Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

Diesel generator
26 Comments
gonzaldd  [author] 3 Sep, 2023 @ 7:33am 
It seems that there has been a bug with the power plants and they have released a hotfix to fix them, they recommend going back to a previous version of the game and updating it again later. In the tests I have done I would say that it is not completely solved since it works sometimes, the same plant when built sometimes works and other times it doesn't.
I'll let you know if I know anything else.
gonzaldd  [author] 3 Sep, 2023 @ 6:46am 
That's what it seems, both versions don't work, I've also noticed that some power plant mod doesn't work either (specifically Wild Bunny's simple gas plant), so I imagine it's a bug caused by the game itself, anyway. I'll investigate to see if anything needs to be changed.
proteus124 3 Sep, 2023 @ 5:03am 
Stopped working after latest update
gonzaldd  [author] 8 Jul, 2023 @ 2:04pm 
Updated, let me know if there are any issues.
Jens@Saxony 8 Jul, 2023 @ 9:29am 
Cool. Thanks for consider the users feedback. I'm happy with all the changes.
gonzaldd  [author] 8 Jul, 2023 @ 9:04am 
These are the new values for the version without workers, I'll update it tonight when I review it, maybe I'll change some value before uploading it.
Power from 6 to 10
Steel from 3.2 to 2.6
mcomp from 0.4 to 0.3
ecomp from 0.2 to 0.15
work days from 31 to 25
Change gray smoke from white
Added pedestrian access
I prefer not to move the road, instead I have put the pedestrian access on the side (I could have put it at the back, but the garbage can appears there (although it may eliminate the need for garbage)
Chesher 8 Jul, 2023 @ 6:19am 
The road may be on the other side of the workers' house, and most importantly, if the road is rebuilt, the settlement will be left without electricity.
gonzaldd  [author] 8 Jul, 2023 @ 5:31am 
I didn't put it because they had access by road, which is necessary for refueling, but ok, I'll add a pedestrian connection
Chesher 8 Jul, 2023 @ 5:20am 
I don’t know any other way, it seems to me that one pipe with smoke animation is quite normal)
PS it is desirable to add a footpath for the version with workers
gonzaldd  [author] 8 Jul, 2023 @ 4:57am 
Yes, that's the "smoke" I was saying, the problem is that I want to keep the animation of the smoke, isn't there any way to reduce the pollution while keeping the animation, I could put the smoke white, but I would like to keep the current one if possible .
About the materials, I'll think about it, I think it should have more electronics, but maybe I can reduce something
Chesher 8 Jul, 2023 @ 3:54am 
Pipes are responsible for emissions, if one of them is removed, then there is less smoke and pollution. I am so medium powerhouses take away half to balance with the vanilla big:
$PARTICLE factory_small_gray 4.0000 3.2000 0.1000 1 1
$PARTICLE factory_small_gray 1.2932 3.2000 0.1000 1 1
Or changing the pace of the smoke
black gray white:
$PARTICLE factory_small_white 1.2932 3.2000 0.1000 1 1

As for the generator, it looks similar, you can leave the concrete the same, but the production is less and probably there is less iron and electrical parts))) but again, this is an option because if there are no workers, then perhaps there are some mechanisms more complicated =)
gonzaldd  [author] 7 Jul, 2023 @ 3:04pm 
Hello, I'm afraid I can't touch it about the pollution, it seems that it depends on the smoke you put in, actually I'm building a nuclear power plant and the cooling towers emit too much pollution because of that (it has 12 smoke outlets), if you know of any way to reduce it tell me and I will reduce it.
About cheaper, I thought about it, but in the end the cost depends on the materials used, and essentially they are the same generator, I also think that the fact of not using workers compensates for the reduction in power.
Chesher 7 Jul, 2023 @ 12:47pm 
Hello, in the 6mb version it makes sense to reduce pollution (it produces less) and maybe make it cheaper :)
gonzaldd  [author] 6 Jul, 2023 @ 2:34pm 
Added version without workers (6mwh, 0.85 fuel consumption), if there is any problem tell me
Chesher 6 Jul, 2023 @ 7:33am 
you can turn it off by taking away the fuel)))). And the main thing is that it only works when energy is required. For example, the water intake will use the generator while pumping water, as soon as it pumps the maximum, both will stop.
gonzaldd  [author] 6 Jul, 2023 @ 7:09am 
@Chester It works!, if I remove the line of workers it works autonomously, the only thing that seems to be unable to be turned off, when I can I will update adding a version without workers, (consuming more and generating less)

@Beast of war I have not tried it but it is supposed that with the priority of the electrical switches it could be made to work
Chesher 6 Jul, 2023 @ 3:17am 
Гонзальдд, если убрать строчку рабочие в срипте то будет работать так. Похожий генератор есть в старом моде "Временное жилье" поменьше на 2мб с 2 рабочими, я его сделал без рабочих) там реально просто генератор домашний подвальный, у вас более сильный-промышленный)
Спасибо за мод!
Beast of War 6 Jul, 2023 @ 2:24am 
Can it be made to function as an emergency power backup as well ?

Only go into operation when regular power fails on the network ? It's usefulness would be even greater then.
Voli 5 Jul, 2023 @ 4:24pm 
sometimes you see a thing and realize yeah i need that.
Zentra 2 Jul, 2023 @ 11:50pm 
What the game has been missing. Would be more prefect if it was capable of being trailered and relocated. I know it is not possible but still like to dream.
Oskutin 2 Jul, 2023 @ 11:24pm 
Workerless facilities are technically possible.
Berek 2 Jul, 2023 @ 1:37am 
Suggest to keep the mid-voltage. If you would like to make a back-up plant, than you can put several generators in paralel and connect them to high-voltage by a mid-high transformer
Furst 2 Jul, 2023 @ 1:23am 
Хорошо бы делать генератор на земле, без асфальта.
Jens@Saxony 1 Jul, 2023 @ 6:48pm 
Thanks for your response. There seems to be some multipliers for power output (like workers). But there are also power generators like wind turbines. Maybe there is another multiplier for power buildings without workers?

Anyway, I will use your mod as backup for hospitals and fire departments with power priority switchs. That should do the job. Many thanks.
gonzaldd  [author] 1 Jul, 2023 @ 5:32pm 
Thanks. About the workers, my first idea is that it be autonomous, without workers although it generates very little energy, but I am not sure if that is possible, regarding the high voltage connection, consider also putting a high voltage outlet, but it was very ugly, and also, it does not generate as much energy as to be necessary.
Jens@Saxony 1 Jul, 2023 @ 4:05pm 
Great idea! Especially in combination with the new power priority switch. Maybe it is worth to do another one with 1 high voltage connection and more fuel consumption.

I think, I will change the "Workers needed" to 0 if this is possible in the ini file, because it should work as a backup system without worker dependency.