Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

Enhanced Clean UI Reskin (V2)
37 Comments
TB 19 Jun @ 6:29pm 
@Daffyflyer, Ah, I see. Too bad. Thank you for the reply.
Daffyflyer  [author] 19 Jun @ 6:26pm 
@TB: 1,2,3 Nope, all my changes are just replacing textures, and that's all you have control of really.
TB 1 Jun @ 11:49am 
Daffyflyer, great job. Well done.

I would like to ask you some technical questions, if you don't mind:

1) Would it be in theory possible for me to alter your mod so that it saves maximum amount of the GUI screen area and minimizes or even removes the need for scrolling in the citizens, buildings and vehicles details windows? I just want to see all info at once. The need for constant scrolling is truly killing me as it wastes so much time.

2) Is there a way how to mod font sizes in the game so that I can save even more space?

3) Is it possible to change the game files so that the data (such as consumption of resources etc.) currently represented by bar charts are represented by line charts as with resource prices, for example? The bar charts are useless for spotting patterns and trends the way they are implemented in the game.

Thanks!
Lukas 23 May @ 3:59am 
Smashing - just wanted to be sure there will be no crashes :)
Daffyflyer  [author] 22 May @ 6:48pm 
Not yet compatible with early start, I need to go make all the new assets for it

(I mean it'll still work fine, it'll just have old style UI/missing building data etc for DLC buildings)
Toni fr 22 May @ 11:54am 
as Lukas I would like to know if its compatible
Lukas 22 May @ 11:46am 
Anyone knows if this works well with the early age DLC?
El Psy Congroo 30 Apr @ 7:18am 
Excellent mod, the little icons that add material, speed, storage etc. are extremely useful thank you. I hope the devs will learn and adapt this in a future update to make it dynamically apply to modded content too.

I did notice what seems to be a bug, Road with tram track lists speed as 110km/h while the tooltip says 80
Cassette 28 Apr @ 7:41pm 
This UI such a massive step up from the crappy looking official one that I legitimately think the devs should hire you to revamp the rest of the UI. A shame the mod can't actually change the menus though.
T-san 24 Apr @ 5:13pm 
This is absolutely amazing. I can't go back to the old UI again.
Sekonda 22 Apr @ 5:06pm 
I love it, the original had a certain style to it that fit the game well but wasn't great; this really add's a nice nuance to it.
Daffyflyer  [author] 22 Apr @ 2:43pm 
@Yeeoo - Well, on the weekend I play W&R, then get annoyed at the UI and do a few fixes, then accidently spend the next 2 months of nights and weekends remaking the whole thing heh...
Sekonda 22 Apr @ 12:14pm 
Holy **** the guy from Automation. Wow I can't wait until you put a proper campaign in that and allow me to select cars that already exist. I've made some absolute beauties and they're locked to one area forever, so sad. This is awesome work though for this; is this what you do in your spare time, just make pretty things?
Darth Plastic 28 Jan @ 3:15pm 
May Odin bless you
gregodeon 19 Jan @ 12:32am 
possible error spotted in the mod: thumbnail for large train station states "400" where passenger number is, when it is in fact 2500. thanks for the work :)
Daffyflyer  [author] 16 Jan @ 2:20pm 
"Maybe processed agregate should be more fine"

That seems like it could work, I'll try that in an update at some point :)
gwahazar 16 Jan @ 2:12pm 
Yes, I figured out idea behind different shapes of aggregates, but they still are too similar. Maybe processed agregate should be more fine (few separated small particles) ?
Honestly I looked at the gravel first and tought it is quarried stone.
Daffyflyer  [author] 16 Jan @ 2:06pm 
And I *really* still need a better one for Construction Waste! (ideas welcome)
Daffyflyer  [author] 16 Jan @ 2:06pm 
My theory for processed/unprocessed resources was that unprocessed would always be a big solid rock of a colour, and then processed would be a pile of little broken up rocks in a matching colour. Shape shows processed status, colour shows what resource.

Not sure how well it worked though!
gwahazar 16 Jan @ 12:15pm 
Such icons should be in game. Finally no mistakes between civilian and goverment buildings. Resource icons very clear. Maybe ore/processed minerals should be more distinctive, for example brighter colour for processed bauxite/coal/iron.
valrossenOliver 16 Jan @ 8:26am 
I'll give it 8/10. Love the look, and things are off but that's more limitations than anything. Don't like the color, but it makes up for it in the informative icons.

