Victoria 3

Victoria 3

[1.8] Power Plants+
83 Comments
MrJaMan 28 Jul @ 1:30pm 
update when :(
1230james  [author] 15 Jul @ 11:13am 
I was informed yesterday that the old hydroelectric PM was deleted.

I've marked this mod as 1.8 for now. A fix would probably take me like 10 minutes but that also makes it extremely low priority for me right now since I'm trying to tackle fixing my larger mods first.
Petrichor 15 Jul @ 2:39am 
going through the mod files and replacing all instances of "pm_hydroelectric_plant" with "pm_early_power_plant" seems to fix most of the problems, but there is still a production method under "generation machinery" called "water turbines" which seems to just consume engines and produce nothing

if you know what everything is supposed to do, i'd imagine the fix would take less than an hour
Petrichor 15 Jul @ 1:55am 
Recent game update messed with the production methods files (specifically 06_urban_center.txt), so the vanilla overwrites don't work properly because the thing it is overwriting isn't there anymore

End result ingame is a hybrid of things from the mod and things from the basegame, causing the whole thing to just not function properly

I'd say more about how to fix it, but i've only found this mod recently, so i've never actually seen it functioning properly
1230james  [author] 30 Jun @ 8:00pm 
Wasn't aware that was a change that happened. I'll make a note to look at it more closely since I don't recall this ever being mentioned. Not saying I think you're a liar but I doubt that is a base game change 😅

If it actually is a base game change though then I probably won't do anything about it depending on how I'm feeling since I intend this to just be an expansion on top of what the base game does so I'd rather respect some of the base game's design decisions.
Mestre Do Game-12.000-XD 30 Jun @ 8:41am 
Is it possible to bring back the hydroelectric option? It seems that the recent update to the game removed this option.
1230james  [author] 15 Jun @ 3:10pm 
(Copypasting this across some of my mods)

Vic3 1.9 will release this coming Tuesday. As with previous major updates, a 1.9 update for this mod may take several weeks or months because I am a solo developer with a full-time job working 10+ hours Monday through Thursday. Progress during the work week will be rather slow, and I have over two dozen mods to check & verify whether anything needs to be changed, and then make any necessary changes.

The upcoming tweaks to certain things like decisions and scripted buttons will mean that more of my mods will be impacted this time around, so it may take quite some time.

Please be patient while I work on updating all of my mods. Thank you!
Nebimo 17 Feb @ 3:55am 
yeeeeeeeeeeeees
1230james  [author] 16 Feb @ 11:14am 
Updated for 1.8; sorry for the huge delay & thanks for your patience!

PMs have been overhauled in the backend with the ultimate goal of replacing the input/output multipliers with flat amounts. Saves should still be compatible, but you will need to reset your PMs in all your power plants.

As a consequence of that + some minor other adjustments, the AI should now be much more competent about upgrading their power plants beyond hydroelectricity and using turbines when appropriate.

Due to how I set up the new PMs as a result of technical restraints, trying to change the Power Distribution PMs in power plants en masse from the Buildings panel or the Building Registry will be a little finicky. FYI: if you change the PM for a single individual power plant, you should be able to change them en masse again.

Please view the change notes for the full details, and let me know if you find any bugs.
Anhility 24 Nov, 2024 @ 6:42am 
I've uploaded a fix for 1.8
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3371335101

Will delete my fork whenever the original mod is updated.
1230james  [author] 16 Nov, 2024 @ 10:35pm 
(Reposting this across my bigger mods)

Just FYI I will be busy with family things for the whole of this week, so I will not be able to get a 1.8 version out (or do a 1.8 compatibility check on the existing version) for launch day or for several days following the update. Sorry for any inconveniences this might cause.
Saltmarine 26 Oct, 2024 @ 3:11pm 
in that case, you should lean in to making electricity generation of your mod more unique and cool by either separating hydro power plants from fossil fuel ones and adding more pms for hydro power in other techs, giving hydro power a more labor efficient electricity generation at triple the construction cost or adding unique hydro power stations only buildable in specific regions to achieve the same thing if you want to keep compatibility with other mods by separating hydro and coal/oil power plants in to separate buildings.
1230james  [author] 26 Oct, 2024 @ 12:43pm 
Technical impossibility; the locality status of a good is static and cannot be changed at runtime.

