Renovations

From Stalburg Wiki
Revision as of 16:12, 14 August 2024 by Powakowza (talk | contribs)
Jump to navigation Jump to search

Renovations are one of the main aspects and objective of the Obenseuer, that become available as soon as player receives Tenement Blueprint from Malone Petronis.

Tenement Blueprint gives a wide range of renovations to start, individual apartments, their upgrades and utilities, general tenement upgrades and its utilities, basement upgrades and roof upgrades and outdoors upgrades. Renovations can be contracted to renovation contractors limited to the level of that contractor or blocked by requirements of other renovations.

Apartment renovations

Player's Tenement has currently 16 available apartments that can be renovated, that also includes the player's apartment and the apartment resided by Malone Petronis, remaining apartments can be rented to people looking for home in exchange for a stable income.

The apartment upgrades themselves can be split into general upgrades (Walls, Bathroom, Kitchen and Balconies) and utilities (Heating, Electricity and Water), which the latter may require tenement utilities first. It is advised to focus on preparing apartments for renting first, before player tackles renovations of their own or Malone's apartment.

Tenement renovations

The tenement itself has multiple key upgrades to perform, mainly the Stairwell renovations, that with each level, will unlock more floors, and Basement renovation, which allows to install utilities required in later apartment upgrades. It is very important to differentiate apartment utilities from tenement utilities when planning renovations.

Besides the two main upgrades, with unlocked basement, player can further renovate it, expanding it to a personal workshop, a public sauna and a mushroom farm. Unlocking all floors with the roof included, allows to start roof renovations. Player can also at any time renovate the outdoors, cleaning up the courtyard, renovating the façade and expanding the tenement with a pier and a canal sauna, which of those upgrades, some may be required by potential tenants.

In the current version, by default the tenement starts with Makeshift I level of Pier and Sauna upgrade.

Starting renovations

After acquiring Tenement Blueprint, player is able to talk to renovation contractors, starting with Tenement Contract Work! run by Samuel Jonasson. Upon interaction, player is given a choice which renovations to start, each requires player to gather resources and pay initial payment in OCs, finished renovation needs final payment in RMs to be applied in the tenement. Player can start multiple renovations concurrently and is free to hold on paying the final payment as long as they please. Higher level renovations will require player visiting new districts and finding a contractor with better skills there.

For apartment renovations, the player is required to fully examine that apartment by visiting every room, and cleaning it up from trash, furniture, contaminated materials, mold and graffiti, using the Cleaning Mode. Gathered furniture player can utilize for themselves.

Resources needed for renovations can be placed in the "Renovation Resources" chest located next to the contractor, it is wise to plan ahead and buy or find rarer resources in advance, as their availably might be low when a time for renovation comes otherwise. Samuel Jonasson also accepts stolen resources for the renovations.

Renovation costs and effects

Yard

Renovating the Yard improve its appearance, and is required by some tennents. The Sauna upgrades improve its efficiency as well.

COURTYARD
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I 6.800 Planks x40

Nails x80

700
II 13.000 Planks x40

Nails x80

Sand x5

Cement x4

Tarp x1

Mesh x1

Wire x1

1.100
III 60.000 Planks x20

Nails x40

Sheet Metal x10

Cement x8

Fertile Soil x5

Wire x5

Brick x20

10.000
IV 100.000 Planks x40

Nails x40

Sheet Metal x12

Cement x16

Bucket of paint x4

Wire x10

Wiring Components x5

Brick x25

30.000
V Not Implemented Not Implemented Not Implemented

Each level of Courtyard clears the Yard of garbage and adds outdoor communal areas.

FACADE
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I 7.000 Cement x10

Scrap metal x10

800
II Facade I 14.500 Cement x15

Scrap metal x15

Planks x3

Asbestos x5

1.700
III Facade II 40.000 Cement x20

Scrap metal x20

Asbestos x15

10.000
IV Facade III 100.000 Cement x20

Scrap metal x30

Bucket of paint x15

Insulation wool x15

20.000
V Not Implemented Not Implemented Not Implemented

The Facade renovation is purely cosmetic, although the first level removes the garbage bin near the entrance of the building.

