Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

Chemical plant
50 Comments
generic hooman moat.gg 24 Apr, 2024 @ 7:42am 
break the economy how?
ksgustavo 2 Oct, 2023 @ 12:48pm 
Thank you!! :steamthumbsup:
robs074  [author] 2 Oct, 2023 @ 7:11am 
Steam\steamapps\workshop\content\784150\2357386288\zakladychemiczne\building.ini
ksgustavo 2 Oct, 2023 @ 7:02am 
Ok. What file should I change? And where's it?
Thanks for the help :steamthumbsup:
robs074  [author] 2 Oct, 2023 @ 12:17am 
Increase the number of workers
$WORKERS_NEEDED 200
Don't increase production efficiency ($PRODUCTION chemicals 0.0135) as it may break your economy.
ksgustavo 1 Oct, 2023 @ 2:24pm 
Hello. I would like to increase chemical production by editing the mod file. Could you tell me how to do it? Thanks.
Vimes 6 Mar, 2023 @ 1:17am 
Oh my, now that is about as steam punk as I would have suggested, within the context of the game and the appropriateness of the factory being designed.
The interconnecting pipes, steamy towers and vats / storage vats for liquids. What isn't there to like.? Even an assembly(?) type hall for processing the chemicals, scaled to the overall plant size of pipes etc....I do like the odd colour here and there. Probably way off the mark here but in one place I worked an outbuilding had a red painted roof, the building had reinforced sided but a type of roof that was designed to blow off in the event of an accident. The red colour denoted that.
Great inspiration there.....
robs074  [author] 6 Mar, 2023 @ 1:05am 
Haha maybe not steampunk but look at the plant in Puławy, it'll be something like this (but much smaller of course) https://www.google.pl/maps/@51.4494857,21.9767008,994a,35y,9h,32.01t/data=!3m1!1e3
Vimes 6 Mar, 2023 @ 12:59am 
wonderful......think steam punk if you want inspiration.......Big, steamy with lots of interconnecting pipes....................................yes I feel entitled, lol only joking but perhaps also inspiring you :D
robs074  [author] 6 Mar, 2023 @ 12:57am 
You are reading my mind, yes, I'm going to make a bigger chemical plant (more chemical looking too).
Vimes 6 Mar, 2023 @ 12:45am 
This is a most useful plant. I do note that since the need for chemicals has grown with the introduction of water and sewage, perhaps fertiliser etc might also increase that, a larger chemical factory with a greater production capability would be beneficial for the larger developed maps.

Great work, as always Rob :)

Thanks for sharing.
Owlchemist 27 Feb, 2022 @ 3:16pm 
Thanks Rob, love your work as always <3
(btw the plastic factory has the same problem, for 1 of the 3 inlet connectors. I had to snake around to the side connector to make a connection, but not a big deal really).
robs074  [author] 27 Feb, 2022 @ 12:34pm 
Ah, now I see. It may be related to the height of connection, vanilla is about 1 m, mine is 5 m. I'll try changing it and see how it works.
Owlchemist 27 Feb, 2022 @ 12:28pm 
> And it wouldn't make much sense anyway because the tank is located above the ground, not under it.

Oh well just to clarify I didn't mean put the connector underground. I just mean... well a picture of worth a thousand words: https://cdn.discordapp.com/attachments/116304082834161673/947590293472030730/unknown.png

On the left is an overground connector, on the right is an underground pipe. They just stick up out of the ground at the last moment to connect in. This is how all vanilla buildings work for their inlets. For this chem plant, it's greyed out though, something I've never seen before it took me awhile to figure out what was going on.
robs074  [author] 27 Feb, 2022 @ 10:26am 
But you know that you don't necessarily have to connect the pipe? The plant uses so little oil that you can supply it with a lorry.

Besides, there's no such thing as underground pipe connections in the game. I can make the coordinate negative but it behaves glitchy, for example, you couldn't connect an overground pipe then because it doesn't detect the connection. And it wouldn't make much sense anyway because the tank is located above the ground, not under it.
Owlchemist 27 Feb, 2022 @ 10:14am 
Lol I guess, just a small room for improvement is all. I couldn't end up using the plant in my industrial campus. The footprint is already quite large and I had juuustt enough room to fit it in. I thought I was good until I realized I needed even more space to handle the overground pipes. Would have been fine if it were underground though.
robs074  [author] 27 Feb, 2022 @ 2:45am 
So everything is fine then.
Owlchemist 27 Feb, 2022 @ 2:38am 
That doesn't work if you build it up close to a road. So yes you could do it it's just that it needs a bigger buffer zone around it.
robs074  [author] 27 Feb, 2022 @ 2:12am 
Does it need special support? You can always put underground pipes wherever you want, only directly before connecting to the building they have to go above the ground.
Owlchemist 26 Feb, 2022 @ 11:34pm 
Any chance this could get underground pipe support? <3
Kallax 10 Dec, 2021 @ 7:43am 
JOSTAR 25 Jul, 2021 @ 1:44am 
Ok,my bad!
It can only be connected to aboveground pipes!
JOSTAR 25 Jul, 2021 @ 1:35am 
Pipe inlet cannot be connected?
Oolykee 11 Jan, 2021 @ 10:30am 
Thanks Robs!!
As always, I love it!!

Here is the Mod Monday video about it!

https://www.youtube.com/watch?v=9gkRdEURYv4&t=16s&ab_channel=OolykeeGaming
Zbychu 11 Jan, 2021 @ 7:32am 
piękne, jak zawsze
robs074  [author] 11 Jan, 2021 @ 3:04am 
Fixed :D Seems like I copy-pasted material files for schools :P
Vimes 11 Jan, 2021 @ 2:56am 
Sorry, last one....

https://pastebin.com/95K6C8cH

Big school (80s)

:)
Vimes 11 Jan, 2021 @ 2:25am 
Many thanks for that :)

I had a series of mods from another person and the entries were very extensive, not about sounds, but perhaps about things that could be an issue. From a laypersons POV all that you see are a list of red highlighted errors, you do not know if they are potentially fatal or not.

