Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

Wind turbine
AmySloth 7 Apr, 2020 @ 8:31pm
Suggestion
I really like the concept of using wind power, but for gameplay, this is honestly not very viable. :steamsad: Might I suggest that instead of each "building" being only one wind turbine, that there could be multiple options for buildings with various numbers of wind turbines? I could see use for a single turbine for mountain and remote areas with small building density(given each powerplant, including this one, has a range of it powering things without wires), so I think you could keep the work you've already done and keep the single turbine :steamhappy: I'm thinking maybe you could have variants with 4, 8, 16 turbines per connection or something like that.

The problem is that it's not realistically gameplay-friendly to have a 100% green-powered republic with how the mod stands now. Having only a bunch of single-turbine buildings isn't worth it for building-dense areas. :steamfacepalm: Since having one turbine does have the aforementioned use, would you be open to adding additional wind turbine plants where each one has multiple wind turbines per 1 electric connection? This way each wind turbine "building" provides more than just 12MWh of power, and it would fix this issue. Otherwise, great work so far, and I appreciate that someone wanted to add a green alternative for power :steamhappy:

I'd also be willing to help out if you need it for making these wind turbine variants. I'd have to learn how to mod this game first though XD
Last edited by AmySloth; 7 Apr, 2020 @ 8:43pm
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Showing 1-8 of 8 comments
Nyxyx  [developer] 8 Apr, 2020 @ 3:12am 
Well, here's the thing: Wind turbines of this scale and time period simply weren't very good. They were able to provide about 300kW or less when running at average capacity and were alright for providing a decent support network for remote locations or essential services. Their height and lack of advanced weather detecting equipment reduced this effectiveness significantly as they were unable to "catch" a lot of reliable wind, so they spent a lot of time idle. There was no way you'd be running factories off them. This is also combined with the fact that the Soviets couldn't give a damn about the environment led to extremely limited adoption of any renewable power sources in Russia until very very recently.

In fact, renewable power in general has only recently been adopted because prior to the 90's the materials and computer technology simply didn't exist to make them all that useful.

This particular model is based on real Soviet wind technology though honestly it's probably better than the real thing even in it's current state. Initially I had planned to make a modern wind turbine that would be much larger and more effective but I figured that since buildings cannot be locked by year and 90% of players aren't going to hit even 1990 in their saves, it would be inappropriate.

I did consider making this mod a turbine "farm" with multiple units placed down at once; mostly because I wanted to reduce the amount of wires needed; however I do not know if the coming animation support will actually allow multiple meshes to be animated that way (in this case multiple sets of blades spinning on their own axes). The other main reason why I chose to do it this way was because if I made multiple unit sets, they would have very large bounding boxes requiring very large areas to be flattened and would not only ruin the looks of the farm and the practicality of the units in rough terrain, but also be very laggy and annoying to try and place; something that I learned with my lighthouse mod. Honestly I am not happy with the current bounding box, I think it is too big for the actual structure; but there is nothing I can do about that. Lastly, doing it this way adds a bit more challenge.

If I were to do anything to make using these turbines easier, it would probably need to be some sort of "inverse substation" that wirelessly accepts power rather than distributes it. I have suggested such a feature to the devs but whether or not they saw my suggestion or have interest in it I do not know.

Thank you for the feedback.
Last edited by Nyxyx; 8 Apr, 2020 @ 3:17am
AmySloth 8 Apr, 2020 @ 4:55pm 
Thanks for the reply!

That's understandable about not wanting to do this yet if the animation support doesn't support having each turbine animated in a single building.


This mod is still really useful though for remote mines and stuff, so I can make do with using it this way for now and continue using other power systems in conjunction with it, Thanks again for the work so far :steamhappy:
LeXoR208 22 May, 2020 @ 4:45am 
I have no clue if its possible but id love if you made a version of the small turbine (or like a mini turbine that maybe makes 4-7mw) that doesn't require workers. it'd work well with another mod that basically lets you extend pipelines for really long distances but the pumps require power (14mwh per day). The reason i said i don't know if its possible is cause i've played a little with production of some buildings and worker numbers but factories seem to not produce goods when i change required workers to 0. i have no clue if that's also the case for power plants because i haven't really messed with them. Admittedly that's almost certainly my lack of knowledge about how the values affect results because i don't really fully understand anything about modding yet.

Also just want to say i really love this wind turbine mod. makes it super easy to have a neater power grid and give little hamlets electricity. All in the name of motherland propaganda and a sweet sweet breakfast of vodka and bread.
Nyxyx  [developer] 22 May, 2020 @ 6:23am 
Powerplants require workers to generate power, unfortunately. Also they're surprisingly high maintenance in real life. I would have preferred to make these turbines require less people but this game is often pretty weirdly coded.

I could probably make an even smaller turbine but honestly right now I'm wrapped up in other projects. It wouldn't be a difficult task, and I am absolutely going to return to these turbine mods once animation support is added, so maybe then I'll make a tiny one.

Thank you for your kind words though, it means a lot.
LeXoR208 23 May, 2020 @ 5:53pm 
I figured workers would be required but never hurts to ask. Thank you for the information. Im looking forward to any new stuff from you!
Aieonae 25 May, 2020 @ 10:11pm 
It did be great if the inverse sub station can come about, then again is it possible to overlay the system to a specialized transformer instead as, the wind turbine would likely end its terminations on some sort of energy storage with a transformer feeder.
Last edited by Aieonae; 25 May, 2020 @ 10:13pm
KarolOfGutovo 14 May, 2021 @ 9:20am 
Are you planning to make these turbines work with the same system as vanilla ones, or just keep it as is?
Nyxyx  [developer] 14 May, 2021 @ 10:48am 
These turbines will not be updated. The turbines now in the base game are basically official versions of my designs. Please enjoy those.
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