Rise of Industry

Rise of Industry

[Outdated] Power Up!
26 Comments
Obiben27 9 Jan, 2021 @ 12:45am 
Can you update it?
Andreis 19 Mar, 2019 @ 3:58pm 
If you could find a way to make otherwise pollution producing factory buildings produce no (or a lot less) pollution when attached to external power, I think that would give a deeper purpose to this mod.
This would make some sense since the vanilla assumption seems to be that factories produce their own local power to run their machines.
Odin 8 Feb, 2019 @ 9:38am 
Seems like a nice idea. If you could add different methods of making electricity that would add more depth. Solar power, wind turbines etc could have different prices and efficencies.
g3 3 Feb, 2019 @ 8:15am 
this just makes the game harder an more complicated than necessary
Hohoz  [author] 25 Oct, 2018 @ 11:02am 
Hmm..Might be something changed in the last game update.
I'll check and see what I can do.
Psychogate 24 Oct, 2018 @ 7:44pm 
having a bit of an issue where power stockpiles but isnt deducted or applied at the end of the month. any tips on how to fix?
Hohoz  [author] 25 Sep, 2018 @ 1:45pm 
New update:
- Power Plant can now be supplied by warehouse (Always 2 cycles)
- Power Demand now increases if the building is using a higher efficiency option from the base game. This is referred to as Dynamic Demand. (Can be turned off)
- Added a Demand Factor for those who wish to increase or decrease the demand amount used by buildings in general.
- Added DemandFactor and DynamicDemand fields to the settings file.
- Gatherers efficiency can now be adjusted in settings similar to Farms and Factories.
GønumeN  [author] 23 Sep, 2018 @ 1:50pm 
Unfortunately no, the demand is based on the building's price (will be changed to upkeep in future update). The only thing you can change now is the base and max efficiency.
TheMinefighter 22 Sep, 2018 @ 3:09am 
Is there away of increasing the energy needs of factories, farms... in the config?
GønumeN  [author] 16 Sep, 2018 @ 9:22pm 
No problem man, I only made the assets anyway :D
joamsons 16 Sep, 2018 @ 6:13pm 
Sorry, I missed to acknowledge GonumeN on the success of the mod.
GønumeN  [author] 16 Sep, 2018 @ 11:06am 
To answer your question: Yes, that is intended as no trucks need to access the Power Hub, the entrance is there just for visuals :)
Aloeran 16 Sep, 2018 @ 3:14am 
Great mod :)

It can be little tricky, especially when usually using the same (or similiar) numbers of buildings and fields for some production lines:

It takes me a while to realise why I`m constantly short of raw materials, even when from calculations everything looks good.
Standard buildings supply chains were generating enough raw materials for 100% speed of farms/factories. Because of boost on farms and factories - they are producing faster, but will use adequate more input materials in the same time.
Harvesters/gatherers are still working in normal speed and to have enough materials for boosted buildings, its good to build some extra harvesters/gatherers at begining of supply chain and checking lines more often.
In my opinion this is increasing dynamics of the game :))

One question: I see that Power Hub does not need connection to the road to work - Is this intendet?

Thank you :)
Hohoz  [author] 15 Sep, 2018 @ 10:07pm 
Thank you for your kind words. Greatly appreciate it.

I know there is some sort of efficiency slider planned for the main game. Hopefully that will make it possible to show the change in days as well.
Depends on how (and when) it's introduced, The power mod will adapt to work with it.

In the mean time, I'm happy to let you know we are going to add more fuel types and a Wind turbine soon.

As for the warehouse supply point, I'm aware of it and will be added as soon as it's moddable.
joamsons 15 Sep, 2018 @ 9:05pm 
Hohoz, your mod work wonders. Power plant can use both wood or coal. Power hub registers efficiency for farms and factories. Power demand shows ratio of actual supply to max. I can see that factories and farms have increased efficiency and speed up production. Great work and hope this will be incorporated in the original build.
El mundo 15 Sep, 2018 @ 2:05pm 
Power plant can't use automated warehouse function. Hope you will develop this function. thank you for mod.
Hohoz  [author] 14 Sep, 2018 @ 12:29pm 
Currently A7.1 patch that has mods are still on experimental branch. Make sure you are on it first.
Also, check the Mod manager to make sure the mods are enabled.
TimeToRetire 14 Sep, 2018 @ 12:26pm 
I am not finding this in teh build menu..
joamsons 14 Sep, 2018 @ 11:08am 
Posted 2 screen shots in Compatibility and Bug Reports. Cannot find saved game location, though. https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1510415068/1743346190270416661/
Hohoz  [author] 14 Sep, 2018 @ 8:26am 
Hmm..works fine here.
Are you sure those 4 factories (factories not gatherers) are in the same region ?
If so, can you upload the save and post the link in Compatibility and Bug Reports
I'll take a look as soon as you do.
joamsons 14 Sep, 2018 @ 8:03am 
The Power hub in one region does not register a demand when in fact there are 4 factories beside it. The other Power hub in another region is registering a demand and working just fine. As this is automated, I don't know where to look. By the way, thanks for the raw material receiving fix. Now, the power plant is burning fuel.
Hohoz  [author] 14 Sep, 2018 @ 4:05am 
@joamsons3 Fixed, Thanks for letting me know.
是易拉不是易拉罐 14 Sep, 2018 @ 1:50am 
we need Chinese
joamsons 13 Sep, 2018 @ 10:41pm 
Power plant is not receiving wood or coal.
Hohoz  [author] 13 Sep, 2018 @ 8:55pm 
Added a tech in the Logistics tab that unlocks all Power related buildings and recipes.
This allows for save compatibility (being added to saves started without the mod)

New maps and saves while the mod is enabled have this tech unlocked by default.
Дѣдъ Aнтуанъ-Cержъ 12 Sep, 2018 @ 11:26am 
First xDDD