GREAT WORK! :)
Derrick 15 Jan @ 6:27pm 
Neat, thanks! No rush from me obviously lol but I figured you'd want to know :)
Daffyflyer  [author] 15 Jan @ 6:12pm 
Yep, no worries, I'll have a look into it and put a patch out for that and a few other things sometime soon.
Derrick 15 Jan @ 5:48pm 
I believe it's an easy fix just rearranging a few files, yep! I didn't compare it to the vanilla order, but swapping those two pictures I think makes everything show up correctly (just maybe not in the right order since cheaper is usually left).

I didn't check yet what all the files do, but I saw it didn't match in game and compared the building.ini to see that their capacity didn't match the pictures they were next to.
Daffyflyer  [author] 15 Jan @ 5:36pm 
@derrick - Are just the images themselves wrong, or are the capacities also wrong as if the whole tile has just been swapped? Should be an easy fix! :)
Derrick 15 Jan @ 5:32pm 
Thanks, I love this!

I believe I found a small bug? the imagegui.png files appear to be swapped for cwc/buildings/DryBulkSilo1/ and cwc/buildings/DryBulkSilo2/ and don't match the building files with them.

also not sure if they're intended in this order, as I'd expect them ordered by cost, so maybe they're supposed to also be rotated #1 > #3 and #3 > #2 and #2 > #1?
Vimes 15 Jan @ 3:11pm 
Thanks I'll give that a go at some point when I load that pack again.
On Maps with just land, or rivers, what I describe is not relevant. It is just not a consideration.
The map that I'm using has huge expanses of water that might well benefit from doing as you describe.
Daffyflyer  [author] 15 Jan @ 3:01pm 
Yeah, don't think that one is fixable while keeping good looking skies sadly.

If you want everything else but not the water, you can always use my textures but just keep the vanilla skies (the dds files in the Weathers folder with names like day1.dds, sunset.dds etc.)

That should tone down the water, but you'll have dimmer and lower resolution skies. Might be worth it for what you want though!
Vimes 15 Jan @ 2:41pm 
I know that, in the past, I had mentioned to you about the texture type pack you released. When using on a map with lots of water it can be most difficult, at times, to not see two sky's, the actual sky and then the reflections that represent the water.
I can only appreciate the limitations that you are working with and the compromises that you must make.
Ultimately that kinda compelled me to go back to the vanilla textures due to that intense reflective water, that matched the sky, complete with clouds.
I do hope that this observation does not unduly upset you, that is not what I intend. Just offering some feedback :)

Thanks again for what you create here.
Daffyflyer  [author] 15 Jan @ 2:05pm 
@Vimes - Thanks!


I'll probably have another look at the texture pack at some point yeah. For one thing I want to do a pass on the other biomes.
Vimes 15 Jan @ 11:23am 
This is a most impressive UI change that I have seen, of course you being responsible for the first iteration.

Very well thought through and implemented, with good consistency.

It will take some time to adapt to these changes, after being used to the std UI for so long.

I'll continue with it and then be able to offer a more informed opinion in time.

Would you consider relooking at your texture pack at some time?

Thanks for the incredible work you have done here.
Djiti Djiti 15 Jan @ 4:16am 
Although I think I prefer the vanilla designs, I just wanna say thanks for the skill and effort you've put into this. It looks great, and I love to see passionate modding.
Daffyflyer  [author] 14 Jan @ 6:29pm 
@raubers - Thanks! That's exactly the things I was aiming for :)
raubers 14 Jan @ 6:27pm 
I definitely like the minimalist style, and the fact the icons contain relevant information to the construction/ resource. It may take a little getting used to, but I am quite excited by it - sort of feels like you're re-experiencing the game for that first time. Thanks for such a great workshop item.
Tesmio 14 Jan @ 11:53am 
Напиши разработчикам, пусть оба варианта интерфейса добавят в оригинальную игру. Они же прекрасны!
valrossenOliver 14 Jan @ 9:46am 
We're so fucking back
CommissarPigeon 14 Jan @ 7:48am 
It's here!! :winter2019happybulb: