Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

Useful Offices Mod
99 Comments
robs074  [author] 7 Jul @ 5:46am 
Not really, the functionality does not allow for user input other than perhaps some obscure key bindings. Also, it wouldn't add anything because offices don't create any negative effects, so enabling only selected buildings would be purely detrimental.
♣Frikthisname♠ 7 Jul @ 4:58am 
Is it possible to make this script to select a building, instead of making every city halls into offices?
iki_balam 27 May @ 1:20pm 
@RedDog, glad to see. And for what’s it’s worth I got the game (w/ ES dlc) and mod to work on both W7 and W11
RedDog 24 May @ 5:26pm 
Your suggestion to someone else in the Troubleshooting discussion was helpful. Deleting the runningscripts.bin file in the save folder solved the problem. thanks for creating this very useful mod.
RedDog 24 May @ 5:00pm 
This mod does not seem to be working after the latest update.
mustangjake5.0 16 Mar @ 11:08am 
I've tried all three scripts, but they do not update my money when there are excess services to sell. This is the only script I have.
PanMarudaJakub 10 Mar @ 3:14pm 
Dziękuję
robs074  [author] 8 Mar @ 9:44pm 
Otwórz plik Steam\steamapps\workshop\content\784150\2950484463\settings.txt i tam zwiększ wartość w linijce
INTERNAL_DEMAND_FACTOR = 0.02;
PanMarudaJakub 8 Mar @ 2:34pm 
Swoją drogą podpowiesz co zmienić w plikach, aby podkręcić moda? Mam małe miasto to fakt i domyślam się, że to stąd tylko "Services needed: 90", a jestem w stanie mieć nawet 250 produced. Chcę zrobić kawałek ulicy z paroma biurowcami, no ale na ten moment mało to opłacalne
PanMarudaJakub 8 Mar @ 8:30am 
o to dobrze że napisałem xd
robs074  [author] 7 Mar @ 9:48pm 
A, dobra, zapomniałem wstawić :D To już było gotowe od dawna.
PanMarudaJakub 7 Mar @ 8:42pm 
I jak tam praca nad update? W ogóle szkoda że w sumie ty tylko robisz ciekawe skrypty. No dobra są może 2-3 od innych ludzi. A tak to pusto, a wydaje się że skrypty mają spory potencjał
[I.M.P] Blitzø 4 Nov, 2024 @ 8:16am 
I still don't understand how to use this...
robs074  [author] 23 Sep, 2024 @ 11:24am 
This may be related to calculating inflation which sometimes yields weird results. In the test version of the game, we got a new tool for determining the money value change which is much more reliable and accurate. I'll release an update as soon as it becomes stable.
ENDER_828 23 Sep, 2024 @ 10:49am 
it's great but I feel like it makes a little too much money.
robs074  [author] 1 Sep, 2024 @ 9:33pm 
You have to restart the script after changing any value there.
Airborne Troll 1 Sep, 2024 @ 2:24pm 
Is there a procedure you need to follow before tweaking the settings to follow to ensure that those changes stick?
robs074  [author] 24 Jul, 2024 @ 1:19am 
Yeah, the script doesn't work very well if you start before 1960. You have to adjust the start date in Steam\steamapps\workshop\content\784150\2950484463\settings.txt manually before starting the script. If the year there is wrong, the script tries to determine it by some indirect clues (the devs didn't give convenient variables for that) but it's far from perfect.
Aberro 24 Jul, 2024 @ 1:00am 
I'm playing in year 1900 and this script causes some immense amount of income, billions per day.
robs074  [author] 14 Jul, 2024 @ 9:45pm 
iki_balam: You have to click on a city hall and possibly wait a second.
Trank: They export and import automatically.
Trank 14 Jul, 2024 @ 5:31pm 
so are excess services automatically exported or is there something i have to do to export them?
iki_balam 14 Jul, 2024 @ 2:39pm 
Excellent work! PS many of your mods are staples of my play-throughs. How do I get the screen/window that says how many services are needed?
robs074  [author] 1 Jul, 2024 @ 6:04am 
Updated for 1.0.
Allein 29 Jun, 2024 @ 4:46pm 
hi just to check is this mod broken in 1.0?
robs074  [author] 11 May, 2024 @ 1:14pm 
What source file do you mean?
