Cities: Skylines

Cities: Skylines

Solar Panel Array Pack
39 Comments
NotRandomEnough 9 Apr, 2023 @ 5:09am 
In order to get these to snap; have a zonable road nearby and use the Move It mod to position them within the zoneable area. Sounds easy enough. Most things in game don't snap well when they're far away from a zoneable road, so this makes sense.
untmdsprt 11 Mar, 2023 @ 11:14am 
I can't seem to get these to snap. I believe I've gotten everything subscribed concerning the Move It mod. Can anyone provide tips on what to look for to get the snapping working?
Cranberry 10 Aug, 2022 @ 8:07pm 
The perfect energy system that i was lookin´ for! :D
ChasmosaurusLuke 2 Mar, 2022 @ 12:13am 
Looks like an awesome mod, but why can you only use them once you reach a population of 24k? Seems really high for a simple tech like solar panels.
Gran kelv 21 Oct, 2021 @ 6:13pm 
Perfect
DadoWolf 12 Apr, 2020 @ 2:32pm 
n1
Tykrane 1 Apr, 2020 @ 1:43am 
merci
Amayasnep 3 May, 2019 @ 7:43pm 
Best solar panel pack in the workshop. The textures are top notch and the power generated is pretty accurate relative to size. Kudos!
Mr.Necrophile 8 Apr, 2019 @ 7:05am 
Thank you mate
Ben  [author] 11 Feb, 2019 @ 1:28pm 
I don't know about hard, but it sure was some fun work. Thanks mate!
[2RCP] Enzo 9 Feb, 2019 @ 4:33am 
very very good solar panel asset ! it deserves far more subscriber, come on guys :) power output is reduced at night, look very clean, what else do we need ? thanks for the hard work
LIDL 12 Sep, 2018 @ 1:40am 
It is working perfect
many thanks man:steamhappy:
Ben  [author] 11 Sep, 2018 @ 10:28am 
@LIDL ^-
LIDL 11 Sep, 2018 @ 5:55am 
perfect and amazing i was just thinking the other day
there is a other mod just like this BUT not as a Pack

and i thought that was stupid laying one at a time

this here is what i want
many thanks man thank u
Ben  [author] 30 Jun, 2018 @ 2:02pm 
Nah, man. Just as i told you in the steam dm, indeed the panels do lose a lot of saturation during night time, which is normal for any asset that has high specularity (reflectivity). Probably the answer will be in some graphic mod (Relight, cubemap replacer...)
leftbehind 30 Jun, 2018 @ 1:53pm 
Progress so far:

1. Windows energy saver can cause display to be darker than usual, and also with slightly orange tint at night - disabling that whilst in game makes things a little better, but panels still appear grey.

2. Tried both DX11 (original settings) and forced DX9 graphics; no real change (although DX9 fixes several other glitches I was experiencing).

3. I suspect recent NVIDEA graphics driver update might be partly to blame for issues, but not had chance to investigate further.

4. I'm also running on very lowest graphics settings - is it possible that texture compression could have resulted in the reflective surface of the panels becoming grey (even when zoomed in, so it's not just a LOD issue)?
leftbehind 30 Jun, 2018 @ 1:53pm 
continued...

5. Tried taking a screenshot via Windows 10 Gaming panel (Windows key + G to display it in game) but it took screenshot of the Steam client window instead lol. Will find another way to grab screenshot and send link over.

