyDirk  [author] 25 Jan @ 3:47am 
@nelsonds012 this is right, since this greenhouse uses heating as resource.
nelsonds012 22 Jan @ 7:28pm 
i don t have heating option activated for my game and I notice that the farm will not run without heating even when opted out
Yawnson 10 Jan @ 2:26pm 
I'm testing it out on a sandbox map and its fantastic, but I am noticing very low production percentages even with a full staff of workers and all inputs provided (~10%). I am not sure why and wanted to point that out.
Gringri 18 Nov, 2024 @ 2:10pm 
ty for the update!! ^^
DirrrtyDirk  [author] 18 Nov, 2024 @ 12:51pm 
@Illy I updated waste production. There will be no waste anymore. I could not balanced it out as much as I wanted, so I removed it at all.

@stone_builder: I tested it with 1.0.0.7, it works for me. Try to reload the mod from workshop.
stone_builder 17 Nov, 2024 @ 11:00pm 
Thanks for the work! But it cannot be loaded on the latest version of 1.x. Hope the author would kindly update it! Thanks again.
Kairan 18 Oct, 2024 @ 3:25pm 
Beautiful mod, just right for dls with siberia. I myself live in Kurchatov and more than once was at this (single in the game) greenhouse. It is nice to realize that someone knows about their existence half besides the small population of my town, and even nicer when these greenhouses are in the workshop of one of my favorite game. <3: steamhappy:
Illy 6 Mar, 2024 @ 3:56pm 
I believe with the new fertility levels in the game, a 150% field produces 150t/ha of crops. So a large field produces about 720t of crops per year (approx 2t per day). I would probably increase the production of the large farm in this mod to about 9t per day (instead of 3.6t) to keep the balance.

According to google a typical greenhouse can yield 10-15 times more crops per area than a conventional farm, so even increasing this number by a factor of 2-3 (up to ~30t per day) would also be realistic I think. That might be a bit too powerful for the game though, since 2 large greenhouses could completely fulfil a whole food factory.

I might be a bit off on those numbers, but in general it feels a bit too underpowered to use at the moment, especially with the heating requirements.

Really nice mod by the way :) The model is great
Illy 6 Mar, 2024 @ 3:35pm 
You can add $WASTE_PRODUCTION_DISABLE near the bottom of the building.ini in this mod to remove the waste production and make this mod usable until the author can update it