Shockpiper 11 May, 2024 @ 12:41pm 
Can't find the source file. Does it have a different number?
Ale is Yum! 12 Apr, 2024 @ 3:59am 
This is great! Fantastic mod.
robs074  [author] 5 Feb, 2024 @ 3:57am 
The script has been updated for 0.9. Please restart it for the changes to take effect. By default, instead of objectives at the top, you can now click on any city hall and wait a few seconds for a window to pop up. The window contains the overview of services in your republic. You can still enable the previous behaviour by modifying this line
INFORMATION_SHOWN = 0;
in the settings.txt file.
robs074  [author] 30 Jan, 2024 @ 9:38pm 
What happened is that ".0" shows at the end of the number instead of a minus in front of it to indicate you're actually losing money :P
Ale is Yum! 30 Jan, 2024 @ 3:09pm 
Ah, okay. I have around 1300 balance from only three buildings, and they don't have many workers in them. It used to be difficult to keep up, so I don't know what's changed. I can't see it in the budget.
robs074  [author] 27 Jan, 2024 @ 11:07pm 
It happens automatically, you don't have to do anything.
Ale is Yum! 27 Jan, 2024 @ 10:45pm 
I'm sorry if this is obvious and I can't see it, but how do I go about imp/exporting services? Great mod, and i like the imp/exp idea. I just can't find how to do it.
Airborne Troll 6 Dec, 2023 @ 10:31am 
Do service exports require transit?
oralol08 14 Oct, 2023 @ 1:25pm 
I'm experiencing some problems. Price of exported services doesn't add to my balance. What can be wrong?
AresXX222 14 May, 2023 @ 4:09am 
Ohhh okay, I get it now. Thank you alot!
robs074  [author] 13 May, 2023 @ 11:56am 
If it generates negative money then it works with services. Simply by default the mod is less verbose than in the pictures above and only shows the daily balance, but services are still there and you can enable displaying them in the settings file.
AresXX222 13 May, 2023 @ 10:51am 
For me the mod still works in the previous form, without services being a thing. It even generates negative amounts of money for some reason.
robs074  [author] 10 May, 2023 @ 9:32pm 
No, read previous comments, this behavior is contained in this mod.
wangsteve8 9 May, 2023 @ 5:31pm 
The administrative agency has finally come to some use :steamthumbsup:
robs074  [author] 4 May, 2023 @ 12:51pm 
Heh, that's an interesting workaround for sure :D
Alaskan Bull Walrus 4 May, 2023 @ 12:49pm 
Nevermind. I removed the 50s small heating plant building from my subscriptions and I think it worked.
robs074  [author] 4 May, 2023 @ 12:44pm 
Hmm, which one are you trying to run? Also, how does it tell you that, what does the error look like?
Alaskan Bull Walrus 4 May, 2023 @ 12:39pm 
When I try to run it, it tells me invalid FileName
robs074  [author] 4 May, 2023 @ 10:33am 
By default, there's one "office building" in the game (the city hall). You may only use this one if you want, but with a bigger population, it'll become a chore to spam them as they only can have 25 workers. Any mods that work as city hall will do, I've made quite a few office buildings myself which should work well with this script.
Alaskan Bull Walrus 4 May, 2023 @ 10:28am 
Do the office buildings come with the game, or do I download them from somewhere?
abel1717 2 May, 2023 @ 9:49am 
Why couldn't the developers come up with this? This should be part of the game. Thank you, for this clever mod.
baronjutter 23 Apr, 2023 @ 11:08am 
This is a cool idea! I was just thinking the other day that the game really doesn't model the bureaucratic/office needs of a republic. Things like direct citizen services, but also office needs for industry. Maybe your simple economy of a single mine and some coal export doesn't need offices, but a huge complex economy should need an army of planners and general paper pushers.

I always imagined each production building would have a small need for office services, and when your republic's office needs get too short you'd get production penalties. Would be a nice employment sink for educated workers.
robs074  [author] 19 Apr, 2023 @ 9:35am 
Yes, it's all automatic.
Nokia 3310 19 Apr, 2023 @ 9:33am 
How do you sell services? Is it just automatically converts into profit/loss every day?
robs074  [author] 19 Apr, 2023 @ 2:19am 
I'm also considering decreasing the default factor from 0.04 to 0.03 or even 0.02. 0.04 may be a bit too much.