Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

Greenhouse
70 Comments
Chico Chico Chico 4 Jul @ 6:49pm 
+1 periodically checking on this mod to see if it's ever updated lol
need to use fertilizers instead of chemicals, fix water and electric etc
stone_builder 17 Nov, 2024 @ 10:59pm 
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.
Borjär Johnson 17 Nov, 2024 @ 3:06am 
AAah i check on this mod every few months to see if it is fixed. : P Its perfect for me otherwise.
Papa Nurgle 16 Jul, 2024 @ 7:30am 
Thanks for the great work!
Any chance to make it use either liquid or solid fertilizer?
bacons960 14 Nov, 2023 @ 6:37am 
ok that's it
vajeeking 14 Nov, 2023 @ 6:17am 
@bacons960 just download all files .replace existing ones.
bacons960 13 Nov, 2023 @ 6:08pm 
Are all the files to be copied and pasted or just to download all the files?
vajeeking 12 Nov, 2023 @ 10:08am 
Fixed ,added water input, sewage output, liquid fertilizers, electric input and graphics improvement. reduced mod size 22mb. link below
https://1drv.ms/f/s!ArwkjJZgP0HfgeVrJuU-vpE7v-psJw?e=E0PnWA
TheZebid 9 Sep, 2022 @ 4:54pm 
Stod, Buildings from the steam workshop look, it's there. P.S Stod, Здания из мастерской steam посмотри, оно там. Слева в меню.
Brammered 23 May, 2022 @ 12:35pm 
Hey mate, this maybe a really stupid thing...but I have built these, and it's saying "that power is missing".

The things are next to power, so it's not a lack of connection. What am I missing?
Stod 17 Apr, 2022 @ 2:57am 
Where can i find them in building list? I can't see them...
milidh 11 Apr, 2022 @ 8:02am 
Are you going to update to require water?
Example lines:

$CONSUMPTION water 0.02
$CONSUMPTION_WATER_REQUIRED_QUALITY 0.75
Rem Lezar 25 Feb, 2022 @ 6:31am 
To be fair, industrial greenhouses actually require a lot of workers. You can't automate a lot of the work, so you basically need an army to maintain and harvest crops. Very hands on work.
Alexis the luna dragon 8 Nov, 2021 @ 12:16am 
really cool mod but could you reduce the ammount of workers needed?
LIGHTTECH2 17 Jul, 2021 @ 12:20am 
so lovely to have a variety of buildings
081 7 Mar, 2021 @ 12:14pm 
no electricity is connected to a large greenhouse
Elgodoy 5 Mar, 2021 @ 12:10pm 
Hello, thank you very much for this mod, I wanted to suggest an improvement to the mod, the production of grtano is very low, you only take out one truck per day, this production could be doubled or tripled, without affecting the demand for the products it requires.
Stucka_ / Luca 3 Feb, 2021 @ 7:56am 
could you please add the stats of the buildings in the description ? production per day, workers, . . .
BareJag 29 Dec, 2020 @ 1:20pm 
I have never seen that in greenhouses. Clusters of greenhouses use the same heating plant. But not other houses.
Fèru Or 19 Dec, 2020 @ 6:10am 
Would you mind if I use your building models to create a mod of my own? I would of course credit your mod as inspiration and include a link to the original.
kromgart 17 Nov, 2020 @ 1:21pm 
Вроде бы в маленькой теплице опечатка там, где эмиттеры частиц задаются (building.ini, начало 5й строки — "RTICLE" вместо "$PARTICLE")
Из-за этого загрязнения для маленькой не рассчитываются.
dozer280288 15 Nov, 2020 @ 5:07pm 
does the greenhouse work in winter?
Gerald of Bolivia 22 Oct, 2020 @ 1:51am 
The calculation did not take into account the cost of housing for employees and additional infrastructure (schools, kindergartens, shops) and the cost of hiring them. True, the farm requires more transport. I think the preparatory costs will be about the same (construction cost and purchase of transport). The only plus of greenhouses is less occupied space on the map
Gerald of Bolivia 22 Oct, 2020 @ 1:51am 
I will assume that greenhouses are absolutely not profitable. As an example, I will take the historical period in which I am currently playing. 1976. Let's take the ideal conditions in which a large greenhouse produces 11 tons of crops per day, ie. 4015 per year (11 tons * 365 days). At current prices in 1976, this is 28.3 rubles per ton if you buy. So, one greenhouse saves us 113,600 rubles a year (28.3 rubles * 4015). However, during this time it will consume 40.15 tons of chemicals, which we could sell for 51,900 (40.15 tons * 1293 rubles (sale price in 1976)). To consume greenhouse coal per year for 23,200 rubles (2.3 tons * 365 days * 27.7 rubles per ton). Further workers. It takes 225 workers to consume food, clothing, electronics, etc. in a year. for 41,000 rubles (225 people * 365 days * 0.5 rubles maintenance per day). Those. the greenhouse gives us 113,600 rubles a year, and it costs 116,100 rubles a year for maintenance.
DoXeB 16 Sep, 2020 @ 12:28pm 
One of my fav to be used with seasons update. Balanced stats IMO (Currently using big model only, small one need to much worker for half the output but still, as it is easier to fit, it seems legit in one way). Thx for your work
BareJag 25 Jul, 2020 @ 9:38pm 
Too many workers needed.
aantono 30 Jun, 2020 @ 11:31am 
Can we add new instruction $HEATING_DISABLE to the script.ini to the greeenhouses to remove the heating requirement (as it is similar to farm, so should not need external heating, as it is already a greenhouse, so it is heated!!!) ;)
Ootlander 17 Jun, 2020 @ 4:40pm 
Good mod, badly needs more factory connections, couple on each side of the building should do.
tomek 13 Mar, 2020 @ 12:39pm 
i cant add the large greenhouse to Construction office to build it....
☆CH†LLY☆ 21 Feb, 2020 @ 10:22pm 
please add more factory connections
Schenzi 4 Feb, 2020 @ 12:12pm 
(The bigger one), the smaller one works
Schenzi 4 Feb, 2020 @ 12:09pm 
I'm not able to click on the greenhouse after putting it down
xx1xac3x1xx 1 Feb, 2020 @ 5:53pm 
The point of all that figuring out - sorry for going on a bit much but I thought I'd explain my reasoning - is probably that the greenhouse production numbers are actually pretty accurate at the moment. They're about twice what you'd expect from a Soviet greenhouse in 1960 but that's probably what you'd expect from a Soviet greenhouse in 1975, and half what you'd get in 1990. In a game that ignores historic tech advancements and covers that period that makes them about right. The main problem is actually that they require way too many workers.
xx1xac3x1xx 1 Feb, 2020 @ 5:09pm 
With regards to workers, if we assume half of the 560 workers at the facility in the report I found were employed at the 70000m2 greenhouse space (instead of the cattle farm, dairy, feed production and processing etc) and that labour requirements scale linearly, that would mean the smaller greenhouse could be fully tended by 80/3 or 27 people, while the larger greenhouse could be fully tended by 67 people. Again these numbers are realistic rather than balanced for the game.
xx1xac3x1xx 1 Feb, 2020 @ 4:44pm 
This allows us to get a figure for the mod’s greenhouse production of abstract crops by multiplying the figures generated from the historic report (adjusted by 86 percent to account for light/CO2 enrichment) by a factor of 0.00057/0.00074 or 0.77 yielding output figures of 2.85t per day crops for the smaller 20000m2 greenhouse and 7.4t per day crops for the larger 50000m2 greenhouse.

