Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

Ryan's Fishing Industry Pack (currently retired)
162 Comments
ryantheskinny  [author] 8 Jun @ 12:39am 
i don't believe so as ships cannot be excavators which is a requirement for that.
Luap104 I Roman 7 Jun @ 3:21pm 
@ryantheskinny And if you make a fishing place like a factory, namely a quarry for mining stone and tie the number of fish to ships that could mine it there. Is this theoretically possible?
ryantheskinny  [author] 4 Jun @ 1:29am 
the way it use to work doesn't reliably work due to code changes. I have retired this mod as its just not possible atm to make it compatible with all the game modes
stone_builder 2 Jun @ 10:58pm 
@ryantheskinny Hi, bro, ur mod's great! But how to build it when plopped in the water? Using a heliCO?
ryantheskinny  [author] 28 Feb @ 7:47am 
I had to add the solar code to make it run without workers. Use to not be an issue but game code changed and only solar and wind work without workers now.
Danielo 28 Feb @ 3:28am 
@ryantheskinny Sorry to annoy but this mod is a MUST and its weird that its not part of the game. Can you perhaps just fix the solar part? the entire mod works perfectly for me when i turn off the garbage part.
Danielo 21 Feb @ 12:38pm 
I think there is a bug that demand solar electricity tech for it to work now.
ryantheskinny  [author] 20 Nov, 2024 @ 2:04am 
You can. But this mod doesn't work well with some features.
Alex_Woiter 19 Nov, 2024 @ 7:59am 
Can I build a fish spot in realistic mod?
OneBear 13 Sep, 2024 @ 9:34am 
Or is there any other problem that I did miss?
OneBear 13 Sep, 2024 @ 9:33am 
Ok, in all honesty, it doesn't make much sense roleplay wise, but using one of my garbage freighter mods, I can empty the garbage storage in seconds it seems. Then I just export that garbage together with the rest of my garbage. Maybe a new international law was passed for fishing nations to take care of ocean waste, I guess?? :D
It's still not functional for realistic mode, but normally you can just fix "maschinery" by paying some rubles, so I don't really care that much. I just explain it to myself with broken fishing nets or whatever :D
ryantheskinny  [author] 18 Mar, 2024 @ 3:36pm 
Im still hoping the dev will help :D
aantono 17 Mar, 2024 @ 2:28pm 
Sadly $WASTE_PRODUCTION_DISABLE doesn't seem to have any effect, and it still produces waste. Only removing cattle storage/production makes it waste-less, as soon as cattle storage is added, it automatically starts producing waste, regardless of the flag. (looks like a game engine bug!!!)
aantono 17 Mar, 2024 @ 1:16pm 
SO... After doing plenty of experiments, it appears that if the fish spot type is changed from $TYPE_FACTORY to $TYPE_POWERPLANT, it works just fine, even though the production is still $PRODUCTION livestock 1.0
MXMS GoodCat 23 Jan, 2024 @ 2:40am 
Thx
ryantheskinny  [author] 22 Jan, 2024 @ 7:11pm 
atm this is not compatible with the maintenance update and cannot be made to be. Waiting on some coding changes from the dev.
MXMS GoodCat 22 Jan, 2024 @ 1:12am 
Is it possible to remove machinery from fish spot?
bat5 21 Jan, 2024 @ 8:47pm 
You can make an aerial construction point for Large fish spot? For construction by helicopter.
ryantheskinny  [author] 18 Nov, 2023 @ 7:20pm 
I juat want my sea cows to work again lol
aantono 18 Nov, 2023 @ 3:11pm 
In all honesty I think the devs need to add ability for modders to add custom resources. Not sure why it’s so hard… 🤷‍♂️
ryantheskinny  [author] 18 Nov, 2023 @ 2:10pm 
tbh if they'd just make a way for the fish to work more like a farm id love it. I liked when i didnt need the sun to make it work.
Illy 18 Nov, 2023 @ 12:23pm 
Thanks for the great mod as well @ryantheskinny :) Maybe the devs can also add a script option to remove livestock pollution too
ryantheskinny  [author] 18 Nov, 2023 @ 12:22pm 
Thanks @illy.
ryantheskinny  [author] 18 Nov, 2023 @ 12:21pm 
Dev is going to evaluate it and see what can be done. Maybe it wont be retired after all.
Illy 18 Nov, 2023 @ 12:18pm 
ryan wouldn't be able to put my fix in the mod, because you need to build it first, then manually change the script to add $NO_LIFESPAN after it's been built (and then reload). This is clearly not working as the devs intended, but if you want to keep using this mod right now, you can do the same.
ryantheskinny  [author] 18 Nov, 2023 @ 10:41am 
so contacted the dev, still not liking the fix for it as it doesnt address all my issues. Going to be on hold for a bit longer.
ryantheskinny  [author] 17 Nov, 2023 @ 7:02pm 
Ill test it out tomorrow.
MXMS GoodCat 17 Nov, 2023 @ 1:37am 
Thank you very much...
ryantheskinny  [author] 16 Nov, 2023 @ 7:19am 
Ill look at it.
MXMS GoodCat 16 Nov, 2023 @ 6:45am 
Could you add script, that Illy wrote below? Please.
ryantheskinny  [author] 16 Nov, 2023 @ 6:25am 
I need to send him a list of what i need to make it work again.
aantono 16 Nov, 2023 @ 6:16am 
Any hopes the devs will make it workable?
ryantheskinny  [author] 16 Nov, 2023 @ 6:10am 
its also retired not abandoned
ryantheskinny  [author] 16 Nov, 2023 @ 6:09am 
its not fixable with the current patch.
MXMS GoodCat 15 Nov, 2023 @ 3:05pm 
Who can pick up this mod, fix it and re-upload it? While author will back...
Claziq 3 Nov, 2023 @ 11:21am 
Are you able to get rid of the "machines in the factory are broken" error using the $NO_LIFESPAN? I'm not getting it to work
Illy 23 Oct, 2023 @ 2:56pm 
I see. So, some weird behaviour I found:

