Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

Ryan's Fishing Industry Pack (currently retired)
163 kommentarer
A Fake Uncletopia Server 11. sep. kl. 4:56 
If you want this to work in newest patch go to Steam\steamapps\workshop\content\784150\2495773868 and in the buidling.ini file for both fish farms remove the two lines for sun based production and add $WASTE_PRODUCTION_DISABLE at the end.
ryantheskinny  [ophavsmand] 8. juni kl. 0:39 
i don't believe so as ships cannot be excavators which is a requirement for that.
Luap104 I Roman 7. juni kl. 15:21 
@ryantheskinny And if you make a fishing place like a factory, namely a quarry for mining stone and tie the number of fish to ships that could mine it there. Is this theoretically possible?
ryantheskinny  [ophavsmand] 4. juni kl. 1:29 
the way it use to work doesn't reliably work due to code changes. I have retired this mod as its just not possible atm to make it compatible with all the game modes
stone_builder 2. juni kl. 22:58 
@ryantheskinny Hi, bro, ur mod's great! But how to build it when plopped in the water? Using a heliCO?
ryantheskinny  [ophavsmand] 28. feb. kl. 7:47 
I had to add the solar code to make it run without workers. Use to not be an issue but game code changed and only solar and wind work without workers now.
Danielo 28. feb. kl. 3:28 
@ryantheskinny Sorry to annoy but this mod is a MUST and its weird that its not part of the game. Can you perhaps just fix the solar part? the entire mod works perfectly for me when i turn off the garbage part.
Danielo 21. feb. kl. 12:38 
I think there is a bug that demand solar electricity tech for it to work now.
ryantheskinny  [ophavsmand] 20. nov. 2024 kl. 2:04 
You can. But this mod doesn't work well with some features.
Alex_Woiter 19. nov. 2024 kl. 7:59 
Can I build a fish spot in realistic mod?
OneBear 13. sep. 2024 kl. 9:34 
Or is there any other problem that I did miss?
OneBear 13. sep. 2024 kl. 9:33 
Ok, in all honesty, it doesn't make much sense roleplay wise, but using one of my garbage freighter mods, I can empty the garbage storage in seconds it seems. Then I just export that garbage together with the rest of my garbage. Maybe a new international law was passed for fishing nations to take care of ocean waste, I guess?? :D
It's still not functional for realistic mode, but normally you can just fix "maschinery" by paying some rubles, so I don't really care that much. I just explain it to myself with broken fishing nets or whatever :D
ryantheskinny  [ophavsmand] 18. mar. 2024 kl. 15:36 
Im still hoping the dev will help :D
aantono 17. mar. 2024 kl. 14:28 
Sadly $WASTE_PRODUCTION_DISABLE doesn't seem to have any effect, and it still produces waste. Only removing cattle storage/production makes it waste-less, as soon as cattle storage is added, it automatically starts producing waste, regardless of the flag. (looks like a game engine bug!!!)
aantono 17. mar. 2024 kl. 13:16 
SO... After doing plenty of experiments, it appears that if the fish spot type is changed from $TYPE_FACTORY to $TYPE_POWERPLANT, it works just fine, even though the production is still $PRODUCTION livestock 1.0
MXMS GoodCat 23. jan. 2024 kl. 2:40 
Thx
ryantheskinny  [ophavsmand] 22. jan. 2024 kl. 19:11 
atm this is not compatible with the maintenance update and cannot be made to be. Waiting on some coding changes from the dev.
MXMS GoodCat 22. jan. 2024 kl. 1:12 
Is it possible to remove machinery from fish spot?
bat5 21. jan. 2024 kl. 20:47 
You can make an aerial construction point for Large fish spot? For construction by helicopter.
ryantheskinny  [ophavsmand] 18. nov. 2023 kl. 19:20 
I juat want my sea cows to work again lol
aantono 18. nov. 2023 kl. 15:11 
In all honesty I think the devs need to add ability for modders to add custom resources. Not sure why it’s so hard… 🤷‍♂️
ryantheskinny  [ophavsmand] 18. nov. 2023 kl. 14:10 
tbh if they'd just make a way for the fish to work more like a farm id love it. I liked when i didnt need the sun to make it work.
Illy 18. nov. 2023 kl. 12:23 
Thanks for the great mod as well @ryantheskinny :) Maybe the devs can also add a script option to remove livestock pollution too
ryantheskinny  [ophavsmand] 18. nov. 2023 kl. 12:22 
Thanks @illy.
ryantheskinny  [ophavsmand] 18. nov. 2023 kl. 12:21 
Dev is going to evaluate it and see what can be done. Maybe it wont be retired after all.
Illy 18. nov. 2023 kl. 12:18 
ryan wouldn't be able to put my fix in the mod, because you need to build it first, then manually change the script to add $NO_LIFESPAN after it's been built (and then reload). This is clearly not working as the devs intended, but if you want to keep using this mod right now, you can do the same.
ryantheskinny  [ophavsmand] 18. nov. 2023 kl. 10:41 
so contacted the dev, still not liking the fix for it as it doesnt address all my issues. Going to be on hold for a bit longer.
ryantheskinny  [ophavsmand] 17. nov. 2023 kl. 19:02 
Ill test it out tomorrow.
MXMS GoodCat 17. nov. 2023 kl. 1:37 
Thank you very much...
ryantheskinny  [ophavsmand] 16. nov. 2023 kl. 7:19 
Ill look at it.
MXMS GoodCat 16. nov. 2023 kl. 6:45 
Could you add script, that Illy wrote below? Please.
ryantheskinny  [ophavsmand] 16. nov. 2023 kl. 6:25 
I need to send him a list of what i need to make it work again.
aantono 16. nov. 2023 kl. 6:16 
Any hopes the devs will make it workable?
ryantheskinny  [ophavsmand] 16. nov. 2023 kl. 6:10 
its also retired not abandoned
ryantheskinny  [ophavsmand] 16. nov. 2023 kl. 6:09 
its not fixable with the current patch.
MXMS GoodCat 15. nov. 2023 kl. 15:05 
Who can pick up this mod, fix it and re-upload it? While author will back...
Claziq 3. nov. 2023 kl. 11:21 
Are you able to get rid of the "machines in the factory are broken" error using the $NO_LIFESPAN? I'm not getting it to work
Illy 23. okt. 2023 kl. 14:56 
I see. So, some weird behaviour I found:

