Cities: Skylines

Cities: Skylines

Power Storage
113 Comments
Kilowatt 20 Jan @ 2:15pm 
"Are you tired of unpredictable green energy giving your city rolling brownouts?" LMAO, that is how it works in real life
Will  [author] 20 Jan @ 1:53pm 
@Cherrie_The_Shifter ΘΔ Sorry, I've not played in a while and I don't have all the DLC. I just tested it with no other mods except harmony and it was working. If you could get me some more information about your issue I might be able to sort it for you.
Cherrie_The_Shifter ΘΔ 17 Jan @ 4:37pm 
please fix it fore new version, new year, thanks (its broken and outdated:( |)
Geheimrat Schwierig 22 Nov, 2023 @ 11:58am 
This is great. I have searched so many times. THANK YOU!
Moondog548 8 Jul, 2023 @ 1:57pm 
I don't have any errors, but my buildings never output any of the power that they store. Like @Donavan, I am using the Total Autobudget (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2803558200) mod, so that may be a factor. I don't know which of this years updates this problem started with, as my play has been spotty and it's honestly hard to notice.
Donavan 2 Jun, 2023 @ 8:00pm 
Any chance of getting this mod to work with the "Total Autobudget" mod? Even with the buffer on that mod, the power storage buildings stay stuck at 0MW unless I manually adjust the mudget.
ProGee 8 Apr, 2023 @ 2:42pm 
its fully working, perfect but could you add some bigger saving buildings?
AlienXtream 15 Dec, 2022 @ 10:59pm 
seems to not work with the financial districts update.
Marsuli 17 Sep, 2022 @ 5:07am 
The mod works without problems.
Maylow 16 Sep, 2022 @ 6:18am 
Another FYI and confirmation: just recieved word that other mods indeed also face this issue and the solution works with them.
For example Bulldoze It! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1627986403

So I'd say, spread the word! :steamhappy: (at other mods/modders which seem to have an issue in their mod with Notification.Problem)
Maylow 16 Sep, 2022 @ 1:52am 
FYI and confirmation:
Just tested patch with new game and placing Compressed Air Storge and Flow Battery Facility: works perfectly now (no errors).
Maylow 15 Sep, 2022 @ 3:10pm 
(annoying i can't edit my comments, or don't know how)
what i meant is that Will possibly found a solution, which other modders should implement in their mod to solve the issue.
Maylow 15 Sep, 2022 @ 3:08pm 
@Will, great work!
@Marsuli, thanks, but i gladly pass all credits to Will who has found the problem and solved it, possibly also for other mods with this error message. I'm merely glad to be of any assistance. :steamthumbsup: Awesome modding community here.
Marsuli 15 Sep, 2022 @ 2:36pm 
@Will @Maylow Reading through the error report, that's what I got too. Thank you very much for the extremely fast fix! I always enjoyed this mod's features because they allowed me to prepare for momentarily power outages and electricity production deficiencies. I'll check how it's working soon. :B1:
Will  [author] 15 Sep, 2022 @ 2:03pm 
:hardhat: The patch is out :hardhat:

If it doesn't update in the background for you do a quick un/re-subscribe.

Thanks for your patience.
Maylow 15 Sep, 2022 @ 1:29pm 
@Will, glad you found it. It sounds like CO has made quiet a mess with their actions with changing names. I guess a lot of other mods face the exact same issue.
Thank you modders, for doing great work!
Will  [author] 15 Sep, 2022 @ 1:23pm 
Okay I found the Problem.

Looks like CO ran out of bits for the enum they use to flag issues (Fire, Crime, Road not connected, etc) so they made a second enum for some of the new problem states (NotInPedestrianZone, PedestrianZoneHighCargoTraffic, etc).

What is broken is that they renamed `Notification.Problem` to `Notification.Problem1` when they added `Notification.Problem2`. So anywhere I'm checking for these problems in my code, its throwing.

I'll patch asap and update you.
Maylow 15 Sep, 2022 @ 1:19pm 
@Will, and another about Flow Battery Facility:

An exception occured during BuildingAI simulation step.
Asset: 2505592803.Flow Battery Facility_Data
BuildingID: 41497
Type: PowerStorageAi
Severity: High

System.TypeLoadException: Could not load type 'Problem'.
Maylow 15 Sep, 2022 @ 1:18pm 
@Will, after testing, indeed some error messages appeared, This one is about Compressed Air Storage:

An exception occured during BuildingAI simulation step.
Asset: 2505592803.Compressed Air Storage_Data
BuildingID: 10056
Type: PowerStorageAi
Severity: High

System.TypeLoadException: Could not load type 'Problem'.