These figures, 2.85t/day and 7.4t/day are thus the most realistic ‘crop’ outputs for the two greenhouse models in the mod, assuming technology has roughly evenly impacted agricultural productivity in the past 60 years and that cotton doesn’t react weirdly to greenhouses.

Unfortunately I can’t say whether these figures are balanced in relation to the game without good data on the average productivity of WR:SR fields over an extended period to compare to historic figures. I’ve seen figures of 0.75t/ha on the steam forums, which would be very low compared to reality if accurate.
xx1xac3x1xx 1 Feb, 2020 @ 4:43pm 
Taking cotton as a proxy for the other crops used in the game (in the game at the moment if you aren’t eating or exporting crops, you’re making them into fabric which indicates cotton) and assuming that its production hasn’t been disproportionately (relative to other crops) improved by advancements in the last 60 years in comparison to general open-field horticulture, we can conclude that the production of the abstract ‘crops’ in the game would be between 0.0004t/m2/yr and 0.00074t/m2/yr on average using modern open agriculture. Splitting the difference (as we can’t say how ‘crops’ will actually be used by the player) and assuming cotton doesn’t react strangely to being grown in greenhouses we can suppose that 0.00057t/m2/yr abstract ‘crops’ should be produced for every 0.00074t/m2/yr of the mixed bag of horticultural crops produced by the historic Soviet greenhouses.
xx1xac3x1xx 1 Feb, 2020 @ 4:42pm 
Okay I think I have a way to make the statistics neutral between different crops, though it makes a few assumptions. Gives some numbers to play with though.

According to this report ( https://sustainable-farming.rutgers.edu/wp-content/uploads/2017/12/urbanfringe-v07n01.pdf ) 0.5lb/ft2/yr or 0.00074t/m2/yr of crops is realistic for the sort of crops that were grown in the greenhouses in the report I found earlier, using modern methods and open field agriculture. Also using modern methods, you can grow 4t of cotton per hectare ( https://wikifarmer.com/cotton-harvest-yields/ ), or 0.0004t/m2/yr.
xx1xac3x1xx 1 Feb, 2020 @ 12:20pm 
I agree that letting greenhouses grow anything is good; I want to use them for producing fabric myself. Hmm. Will do a bit more research and see if I can find a way to generalise the statistics more. It can be fun to figure these things out.

