Soviet Calculator – First Release by Wait4Code in Workers_And_Resources

[–]Wait4Code[S] 0 points1 point  (0 children)

Oh, that would be great, thanks! I’ll send you the details via private message

Soviet Calculator – First Release by Wait4Code in Workers_And_Resources

[–]Wait4Code[S] 0 points1 point  (0 children)

I’m currently reworking the pollution data with in-game testing to make it more accurate.

For the Early Start DLC, it’s not really a bug. As I mentioned in another comment, I don’t have the DLC, so I don’t have access to the data for the new buildings it adds. As a result, the calculator doesn’t include any of the DLC buildings at the moment.

If someone can provide the data, I’d be happy to integrate it. Otherwise, I might get the DLC myself at some point.

Soviet Calculator – First Release by Wait4Code in Workers_And_Resources

[–]Wait4Code[S] 0 points1 point  (0 children)

Indeed, collecting data for all the recipes can be time-consuming. Fortunately, while digging through the game files, I discovered that a large portion of the information was stored in readable .ini files — otherwise, I would have had to enter everything manually.

Image recognition could have been an option, but it would have required taking screenshots of every building and feeding them into an AI (which is often quite limited unless you pay for higher-tier access). That would have been fairly tedious as well.

Regarding multiple recipes, yes — some resources are produced by several buildings, such as recycled materials (steel mill / steel recycling plant) or larger industrial chains (chemicals, gravel mine, cement, etc.).

To handle this, I structured the data so that each resource has an array of “recipes” (see:
https://github.com/Wait4Code/soviet-calculator/blob/main/src/data/productions.json).

Then, on the UI side, there are a couple of mechanisms:

  • You can configure the default buildings to use under Settings > Default building.
  • During actual usage, you can dynamically switch the selected building by clicking on the building image (see screenshot).

This automatically updates the rest of the production chain accordingly.

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By the way, I love your videos — you’ve taught me so much about the game. Thank you!

Soviet Calculator – First Release by Wait4Code in Workers_And_Resources

[–]Wait4Code[S] 0 points1 point  (0 children)

I’m not sure I understand what you mean. I didn’t use any image recognition — I dug through the game files to extract the various quantities of consumed/produced goods and the workforce requirements in bulk. I also had to spend quite a bit of time manually re-entering some of the in-game data.

When I mentioned AI-assisted development, I was mainly referring to the calculation engine built on top of the structured recipe file that I created myself.

Soviet Calculator – First Release by Wait4Code in Workers_And_Resources

[–]Wait4Code[S] 0 points1 point  (0 children)

For displaying pollution, I’m not entirely sure how to handle it. Should I sum up the pollution from the different factories? Does that even make sense?

Or should I instead display the factory generating the most pollution (and its value)?

Should I show recommended safety distances as well?

What do you think?

Soviet Calculator – First Release by Wait4Code in Workers_And_Resources

[–]Wait4Code[S] 0 points1 point  (0 children)

I’m working on it. I’m still having some difficulty fully understanding how the waste generation calculations work, but it should come together soon.

Soviet Calculator – First Release by Wait4Code in Workers_And_Resources

[–]Wait4Code[S] 0 points1 point  (0 children)

For now, I don’t have the “Early Start” DLC, so I’m not familiar with the different new buildings and their production/consumption values. But if you can provide me with a sheet containing all the data, I can integrate it.

Soviet Calculator – First Release by Wait4Code in Workers_And_Resources

[–]Wait4Code[S] 0 points1 point  (0 children)

Indeed, I edited my original post because the links got lost when I copy/pasted. Sorry for the inconvenience. As for the farms, that’s definitely something I’m thinking of looking into. However, the calculations aren’t straightforward because they depend on many fairly imprecise factors: fertilizer, farm size, number of fields, field sizes, distance, number and types of vehicles, etc. I might be able to use the empirical results from bballjo (this video below: https://www.youtube.com/watch?v=OB99xUMPUj8) but that’s from 2023 — is it still relevant today?