(complete message is too long to post here)
Maylow 15 Sep, 2022 @ 1:12pm 
@Will, no I havn't. I will test it and come back with results.
About those errors that kept coming, others mods also generated the same error. For instance, Show It! and Problem Info also gave these messages.

Back in a moment after test with builgins from this mod.
Will  [author] 15 Sep, 2022 @ 1:01pm 
@Marsuli thanks for the error report. I'll take a look at it, see if its me and if there's anything I can do.

@Maylow thanks for doing some testing, in your save did you have one of my buildings built? If not, that might be the difference.
Marsuli 15 Sep, 2022 @ 12:06pm 
I had the bulldoze mod disabled. The error referred to this mod and it probably mentioned the AI, I forgot the details. The errors kept on coming even after Bulldoze it! mod was disabled and they disappeared after I disabled this mod. The game runs normally now.
Maylow 15 Sep, 2022 @ 12:03pm 
@Marsuli, I also had annoying error messages keep coming up, couldn't continue with game, had to terminate via task manager.

For instance, one of those messages that kept coming was the annoying:
System.TypeLoadException: Could not load type 'Problem'.
In my case, these error messages were related to Bulldoze It! mod.

So, perhaps other mod(s) are causing those error messages. And/or perhaps you load a save game which uses mod(s) that are currently incompatible with game patch 1.15
Maylow 15 Sep, 2022 @ 12:02pm 
@Marsuli, I don't receive error messages with this mod. Lot of errors about others mods since latest update, but none related to this mod.

I've unscribed from everything, all mods and assets. Then I subscribed and enabled mods one by one. First some core mods like Haymony, Patch Loader Mod, etc, then i subscribed to others and enabled them. Also did this with Power Storage mod. Started new games and loaded old vanilla games without any errors thus far.

As far as I know for now, Power Storage mod has no errors and is compatible with game patch 1.15
Marsuli 15 Sep, 2022 @ 10:34am 
Getting error messages after P&P dlc update. The game won't run with this mod properly because I can't permanently close the constantly popping up error messages.
Will  [author] 4 Jul, 2022 @ 10:34am 
@makdrive Which map? There is no map specific code in the mod, but I'd be happy to look if you give me the specifics.
makdrive 2 Jul, 2022 @ 8:04am 
It works perfect in one of my maps but the other one, no matter what I do it always say not enough fuel. @Will can you check if something is missing in terms of map types ?
Daveyboy 22 Apr, 2022 @ 6:42pm 
Yeah tbh, 9MW is probably about right for a small town that's just been started, and it's on those towns the mod maybe has the most use as money tends to be tighter and you're more dependent on wind turbines etc.
I had just been trying it in a ~125,000 pop city just as it's the main map I've been playing on lately. It still seems to be working correctly, though with the size of this city and the power fluctuations I get every time the temperature jumps between 30C and 5C I think I'll be needing to build a lot of storage! :)
Will  [author] 22 Apr, 2022 @ 12:19pm 
Hi Daveyboy, thank you for the feedback. I'm glad things are working better for you now. The system is reactive so it does need to flip into a deficit before it starts outputting.

While discharging the SafetyKwDischarge value is added to the current demand before that demand is split equally between facilities. Because the system is reactive it helps in the case of a steady decline in power. 9MW was a bit short sighted of me. I'll make the range larger next release.

They do draw from their local grid cell yes.

The substation isn't really part of what the mod is intended to do. I added it specifically for a guy who requested it. It gets electricity to remote areas without power lines and it still charges and discharges thus incurring the loss.
Daveyboy 22 Apr, 2022 @ 11:05am 
[pt 5 due to steam 1000 char limit]
I built a few of the substations as well though I'm not completely sure what they're for. Is this to deal with situations where sometimes even when production is a little above consumption some areas that are far from power stations may get blackouts, to help distribute the power more? Or is it intended as a way to get power to remote areas without building a long power line?