SAUNA & PIER
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I 15.000 Planks x40

Nails x80

Leather roll x1

Scrap metal x20

Pipe x2

Duct tape x4

Sheet Metal x4

Bucket of paint x1

Rock x4

800
II 21.500 Planks x60

Nails x120

Cloth roll x1

Scrap metal x30

Pipe x3

Duct tape x8

Sheet Metal x4

1.700
III 60.000 Planks x30

Nails x80

Cloth roll x2

Scrap metal x20

Pipe x6

Duct tape x2

Sheet Metal x8

Cement x4

Glass Pane x4

Bucket of paint x3

10.000
IV 60.000 Planks x60

Nails x160

Cloth roll x2

Scrap metal x30

Pipe x6

Duct tape x2

Sheet Metal x8

Cement x2

Glass Pane x6

Bucket of paint x6

20.000
V Not Implemented Not Implemented Not Implemented

Each level of Sauna & Pier improves its effects on mental health, as well as the quality of the deck near the river.

Basement

The basement upgrades are necessary to connect apartments to amenities (electricity, water & heating), provide buildable space to expand your farms/productions or indoor services (sauna).

BASEMENT
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I 6.500 Cement x6

Plywood x4

Planks x4

Nails x8

Scrap metal x8

Duct tape x4

Tarp x2

300
II Electricity I 15.500 Cement x6

Sheet metal x6

Planks x20

Nails x40

Scrap metal x12

Duct tape x6

Cloth roll x2

950
III Electricity I 60.000 Cement x10

Sheet metal x6

Planks x6

Nails x12

Scrap metal x26

Bucket of paint x12

Cloth roll x2

3.000
IV Electricity I 100.000 Cement x12

Sheet metal x6

Planks x3

Nails x8

Scrap metal x20

Bucket of paint x20

Cloth roll x2

6.000
V Not Implemented Not Implemented Not Implemented

Each level of Basement [WIP]

WORKSHOP
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I Basement I 4.000 Cement x4

Planks x10

600
II Workshop I 8.000 Cement x8

Planks x10

1.200
III Workshop II 12.000 Cement x4

Planks x10

Scrap metal x8

Sheet metal x2

Nails x2

3.000
IV Workshop III 1.600 Cement x4

Planks x10

4.000

Each level of Workshop clears a part of the basement, expanding the buildable area.

ELECTRICITY
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I Basement I 9.500 Wire x10

Scrap metal x20

Sheet metal x2

Electronic parts x6

Wiring component x4

380
II Basement I 18.500 Wire x12

Scrap metal x35

Sheet metal x6

Electronic parts x10

Computer parts x4

Industrial fuse x4

Wiring component x10

900
III Basement I 60.000 Wire x12

Scrap metal x35

Sheet metal x6

Electronic parts x10

Computer parts x4

Industrial fuse x4

Wiring component x25

10.000

Electricity upgrades are needed by other services, with higher levels unlocking more options.

The Electricity area isn't buildable.

WATER
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I Basement I

Electricity I

7.600 Pipes x40

Scrap metal x60

Sheet metal x2

Duct tape x6

720
II Basement I

Electricity II

14.500 Pipes x50

Scrap metal x80

Sheet metal x10

Computer parts x2

Electronic parts x6

Wire x2

3.200
III Basement I

Electricity II

Water II

50.000 Pipes x30

Scrap metal x20

Sheet metal x15

15.000

Water upgrades are needed by other services, with higher levels unlocking more options.

The Water area isn't buildable.

HEATING
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I Basement I 3.500 Firewood x30

Pipes x10

Scrap metal x15

Planks x10

500
II Basement I

Electricity I

23.000 Sheet metal x15

Pipes x25

Scrap metal x30

Wire x2

Planks x5

Wiring components x2

Mechanical parts x2

2.100
III Basement I

Electricity II

100.000 Sheet metal x30

Pipes x50

Scrap metal x50

Wire x2

Electronic parts x5

Computer parts x3

Wiring components x5

Mechanical parts x10

15.000

Heating upgrades are needed by other services, with higher levels unlocking more options.