I'll see if I can think of a plausible way to make the statistics neutral between different crops, like the game is.
xx1xac3x1xx 1 Feb, 2020 @ 12:20pm 
On further consideration I think the greenhouses in your mod should probably be more productive than the historic examples as they are heated, CO2 enriched (from the coal) and lit at night. The historic models were only heated. With extra light and CO2, based on this report ( https://www.researchgate.net/publication/322915527_increase_greenhouse_tomato_productivity ) you can expect 86 percent more output.

This means that greenhouses as depicted in your mod (which are better than the historic models from 1960) the small greenhouse would output about 3.7t per day and the big greenhouse 9.6t per day. Again this would be mixed veg/food.
painkillerlexar  [author] 1 Feb, 2020 @ 11:51am 
Thanks man! good info, me visit early same greenhouses, but dont know statistic .
its game , no real life , and all no realistic tehre ) but you give good statictic, need chenge soon in mod. but no sure about chenge crops by food ... greenhouses can grow any... hm
xx1xac3x1xx 1 Feb, 2020 @ 11:44am 
Nice buildings btw, thanks!
xx1xac3x1xx 1 Feb, 2020 @ 11:42am 
Assuming the data is good the report claims 70000m2 of greenhouse space produced 2500t mixed veg (mostly cucumbers and tomagoes) per year, or about 7t per workday. The smaller of the two greenhouses is about 40000m2 with half the land used for cultivation while the larger looks like it has maybe about 50000m2 of growing space. By simple calculation this indicates an output of about 2t for the smaller greenhouse and 5t for the larger greenhouse of mixed veg (which is probably more like food than crops as you would normally sell tomatoes etc directly to consumers).

The same document gives some detail on labour requirements which suggest a lower labour requirement than presently specified in the mod. The whole farm complex described, which included many additional ventures besides the greenhouse space, employed only 560 people.
Largo 24 Jan, 2020 @ 7:40am 
I can't click on the big greenhouse. So I can not assign vehicles.
Kazeck 1 Jan, 2020 @ 11:40pm 
Sidenote. The greenhouse shouldn't take power, given that it already burns coal for heat adding a tiny generator inside would be the most sensible option rather than importing power, additionally it has glass making it not really need grow-lights as much anyways.
Kazeck 1 Jan, 2020 @ 11:39pm 
the problem is that in game we don't have seasons, and all our fields produce goods continuously, and obviously the amount of days has been reduced significantly, so while the greenhouse is balanced 'realistically' if you actually compare it to it's counter-parts it's production is lesser, and in terms of game balance it's a horrible investment. To make up for the fact that the greenhouse would in actuality produce crops 24/7/365, I'd give it 4x it's current output, since it would have far more time in the year in which it can grow crops than the outdoor fields do.

TLDR, economically, realistically, and by any other measurement the greenhouse is inefficient, I recommend a 4x increase in productivity to make it viable. (I also do not recommend raising it's import demand much either, as doing so would just require yet more output to make it viable.)
Kazeck 1 Jan, 2020 @ 11:39pm 
Alright so, given it's square hectarage is approximately 2x that of the large field, which is in and of itself around 8x that of the small field, and considering that most crops require 3-5 months to yield crops, you can perform a formula to determine it's output. it'd be 30 days x 4 months (The average) so 120/16 (small fields worth of land) =7.5, so it should have the output every day of a small field every 7.5 days. At that rate it technically does work.
Kazeck 1 Jan, 2020 @ 11:39pm 
I like this mod conceptually, but I believe it's output is abit too low. Honestly as far as gameplay balance goes, farms take few-no workers, and use mechanization for all production.

This greenhouse is very worker intensive, which means it consumes not just it's coal and chemical consumption, but also the power, food, clothes etc. needed to maintain those workers who cannot contribute elsewhere, so when you factor in all of the many costs, and build a foodplant next door to two of these (large) greenhouses, you still cannot run the food factory at a high enough production level to produce profit after expenses.

In all honesty given that it's designed to continuously produce crops, as a result of growing things with time differential's to ensure one is always at the 'harvest' stage, it should produce a sizable amount of food.
Comrade Sky 7 Dec, 2019 @ 5:24am 
Also, can you put the resource data here? I hope it puts out food directly and not crops. Then it might be worth it… Besides, this would produce things like produce, so at least crops and food.
Comrade Sky 7 Dec, 2019 @ 5:23am 
Why burn coal for heat? Never seen such a greenhouse, not that they don't exist. You can build them to use no heating or waste heat from a power plant. Thy are very rarely heated using actual resources that aren't otherwise wasted AFAIK.