Build the farm as normal, and it will say it has wear and tear etc., indicating it will need repairing at some point.

Now, put $NO_LIFESPAN in the building config, save and reload the game.

You should find that the building are functioning and they magically no longer need repair.

I can't explain why... but it works.
Claziq 23 Oct, 2023 @ 2:11pm 
Thanks Illy, but the main issue currently is that the fishing spots do not work with Maintenance enabled, this causes the "Machines in the factory are broken" message wich results in no fish production. I would totally accept high waste if the buildings could function with Maintenance enabled.
Mofu 23 Oct, 2023 @ 11:17am 
Thanks Illy, I will try it! :happypopo:
Illy 23 Oct, 2023 @ 11:10am 
(this still requires work-days to build, I guess that's the issue you're trying to solve?)
Illy 23 Oct, 2023 @ 10:49am 
You can probably increase the production rate to counteract the waste-killing rate, and have a mostly full livestock storage. But it's kinda realistic that the livestock is only produced when the ship is there anyway.
Illy 23 Oct, 2023 @ 10:47am 
Here is a configuration that works, just about. It reduces the waste to only biological waste, which seems to be tied to livestock storage and can't be removed. However, you don't actually have to empty that waste. The livestock keep being produced. The waste will cap out at 180% capacity, and then it will start killing the livestock. This means that when there is no ship there, the livestock storage will mostly be empty. When a ship docks though, the production is immediately stored on the ship and it's OK.

See below.
Illy 23 Oct, 2023 @ 10:47am 
$TYPE_FACTORY
$SUBTYPE_SHIP
$ANIMATION_MESH_WORKSHOP anim.nmf
anim.naf
$ELETRIC_WITHOUT_WORKING_FACTOR 1
$PRODUCTION_CONNECT_TO_SUN 60
$PRODUCTION livestock 1.0
$STORAGE_EXPORT RESOURCE_TRANSPORT_LIVESTOCK 300
$COST_WORK SOVIET_CONSTRUCTION_GROUNDWORKS 0.0
$COST_WORK_BUILDING_ALL
$COST_RESOURCE workers 1
$HARBOR_OVER_WATER_FROM 100
$HARBOR_OVER_TERRAIN_FROM 100
$SHIP_STATION 60 0 -20 -60 0 -20
$HEATING_DISABLE
$ELECTRIC_DISABLE
$WATERSEWAGE_DISABLE
$WASTE_PRODUCTION_DISABLE
$WASTE_WORKERS_DISABLE
$WASTE_CUSTOMERS_DISABLE
aantono 22 Oct, 2023 @ 7:18pm 
Are there any signs that the devs will fix it?
ryantheskinny  [author] 22 Oct, 2023 @ 3:28pm 
I'm afraid i may have to retire this project for now.
Claziq 22 Oct, 2023 @ 9:34am 
Is there some creative workaround to this issue? I guess having workers is not possible.
ryantheskinny  [author] 21 Oct, 2023 @ 6:11pm 
Something in the code doesnt like a factory coded building not having workers when maintence is on.
aantono 21 Oct, 2023 @ 1:59pm 
Right, which is the issue and the question is what’s really causing it to do so? The solar or wind power station does not require workers and works autonomously and no issues with machinery broken.
Claziq 21 Oct, 2023 @ 10:33am 
The "Machines in the factory are broken" is only present when Maintenance is enabled.
aantono 4 Oct, 2023 @ 8:45am 
The config code I pasted in an earlier post here is exactly how I had it defined. Wonder if it’s me or it also creates that error when you try it?