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Thanks for the help
$WORKERS_NEEDED 200
Don't increase production efficiency ($PRODUCTION chemicals 0.0135) as it may break your economy.
The interconnecting pipes, steamy towers and vats / storage vats for liquids. What isn't there to like.? Even an assembly(?) type hall for processing the chemicals, scaled to the overall plant size of pipes etc....I do like the odd colour here and there. Probably way off the mark here but in one place I worked an outbuilding had a red painted roof, the building had reinforced sided but a type of roof that was designed to blow off in the event of an accident. The red colour denoted that.
Great inspiration there.....
Great work, as always Rob :)
Thanks for sharing.
(btw the plastic factory has the same problem, for 1 of the 3 inlet connectors. I had to snake around to the side connector to make a connection, but not a big deal really).
Oh well just to clarify I didn't mean put the connector underground. I just mean... well a picture of worth a thousand words: https://cdn.discordapp.com/attachments/116304082834161673/947590293472030730/unknown.png
On the left is an overground connector, on the right is an underground pipe. They just stick up out of the ground at the last moment to connect in. This is how all vanilla buildings work for their inlets. For this chem plant, it's greyed out though, something I've never seen before it took me awhile to figure out what was going on.
Besides, there's no such thing as underground pipe connections in the game. I can make the coordinate negative but it behaves glitchy, for example, you couldn't connect an overground pipe then because it doesn't detect the connection. And it wouldn't make much sense anyway because the tank is located above the ground, not under it.
https://maps.app.goo.gl/1k9hrXdnMSeUnE7k8
It can only be connected to aboveground pipes!
As always, I love it!!
Here is the Mod Monday video about it!
https://www.youtube.com/watch?v=9gkRdEURYv4&t=16s&ab_channel=OolykeeGaming
https://pastebin.com/95K6C8cH
Big school (80s)
:)
I had a series of mods from another person and the entries were very extensive, not about sounds, but perhaps about things that could be an issue. From a laypersons POV all that you see are a list of red highlighted errors, you do not know if they are potentially fatal or not.
All that I do know is that your very extensive mod collection is both clean and updated for both sound and colour changes. Well done.
https://pastebin.com/987w6i71
.....might be nothing to be concerned about, just started to be curious as the log was my first place to look with some random crashes. The crashes seem to have been resolved now.
RL and a game can have only so much in common before compromises have to be accepted. Credibility tho has to be maintained.
That's why I did like this chemical plant, as it compliments an overall theme of style.
I do have others with chimneys, towers and wotnots that would be more "acceptable" as a Chemical factory. They all have their place.
Some, perhaps older residential mods, do have the road connections. I prefer those only with path type connections.
Residential buildings hardly ever have something like "road connection", they aren't adjacent to any road, only to small pedestrian paths.
Point taken in regards to similarities to reality.
It can be kinda frustrating when some of those larger types of buildings have residents where amenities are just beyond their walking distance.
Road connections for residential buildings is another point of need Vs reality and appearance..?
Thanks for your consideration.
This is not true for service buildings, I made a few exceptions there. However, I'll probably change that after the update with pedestrians not disappearing when they enter the building outline becomes stable. I wouldn't like to see them appearing and disappearing in a wall then, it's not Harry Potter :P
Thanks for creating and sharing this.
Just a question tho regarding some of your residential buildings.... Some of the larger block type ones seem to have pedestrian entrances only at the front. Because of them having no rear exits that can make the difference of them getting to the shops etc or not.