If it were that easy I would have just done that from the start.
Saltmarine 26 Oct, 2024 @ 12:03pm 
honestly imo, you should make the power transmission tech to make all electricity non-local instead of making a building that sort of does that but doesn't solve the tedium issue.
Saltmarine 26 Oct, 2024 @ 12:01pm 
i don't really get what's the point of this mod. it just replaces the need to build power plants with electrical grids. this is useful in a minority of cases in which you have a local +output for power plants modifier on specific states which makes electricity generation slightly more efficient. i would understand if the grid was either integrated to the urban center or self-adjusted, meaning it was capped to 1 per state and automatically adjusted its inputs and outputs to match locally required electricity but it doesn't do that and as far as i know it's not possible to do that. sure, this mod makes power plants overall more efficient because the pms are better but it doesn't solve the primary issue of local goods being annoying to manage.
1230james  [author] 26 Oct, 2024 @ 11:15am 
I believe part of that comes from the lack of pop consumption when electricity comes online. Pops only buy it for Heating, a need that stays constant after some low SoL threshold, and it has to compete with wood and coal, both goods you're likely going to have huge amounts of by that point in the game. Since pop buy orders are primarily driven by supply, you have to build a lot of electricity capacity before pops start buying a lot of it.

That's not something I can really do much about. The pop needs could be adjusted to make electricity more competitive but that's beyond the scope of this mod.
Alpacalypse 26 Oct, 2024 @ 10:01am 
I wish this fixed the problems of power plants being incomprehensibly unprofitable. It just shifts the unprofitability from the power plant building to the electrical grids instead.
1230james  [author] 17 Oct, 2024 @ 12:29pm 
That would require overwriting urban centers and I would very much rather not
Saltmarine 17 Oct, 2024 @ 7:44am 
can you make electrical grid an integrated PM to urban centers?
BrokenRobot 15 Oct, 2024 @ 3:38pm 
The effects of multiple PM changes are calculated appropriately for other buildings. I think the issue here is that PPP uses output multipliers, which don't appear to be included in profit estimates
1230james  [author] 7 Sep, 2024 @ 1:47pm 
Would it help if I put in AI weights to force them to upgrade the PMs?
Yagami 7 Sep, 2024 @ 12:45pm 
The answer is no. The AI never use anything else but hydro, because can't calculate the combined effects of 2 pm change at the same time.
Yagami 4 Sep, 2024 @ 3:37am 
Can the AI handle this?
1230james  [author] 4 Aug, 2024 @ 1:57pm 
I've considered it but that'd require either a separate building or mildly janky mechanics so I decided against it
Pamparampampamparam 4 Aug, 2024 @ 9:14am 
It'd be cool if you added hydroelectric power plants that could only be built on river provinces, like the Realistic Power Plant mod does.
1230james  [author] 30 Jul, 2024 @ 5:59pm 
I'll make a note to revisit the employment numbers for potential tweaks at some point
Baowow 30 Jul, 2024 @ 4:24pm 
Not sure why you increase machinist by 500 and engineer by 100 per level for the equivalent of coal power plant in vanilla.
This makes power plants need to be subsidized just like vanilla railroad...
Jeor Mormont "the old bear" 8 Jul, 2024 @ 11:54am 
yeah and i definitely experince the hiring bug in that state, where no one gets hired to work in the absurdly proftiable power plant unless i subsidize the building, probably related to the super high level of the power plant there. mmmmh
Jeor Mormont "the old bear" 8 Jul, 2024 @ 11:22am 
yeah, the private investors sure take their time to react to privatizations despite sitting on more money than they can spend. i guess thats not related to your mod then tho.

One more last thing, it would be hella sick if we could push up the throughput on the electric grid even higher. ive got a state with 160 levels on tripled capacity bc i consume 80k local power there :D
cheers mate
Jeor Mormont "the old bear" 8 Jul, 2024 @ 10:40am 
i was just about to inquire about a potential bug that prevents the private sector from purchasing privatized power plants but nope, ever since researching the power grid theyve started buying 'em. maybe theyve just had much better investment opportunities elsewhere, dunno. the hiring difficulties also disappeared. the new power grid balancing is also much better. nice job
Jeor Mormont "the old bear" 6 Jul, 2024 @ 2:39pm 
you were indeed right. i thought the incompatibility with make my railway profitable again were back but nope, everything works nicely together. awesome. Thank you so much
Jeor Mormont "the old bear" 6 Jul, 2024 @ 2:31pm 
ok, i actually wasnt aware of this. brb. thank you
1230james  [author] 6 Jul, 2024 @ 2:29pm 
The Electrical Grid buildings can only be built in states that either
• Have a Power Plant in the state
• Are adjacent to a state you control that has an Electrical Grid in it already
Jeor Mormont "the old bear" 6 Jul, 2024 @ 2:24pm 
so, ive ported my 1.6 playlist to 1.7 but for some reason, i cant seem to build the HV transmission building from this mod anymore despite having researched the tech - but that is confusing to me. how the hell is the original part of your wonderful mod not working as opposed to all of the vanilla overwrites. im confused
1230james  [author] 6 Jul, 2024 @ 11:10am 
@BobbyBob
Next time please put them in a discussion thread instead.
1230james  [author] 6 Jul, 2024 @ 3:22am 
Updated for 1.7; lmk if there's any problems I missed
gameshark429 24 Jun, 2024 @ 7:18pm 
Your mod is just that well loved
1230james  [author] 24 Jun, 2024 @ 1:53pm 
I have a job dude, chill
Wibbish 24 Jun, 2024 @ 1:39pm 
can you please update to 1.7?
1230james  [author] 26 May, 2024 @ 1:34pm 
Pushed an update that adds a new set of production methods for Electrical Grids that makes it easy to scale them up or down on a whim to match the output of your Power Plants without needing to build an excessive number of them. The construction cost of Electrical Grids has also been reduced.

