Renovations
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Yard[edit | edit source]
Renovating the Yard improve its appearance, and is required by some tennents. The Sauna upgrades improve its efficiency as well.
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.
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.
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[edit | edit source]
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).
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]
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.
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.
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.
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.
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.
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[edit | edit source]
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.
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 x20
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 x15
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 x15
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).
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 |
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[edit | edit source]
Game mechanics in Obenseuer | |
---|---|
Basics | Getting Started · Starting Choices · Needs · Fungal Disease · Skills · Currencies · Medicine · Time · Fuel Types |
Tenement | Renovations · Renting · Building Mode · Cleaning Mode · Furniture Crafting |
Item processing | Crafting (Blacksmithing · Cooking · Composting) · Farming · Animal Breeding · Alcohol Brewing (Malting · Mashing · Fermenting · Distilling) · Looting · Tree Chopping · Rock Mining · Resource Recycling · Item Laundering |
Jobs | Farming Job · Telemarketing Job · Pizza Delivery Job · Volunteering Job · Guitar Job · Manufacturing Job |
Other | Lockpicking · Blocked Passages · Money Exchange · Sauna · Mail · Phone · Safe · Bank Account · Police · Crimes · Jail · Keys · Keycards · Keypad · Backpack · Slot Machine · OsRat · Radiation · Literature · Minitrains · Obenseuer Metro |
Game Mechanics · Locations · Map · Characters · Quests · Achievements · Shop Vendors · Items · Machines |