The Heating area isn't buildable.

SAUNA
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I Basement I 8.700 Planks x12

Nails x20

Sheet metal x2

Scrap metal x16

Pipes x4

Leather roll x2

380
II Basement I

Electricity I

17.500 Planks x30

Nails x35

Sheet metal x2

Scrap metal x24

Pipes x4

Leather roll x2

Cloth roll x2

1.100
III Basement I

Electricity I

50.000 Planks x30

Nails x40

Sheet metal x2

Scrap metal x34

Pipes x4

Cement x4

Bucket of paint x2

5.000
IV Basement I

Electricity I

80.000 Planks x35

Nails x45

Sheet metal x2

Scrap metal x35

Pipes x4

Cement x4

Bucket of paint x4

10.000
V Not Implemented Not Implemented Not Implemented

Each level of Sauna improves its effects on mental health.

The Sauna area isn't buildable.

MUSHROOM FARM
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I Basement I 3.000 Planks x16

Nails x26

Sheet metal x2

Scrap metal x12

Leather roll x1

400
II Basement I

Electricity I

Mushroom farm I

8.900 Planks x24

Nails x40

Sheet metal x2

Scrap metal x20

Leather roll x4

700
III Basement I

Electricity I

Mushroom farm II

20.000 Cement x10

Pipes x4

Sheet metal x10

Scrap metal x30

Bucket of paint x4

3.000
IV Basement I

Electricity I

Mushroom farm III

40.000 Cement x4

Pipes x4

Sheet metal x10

Scrap metal x30

Cloth roll x10

5.000
V Not Implemented Not Implemented Not Implemented

The first level of Mushroom Farm add a buildable area and makes the mushroom spores harmless, purely cosmetic.

Every following upgrade expands its size.

Player apartment

The housing given to the player has the same upgrade and layout as a Large apartment. The only difference between the two is the price : the player's apartment is slightly more expensive than regular Large ones.

WALLS
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I 1.700 Planks x30

Nails x30 Scrap metal x15 Duct tape x4 Tarp x2

75
II Apartment electricity ON

Walls I

5.700 Planks x 20

Nails x20 Scrap metal x10 Tarp x4 Cloth roll x2 Wire x1 Duct tape x5 Plywood x4

290
III Apartment electricity ON 25.000 Planks x 15

Nails x30 Scrap metal x15 Glass pane x2 Cloth roll x1 Wire x2 Wiring components x1 Plywood x12 Bucket of paint x1

2.500
IV Apartment electricity ON 50.000 Planks x 15

Nails x30 Scrap metal x15 Sand x2 Cloth roll x1 Wire x2 Bucket of paint x4 Wiring components x2 Plywood x20 Furniture parts x12

5.000
V Not Implemented Not Implemented Not Implemented

The first two levels of Walls improve sleeping safety :

Bare walls give a ~60% chance for a sleep event to happen (unsafe).

Makeshift (level I) reduces it to ~30% (safe-ish).

Shabby (level II) negates it (safe).

BATHROOM
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I 1.300 Planks x2

Nails x4 Scrap metal x5 Tarp x5

100
II Apartment electricity ON

Apartment water I

4.500 Planks x10

Nails x20 Scrap metal x10 Glass pane x1 Pipes x3 Wire x1 Plywood x2

350
III Apartment electricity ON

Apartment water II

20.000 Planks x4

Nails x8 Scrap metal x30 Cement x2 Pipes x6 Wire x1 Plywood x4 Wiring components x1

2.300
IV Apartment electricity ON

Apartment water III

50.000 Planks x2

Nails x4 Scrap metal x30 Cement x2 Pipes x8 Wire x1 Glass pane x2 Wiring components x2 Plywood x8 Mechanical parts x1

6.000
V Not Implemented Not Implemented Not Implemented
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I
II
III
IV
V Not Implemented Not Implemented Not Implemented
TEMPLATE (WIP)
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I
II
III
IV
V Not Implemented Not Implemented Not Implemented
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I
II
III
IV
V Not Implemented Not Implemented Not Implemented

See also