Please note that the new "Distribution Capacity" PMs for Electrical Grids also scales employment , but for some reason the game does not display this in the PMs' tooltips.
1230james  [author] 23 Apr, 2024 @ 7:56pm 
Heavens; please for the love of god just come to the discord server if you're going to send me code. Steam Workshop comments have got to be the absolute worst medium possible for this
Jeor Mormont "the old bear" 23 Apr, 2024 @ 3:16pm 
and the the HV powerplant is also too proditable at -75% HV power prices, oil at +50% and engines at -12%. i guess. the wage bill is only a fraction of the materials bill. mmmh
Jeor Mormont "the old bear" 23 Apr, 2024 @ 3:09pm 
ok one imidiate problem, the grid is too profitable and the capitalists build far too many of them
Jeor Mormont "the old bear" 23 Apr, 2024 @ 3:06pm 
and finally:
PPP_pm_gas_turbine = {
...

building_modifiers = {
workforce_scaled = {
goods_input_engines_add = 20
goods_input_oil_add = 20
}

level_scaled = {
building_employment_laborers_add = 500
building_employment_machinists_add = 1000
building_employment_engineers_add = 1000
}

unscaled = {
goods_output_electricity_mult = 2
goods_output_PPP_hv_power_mult = 2

Not sure if reasonable or not, let me HV-fy china real quick
Jeor Mormont "the old bear" 23 Apr, 2024 @ 3:05pm 
so, i changed some values
PPP_pm_grid_power = {
..

unlocking_technologies = {
PPP_tech_hv_power
}

building_modifiers = {
workforce_scaled = {
goods_output_PPP_hv_power_add = 1000

PPP_pm_grid_base = {
..

building_modifiers = {
workforce_scaled = {
..
goods_input_PPP_hv_power_add = 1000
goods_output_electricity_add = 1000
}

level_scaled = {
building_employment_laborers_add = 500
building_employment_machinists_add = 500
building_employment_engineers_add = 50
Jeor Mormont "the old bear" 23 Apr, 2024 @ 2:52pm 
also, a massive construction investment. in my current qinq run i have 11k construction points available an im not sure if i can actually make the switch to HV power lol within the remaining years. certainly not worth it from a gameplay perspective. I would need to manage the transition state by state, kinda tedious and im already in 1924 not sure ill finish the game. maybe if i want to earn the achievement for playing a game to the end.

ive been wondering for that reason, what if HV power was unlocked much, much earlier. i know it is unrealistic, but it'd be much less pain to manage concurrently with the normal transition to power. Does the AI handle HV power well? because if so that would make a lot of sense gameplay wise
Jeor Mormont "the old bear" 23 Apr, 2024 @ 2:47pm 
yeah. it can get absolutely ridiculous in asia, or like Western capitals when high pop meets a very large manufacturing base
1230james  [author] 20 Apr, 2024 @ 3:05pm 
Good to hear :steamthumbsup:

I'll make a note to revisit the amount of grid buildings needed to support larger electricity demands. I think originally it was supposed to be roughly 1 to 1 with the number of power plants but I think I forgot to take into account that the power plants output will increase more drastically from their base amounts with the later PMs.
Jeor Mormont "the old bear" 20 Apr, 2024 @ 2:41pm 
the patch works, very nice :)
Jeor Mormont "the old bear" 20 Apr, 2024 @ 12:35pm 
thanks, ill check it out!
btw, is it intended design that i need a level 750grid or something ridiculous like this to supply 75k of electricity to a province of 25M pops in manufacturing? from a level 150 powerplant? that seems excessive...