Anyway, my initial problem of the flow batteries and compressed air refusing to charge completely after reloading a save seems to have gone away now, so thanks for that!
Daveyboy 22 Apr, 2022 @ 11:05am 
[pt 4 due to steam 1000 char limit]
I also noticed that the storage facilities may still charge slowly, rather than releasing power, if consumption is just a little bit above production. I'm guessing this is because they sample power availability at their own location rather than the citywide level? Or maybe it's just down to a lag effect?
Daveyboy 22 Apr, 2022 @ 11:05am 
[pt 3 due to steam 1000 char limit]
I noticed the "safety when discharging" slider but not completely sure how it works, I can't really tell any difference with it at zero and with it maxed out. I noticed from the tooltip that it's measured in KW rather than MW, so if the max of both sliders is 9000KW, only 9MW, that's too small for me to really notice anything in my city as power consumption and supply can go up or down by a few hundred MW in just a few seconds anyway, just due to the changes in the weather.
Daveyboy 22 Apr, 2022 @ 11:05am 
[pt 2 due to steam 1000 char limit]
I didn't notice this before but I seem to need a significant power shortage before they start actually outputting power though. Like if my consumption is 1800 MW, I have to keep switching power plants off to get it below about 1400 MW before I start noticing the storage facilities outputting anything. It could just be more of a time thing, maybe they take a while to start working. But the charging side of things seems to be working perfectly now.
Daveyboy 22 Apr, 2022 @ 11:05am 
[pt 1 due to steam 1000 char limit]
Hi Will, thanks for updating. Sorry I've only just got around to testing, but for me personally the flow battery and compressed air stroage seem to be working a lot better now.
Broken this message up into multiple posts as I typed it all out then got the 1000 character limit error.
Moondog548 11 Apr, 2022 @ 1:31pm 
I will when I get a chance. It's very likely a mod conflict on my end, too! Ya never danged know
Will  [author] 11 Apr, 2022 @ 12:59pm 
:steamthumbsdown: I don't know if i'm doing something wrong in the publish of the mod? I made a new game and it works for me. I loaded my old save and it worked too. Can you send me your save maybe?
Moondog548 11 Apr, 2022 @ 11:08am 
"Not Enough Fuel" they say and just don't pull.
Moondog548 11 Apr, 2022 @ 11:08am 
Welp... ;-} GOOD NEWS: Substations seem to now work correctly!

Bad News: Flow Battery and Compressed Air storage do not work at all, even when reset, even when rebuilt. :(
Moondog548 11 Apr, 2022 @ 9:57am 
Awesome, thanks for your ongoing hard work! Trying it out again now.
Will  [author] 10 Apr, 2022 @ 9:25am 
@Daveyboy Give the latest update a spin, I was able to load an old save and have the states restored. If the state restore fails then it should now re-register the buildings with the grid so that they work going forward.
Will  [author] 9 Apr, 2022 @ 7:04am 
Thanks for spending some time testing @Daveyboy I'll have a look.
Daveyboy 8 Apr, 2022 @ 11:00am 
Just done a bit more testing. The problem happens as soon as I load a save. So the storage plants are working fine, I then save and reload and the problem appears (don't need to actually exit out to the main menu).
At this point all the existing storage facilities will still provide power if there's a shortage but will no longer charge.
Daveyboy 8 Apr, 2022 @ 9:08am 
To add to my previous comment on further testing it does seem to be related to restarting the game.

During a single session if I build any of these storage facilities it does seem to charge, discharge, recharge etc correctly. But then if I save, exit the game and reload, none of them will charge anymore. Input remains fixed at 0. They still provide power, but won't recharge until I rebuild them. It seems to happen with every one of them.I don't think the state at the point it was saved makes any difference as it's happened every single time I've restart the game and I think I've done it both when they were fully charged and part way through charging. Don't think I've tried restarting during a power shortage though.

I'm not running any auto-budget mods currently. I do have the power balance mod which changes the price/pollution levels of some power plants, though wouldn't have thought that would interfere?
Daveyboy 5 Apr, 2022 @ 5:01pm 
Not sure if this is related to the problems others have posted but I just started using this mod. Seems good overall but one issue I think I'm having is after a storage facility is used and some power is taken out of it, they never seem to recharge again. If I build new ones, they charge up, but the old ones never get topped back up.
Moondog548 25 Mar, 2022 @ 7:01am 
I should note I am also running the Total Autobudget mod which automatically adjusts Power budget to match need. Many other mods as well, Realtime, Realistic Pop, Lifecycle rebalanced, etc.
Moondog548 25 Mar, 2022 @ 6:58am 
When the buildings are fully charged but not needed to discharge, they set to "Not Operating" as one would expect.

Hypothesis: The problem arises when they save/load in that state and do not automatically return to "Operating" when needed!
ExecutableFiles 22 Mar, 2022 @ 4:30pm 
I bulldozed and replaced my power storage buildings as well and they came back inoperable after a restart
Moondog548 22 Mar, 2022 @ 10:07am 
OK, Even having bulldozed and re-placed any and all PS buildings, they start the next game Not Operating. It's a bummer.
Moondog548 20 Mar, 2022 @ 10:03am 
I believe I am having the same problem as ExecutableFiles.... upon game load the storage buildings are all "Not Operating" and this causes problems with my grid having rolling brown outs (presumably when the wind drops and the Storage buildings don't discharge as they should).

Turning them off and on again does not work. Using the Move It! mod to reset them does work (until the next time I load the city).

I will try deleting and replacing them all as you suggested. I'm not sure that this city predates Jan 23rd, however.
andersenman 18 Mar, 2022 @ 5:50am 
The battery displays stored energy in MW, but MW is not a unit of energy but a unit of power.