Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

High Tech Prefab Apartments
36 Comments
RED 10 Aug, 2024 @ 11:24am 
Remove attribute "$CIVIL_BUILDING" from the building.ini file and the buildings will show up in their respective menus.
Pyro  [author] 17 Jul, 2024 @ 12:37pm 
@Deathproof sure man, life has been coming at me quite a bit lately. I've got a bunch of models waiting for textures
Deathproof 17 Jul, 2024 @ 7:31am 
Comrade, the politburo demands new futuristic industrial buildings. Can you build some? Please comrade.
GreezyHammer 24 Jun, 2024 @ 9:24pm 
Soviet Blade Runner.
generic hooman moat.gg 25 Apr, 2024 @ 7:00am 
also both could do with a lot more footpath connections
generic hooman moat.gg 25 Apr, 2024 @ 5:47am 
the futuristic apartment also has pollution
generic hooman moat.gg 25 Apr, 2024 @ 5:47am 
for starters, this houses 2845, not 1235

there's also pollution
Pyro  [author] 30 Dec, 2023 @ 2:15pm 
@ejohnym feel free to add more stores and things to this if you want
ejohnym 29 Dec, 2023 @ 9:05pm 
I was thinking to make something similiar. Just not nuclear power but more ecological. Sollar walls & windows (produce energy during the day) . With batteries ( possibility to store energy) . Electric heating. Market at the basement. Entry to the parking at the underground . Metro station at the underground. Roof with pavement (buildings can be connected) . Of course , a lot expansive
Pyro  [author] 28 Feb, 2023 @ 1:07pm 
@dwebster73 Thats really odd. I'll see about looking into it
webbie33 24 Feb, 2023 @ 3:51pm 
@Pyro - Now that I've been able to complete construction of these buildings, here is something I've noticed. The people in them seem to prefer the road connections and paths opposite the road, but they don't seem to use the path connections that come off the side with the pass through road way. The people go out the road connections and take the long way around to get to buildings (sport, cinema, and pub) that are directly beside the building on the side of the pass through road way, even though I have direct path connections from the building on that side. I've added additional paths to compensate for this, but it may be something to look into.
Pyro  [author] 4 Feb, 2023 @ 1:01pm 
@dwebster73 I might have another pike around this weekend
webbie33 4 Feb, 2023 @ 2:48am 
I can confirm that it will complete construction now. Thank you.

However, there is one thing I found odd. During the Wiring Installation phase of construction, there are two sets of workdays. I've never seen this before. Typically each phase of a construction has a number of workdays which counts down. When it reaches zero, it moves on to the next phase of construction.
Pyro  [author] 2 Feb, 2023 @ 4:20pm 
@dapmiti @dwebster73 I just published a fix. Sadly I don't think you will be able to complete your current building, you will have to demolish and restart or just buy them. Bust subsequent buildings should work.
Pyro  [author] 1 Feb, 2023 @ 5:29am 
@dwebster73 Sorry to hear that. I'll try to take a look over the next couple of days. Work has really stepped up recently so I've been a bit slow with this
webbie33 1 Feb, 2023 @ 2:38am 
I believe I've just encountered the same problem as @dapmiti. In my current play through in realistic mode, construction stops at 4066 total work days remaining. I have 2 buildings that stopped at exactly the same spot. In a prior play through (before realistic mode was a thing), I used this mod with out a problem.
Pyro  [author] 13 Jan, 2023 @ 1:17pm 
@dapmiti damn, I'll take a look into it
Stuff9414 12 Jan, 2023 @ 11:09pm 
Hi, I think I found a bug, when using the realistic mode the building can't be completed. $COST_RESOURCE_AUTO tech_steel 0.1
$COST_RESOURCE_AUTO electro_steel 0.1
$COST_RESOURCE ecomponents 135
$COST_RESOURCE mcomponents 256
this makes it so that it can only fill one of the stacks of components (usually the auto ones), the 135 and 256 can't be added. just removing one or the other fixes the issue
Pyro  [author] 5 Jul, 2022 @ 6:30pm 
@Adil3tr with this kind of density you should have some decent public transit!
The parking lot is like an add-on structure you can slot into the lobby area. You can build as many as you like. I think its got room for like 12 of them so 384 spaces in total?
Adil3tr 4 Jul, 2022 @ 7:10pm 
1235 people, 32 parking spots. :P
Pyro  [author] 13 Feb, 2022 @ 10:21am 
@Lucian I think its a one-way connection so I think it needs both
Lucian 12 Feb, 2022 @ 11:43pm 
I was not able to build the building by my own. It stopped at a certain point. To be honest I had only one of the two roads connected, maybe that caused the issue ?
Lucian 3 Feb, 2022 @ 11:37am 
ah okay, that might make sense. I was wondering why I didn't see an effect, but I was connecting it to a heating system so my fault :)
Pyro  [author] 2 Feb, 2022 @ 7:58am 
@Lucian Its the same mechanic that the village houses use. If you don't connect it to a heating system it will heat itself and produce pollution from the chimneys.
Lucian 2 Feb, 2022 @ 3:31am 
How does the self-heating works?
CommissarPigeon 28 Aug, 2021 @ 4:39pm 
Now it's 13396 days and I think this is much better than before. Thank you!
Pyro  [author] 28 Aug, 2021 @ 2:30pm 
@CommissarPigeon Should be fixed now.
CommissarPigeon 26 Aug, 2021 @ 5:28pm 
I just noticed that after building three of your structures next to each other to check them out. Other two finished building and this one was still in early stages, so something may be off.
Pyro  [author] 26 Aug, 2021 @ 5:25pm 
@CommissarPigeon I might take a look. There are suppose to be pretty complicated and expensive to build but that sounds excessive
CommissarPigeon 26 Aug, 2021 @ 5:24pm 
Right now the construction takes up 46,5k workdays! Is this amount right or is something bugged on my side? :winter2019joyfultearsyul:
tripodalt 7 Aug, 2021 @ 5:01pm 
i guess it have no polution :pact:
Shlendrian 3 Aug, 2021 @ 12:49am 
<3 your futuristic mods
Oolykee 2 Aug, 2021 @ 10:53am 
Great details!
As always, I love your work.

Mod Monday video containing your mod.

https://youtu.be/mLbQiV_oQJ0
Fiend 1 Aug, 2021 @ 8:51am 
The reason it's washed out is because you are only reducing the diffuse setting. You need to reduce the ambient setting too.
The ambient setting controls the base brightness. Diffuse controls brightness in sunlight.
To reduce the blue I just set the blue value 0.1 lower than red and green.

The settings I used were:
$DIFFUSECOLOR 0.6 0.6 0.5 1
$SPECULARCOLOR 1 1 1 1
$AMBIENTCOLOR 0.6 0.6 0.5 1

That made it quite dark, kind of like Bladerunner (the original). Maybe use 0.7 0.7 0.6 1 for a less dystopian look.
Pyro  [author] 1 Aug, 2021 @ 6:49am 
@Fiend The game absolutely washes out any kind of white or light colours so I have to turn that right down and also add an overlay. What settings did you do to turn down the blue?
Fiend 1 Aug, 2021 @ 4:32am 
Nice model but - diffuse 0 and ambient 1 ??? Why would you do that?
Also, I had to make it a little less blue.