Build the farm as normal, and it will say it has wear and tear etc., indicating it will need repairing at some point.

Now, put $NO_LIFESPAN in the building config, save and reload the game.

You should find that the building are functioning and they magically no longer need repair.

I can't explain why... but it works.
Claziq 23. okt. 2023 kl. 14:11 
Thanks Illy, but the main issue currently is that the fishing spots do not work with Maintenance enabled, this causes the "Machines in the factory are broken" message wich results in no fish production. I would totally accept high waste if the buildings could function with Maintenance enabled.
Mofu 23. okt. 2023 kl. 11:17 
Thanks Illy, I will try it! :happypopo:
Illy 23. okt. 2023 kl. 11:10 
(this still requires work-days to build, I guess that's the issue you're trying to solve?)
Illy 23. okt. 2023 kl. 10:49 
You can probably increase the production rate to counteract the waste-killing rate, and have a mostly full livestock storage. But it's kinda realistic that the livestock is only produced when the ship is there anyway.
Illy 23. okt. 2023 kl. 10:47 
Here is a configuration that works, just about. It reduces the waste to only biological waste, which seems to be tied to livestock storage and can't be removed. However, you don't actually have to empty that waste. The livestock keep being produced. The waste will cap out at 180% capacity, and then it will start killing the livestock. This means that when there is no ship there, the livestock storage will mostly be empty. When a ship docks though, the production is immediately stored on the ship and it's OK.

See below.
Illy 23. okt. 2023 kl. 10:47 
$TYPE_FACTORY
$SUBTYPE_SHIP
$ANIMATION_MESH_WORKSHOP anim.nmf
anim.naf
$ELETRIC_WITHOUT_WORKING_FACTOR 1
$PRODUCTION_CONNECT_TO_SUN 60
$PRODUCTION livestock 1.0
$STORAGE_EXPORT RESOURCE_TRANSPORT_LIVESTOCK 300
$COST_WORK SOVIET_CONSTRUCTION_GROUNDWORKS 0.0
$COST_WORK_BUILDING_ALL
$COST_RESOURCE workers 1
$HARBOR_OVER_WATER_FROM 100
$HARBOR_OVER_TERRAIN_FROM 100
$SHIP_STATION 60 0 -20 -60 0 -20
$HEATING_DISABLE
$ELECTRIC_DISABLE
$WATERSEWAGE_DISABLE
$WASTE_PRODUCTION_DISABLE
$WASTE_WORKERS_DISABLE
$WASTE_CUSTOMERS_DISABLE
aantono 22. okt. 2023 kl. 19:18 
Are there any signs that the devs will fix it?
ryantheskinny  [ophavsmand] 22. okt. 2023 kl. 15:28 
I'm afraid i may have to retire this project for now.
Claziq 22. okt. 2023 kl. 9:34 
Is there some creative workaround to this issue? I guess having workers is not possible.
ryantheskinny  [ophavsmand] 21. okt. 2023 kl. 18:11 
Something in the code doesnt like a factory coded building not having workers when maintence is on.
aantono 21. okt. 2023 kl. 13:59 
Right, which is the issue and the question is what’s really causing it to do so? The solar or wind power station does not require workers and works autonomously and no issues with machinery broken.
Claziq 21. okt. 2023 kl. 10:33 
The "Machines in the factory are broken" is only present when Maintenance is enabled.