All that I do know is that your very extensive mod collection is both clean and updated for both sound and colour changes. Well done.
robs074  [author] 11 Jan, 2021 @ 2:10am 
Should be fixed now. Just as I thought it was a wrong token related to bump maps but they don't use one anyway so it's probably harmless.
robs074  [author] 11 Jan, 2021 @ 2:05am 
Thanks, I'll look into it. Probably a typo in the material files. It doesn't cause any crashes for me so it's probably not this.
Vimes 11 Jan, 2021 @ 2:03am 
I might have asked you this before but there are only two of your humongous mod collection that throw up a flag in the log for this game....

https://pastebin.com/987w6i71

.....might be nothing to be concerned about, just started to be curious as the log was my first place to look with some random crashes. The crashes seem to have been resolved now.
Vimes 11 Jan, 2021 @ 2:01am 
Agree with their total walking distance now, since that change some time ago. It "feels" right.
RL and a game can have only so much in common before compromises have to be accepted. Credibility tho has to be maintained.
That's why I did like this chemical plant, as it compliments an overall theme of style.

I do have others with chimneys, towers and wotnots that would be more "acceptable" as a Chemical factory. They all have their place.

Some, perhaps older residential mods, do have the road connections. I prefer those only with path type connections.

robs074  [author] 11 Jan, 2021 @ 1:50am 
I'd say that the current range of pedestrians is more than enough even with such long obstructing flats. IRL, within the range of about 400 m from my home (and I count it along paths, not in a straight line) there are a few shops, a nursery, a kindergarten, a school, a clinic, a church, a swimming pool, a few sports playgrounds and three small parks :D

Residential buildings hardly ever have something like "road connection", they aren't adjacent to any road, only to small pedestrian paths.
Vimes 11 Jan, 2021 @ 1:34am 
Lol, nothing wrong with HP - keeps our grandchildren quiet :)

Point taken in regards to similarities to reality.
It can be kinda frustrating when some of those larger types of buildings have residents where amenities are just beyond their walking distance.
Road connections for residential buildings is another point of need Vs reality and appearance..?

Thanks for your consideration.
robs074  [author] 11 Jan, 2021 @ 1:20am 
That's true, I decided to make pedestrian connections for residential buildings only near the real entrances and since most such buildings don't have any rear doors (that's almost exclusively a feature of tower-shaped blocks of flats) you can connect them only from the front side, just like in real life. Such long buildings are cumbersome even in reality, I live in a similar one so I know ;)

This is not true for service buildings, I made a few exceptions there. However, I'll probably change that after the update with pedestrians not disappearing when they enter the building outline becomes stable. I wouldn't like to see them appearing and disappearing in a wall then, it's not Harry Potter :P
Vimes 11 Jan, 2021 @ 1:03am 
I do like how this compliments your overall building theme.
Thanks for creating and sharing this.

Just a question tho regarding some of your residential buildings.... Some of the larger block type ones seem to have pedestrian entrances only at the front. Because of them having no rear exits that can make the difference of them getting to the shops etc or not.
Admiral_Mar_Denzis 10 Jan, 2021 @ 3:42pm 
Just gorgeous!
CommissarPigeon 10 Jan, 2021 @ 12:19pm 
You can really capture the polish spirit in those bland, warehouse like architecture xD Finally industry align with the residential area
robs074  [author] 10 Jan, 2021 @ 11:32am 
Thank YOU for your opinions :)
dimndroll 10 Jan, 2021 @ 11:30am 
Great work! Thanks, comrade!
Raysione 10 Jan, 2021 @ 11:27am 
Как всегда прекрасно!
robs074  [author] 10 Jan, 2021 @ 11:17am 
Crackhood, it is my main principle to make only plain (generic/typical/boring if you prefer) buildings :)
robs074  [author] 10 Jan, 2021 @ 11:00am 
I made only buildings which were finished in the soviet times, so it's not completely the same :)
robs074  [author] 10 Jan, 2021 @ 10:59am 
Permedia chemical plant, producing various sorts of dyes and pigments https://www.google.pl/maps/@51.2318078,22.6183279,182a,35y,39.42t/data=!3m1!1e3
Tesmio 10 Jan, 2021 @ 10:55am 
Is this a real chemical plant? I doubt it very much. Can you send me the coordinates of his real prototype?
robs074  [author] 10 Jan, 2021 @ 10:55am 
No, I don't want to make such complexes, only small factories which can be built as a single building.
Tesmio 10 Jan, 2021 @ 10:54am 
robs074, You can do as I do: make each building of this complex separately, but using the same initial textures. Then players will be able to build this entire large complex the way they want)
robs074  [author] 10 Jan, 2021 @ 10:49am 
Heh, it's an actual chemical plant. Why would I do that huge complex in Puławy which is way too big for the game? :P
Crackhood 10 Jan, 2021 @ 10:46am 
Your mods are great, but this building is kind of plain.
Not saying that the mod is bad just after Stalin soviet architecture in general.
Tesmio 10 Jan, 2021 @ 10:46am 
This is the first time I've seen such weak work from you, comrade. It doesn't look very much like a chemical plant. More for the finished product warehouse. There are also chemical plants in Poland, including in the Lublin region. For example:
http://wikimapia.org/#lang=pl&lat=51.441169&lon=22.273407&z=11&m=ys&tag=45314&show=/27675/pl/Zak%C5%82ady-Azotowe-Pu%C5%82awy-S-A-