6. Solar panels are creating power at night time, although I suspect this is due to buggy CO implementation of 'Sun Intensity' (it seems based on time of day, rather than sun position, and the issue becomes even more noticeable when using RealTime mod that give more accurate sunset/sunrise times based on map settings). That's not a problem with your asset, but thought it worth mentioning in case others notice same behaviour - I've reported it to some modders and hopefully a fix for that issue will be released before too long.
leftbehind 27 Jun, 2018 @ 10:39pm 
I'll take some next time in game. Could be due to graphics driver or Windows energy/display settings, so I need to do some more investigation to rule those out first.
Ben  [author] 27 Jun, 2018 @ 6:39pm 
Weird, do you have screenshots?
leftbehind 27 Jun, 2018 @ 3:10pm 
Not sure what happened in recent update, but at night time the panels are turning light grey :/
Ben  [author] 4 Jun, 2018 @ 6:06pm 
Btw, @aubergine18, I appreciate the feedback :D
Ben  [author] 4 Jun, 2018 @ 5:44pm 
Yes man, exactly! About the single axis movement: I'm first of all trying to see if there's a way to get the rotation to not be 360° and face the sun. I think I will have to contact Ronyx or someone who is much more experienced than me. But really, don't get your hopes up, the game's asset importer is already pretty limited, and even more so if you are referring to animations.
leftbehind 4 Jun, 2018 @ 4:12pm 
Just read description in OP - you're planning single axis movement? Sounds awesome - will they act like true heliotrope (ie. point at the sun, in much same way as wind turnbines face in to the wind)?
leftbehind 4 Jun, 2018 @ 4:11pm 
Awesome, will test it out next time in game and report back :D

As for costs, I like that they are initially expensive but low maintenance - just like IRL. Initial cost isn't just the materials, but also the labour required to put them in the field and wire them up. After that the maintenance is very low - just occasional repairs or cleaning. So I think the costs are valid in terms of their ratios. As for whether installation cost should be increased or reduced, it's difficult to say because it would have to be taken in relation to other solar panel assets. I think the current pricing is fine from my perspective.
Ben  [author] 4 Jun, 2018 @ 11:37am 
@aubergine18 Fix should be up by now!
Ben  [author] 4 Jun, 2018 @ 11:20am 
I tested It yesterday and in fact, yes we were both right. The game has a Flor for energy production (which I think is 25) and the smaller assets are set to less then that, so it's a quick fix, I just didn't take the time to perform it. (By the way, how do you feel about the construction price? Should be higher, lower or stay the same?)
leftbehind 4 Jun, 2018 @ 7:54am 
Still not getting any electricity from these assets - see https://imgur.com/a/brh1pTa

Sun intensity: 100%, Power generation: Zero.

Maybe they are using wrong AI or item class something?
Ben  [author] 1 Jun, 2018 @ 1:40pm 
I think Ronyx has something that might fit in. It's in the Japanese house assets or something. But I don't know if you can open it in the editor without scripts so give it a try and then if you don't succeed I'll see what I can do. And about the smaller ones not generating power... I still haven't take a look at it, but I think that if you increase the energy output with the customize it mod it will work.
AmiPolizeiFunk 1 Jun, 2018 @ 1:09am 
I would love a prop version of this for building rooftops
Ben  [author] 31 May, 2018 @ 9:41am 
I will see what I can do
Ben  [author] 31 May, 2018 @ 9:41am 
Weird, I tested It out yesterday and It worked. Maybe the game hss a flor that past It It doesn't generate anything? I noticed something similar with Parks and leisure.
Ben  [author] 31 May, 2018 @ 9:39am 
Weird, testes It out yesterday and It worked. Maybelline the game gás a flor that pasta It It doesn't generate anything? I noticed sometimes like that with Parks and leisure.
leftbehind 31 May, 2018 @ 4:00am 
The 5x1 (and maybe others) don't generate any power.
leftbehind 30 May, 2018 @ 8:18am 
Awesome! Thank you!!!!
Ben  [author] 30 May, 2018 @ 7:06am 
@aubergine18 Done!
Ben  [author] 30 May, 2018 @ 4:56am 
I think i can do that pretty easy. Hold my tea.
leftbehind 29 May, 2018 @ 11:45pm 
These are awesome! I already have a space ready for them, they'll help provide power to my emergency shelter and disaster recovery stations.

I would also like to see a 1x1 panel to help fill non-rectangular areas.
Ben  [author] 29 May, 2018 @ 9:30pm 
No, it doesn't.
HatsuneKid 29 May, 2018 @ 6:36pm 
It this has a single prop version? Because the site of my power station is not a standard rectangle.