Cities: Skylines

Cities: Skylines

Realistic Power Modification (RPM mod)
41 Comments
vsvg.scattered 14 Apr, 2022 @ 5:04pm 
Sweet. How realistic is the 24-hour Solar plant outputs? You might get partial coverage for 4 hours or so. If someone enables the After Dark Day/Night cycles, would it be more interesting if the Solar plants can go dark at night?
Grenzlos 19 Jan, 2022 @ 8:11pm 
In which local file do you go to make this modifications? I would like to do my owns
Angry Autist 7 Mar, 2020 @ 2:02pm 
I hope you update it soon!
AngryAdmin 14 Jan, 2020 @ 9:28pm 
is it possible to add a meltdown chance in NPP's for instance if power grid is not fully funded the risk goes up?
Brumolf  [author] 18 Dec, 2019 @ 4:37am 
Spoiler alert, the original solarpower in the game is 3000 times to powerful than real life.
Brumolf  [author] 18 Dec, 2019 @ 4:35am 
It is time to update this mod, I am working on new calculations and have plans to implement a scale factor in the calculations. I will read all inputs again and take them in to the calculations. And I will make the scale factor an option because without it all solar power in the game will be totally useless if made realistic. Expect new version soon...
PinballWizard79 30 Mar, 2018 @ 11:22pm 
Cost of coal as fuel: about $30 per Mwh in US dollars. Labor adds another $20. Maintenance, parts, etc, adds another $10 or $12. Market conditions change quickly--fuel cost was double that when oil was $120/bbl but I digress.
Using this metric, A 200MVA boiler would have an upkeep of $2.1 million per week. A 1000:1 converstion to CS currency makes it about 2100 per week. For water usage, enthalpy of vaporization (to get liquid water to boil, pressurize, and do work) -- about 3 cubic meters per kwh, or about 100,000 cubic meters per week for a 200MVA boiler, which, interestingly, is about one pumping station.

One dedicated pumping station to supply a 200MVA coal-fired boiler, except that boiling water to make steam put a turbine in motion is inherently inefficient. So figure three pumping stations.
Siwa 4 Jan, 2018 @ 7:48am 
i hope you add the fact that coal and oil is not endless and nuctear thing needs rare materials and if it dont have enough water it exlodes :D
PinballWizard79 16 Apr, 2017 @ 8:46pm 
Another bit of info regarding coal and nuclear: a 1000MVA generator uses about 1000 cubic feet per second (you read that right) of water, or about 7000 gallons per second. These have to be near a good-sized river. trying to supply a large boiler with utility water would be an exercise in futility.

FWIW, 99% of the water used goes right back in the river just as clean as it was (maybe cleaner). The rest goes out the cooling towers, much of which falls as rain or snow and (surprise) also winds up back in the river where it came from.

For reference, the Colorado river inflow to lake mead averages about 20,000 cfs. The Ohio river at Cairo, Illinois discharges about 250,000 cfs into the Mississippi.
PinballWizard79 16 Apr, 2017 @ 8:29pm 
I've never seen a 10MVA wind turbine :-p

These 3MVA turbines use a 95m diameter rotor and there are some 5MW designs that use rotors in the 100-120m range. For CS this requires about a 20x20 tile (160mx160m) footprint. A service rating of 0.3 (average output = 30% of rated maximum) is very good IRL. A 5MVA turbine giving 2MVA to the grid (0.4) would be a very good rig.

Somebody who knows more about wake effects and clearances might be able to give a better value...

http://www.nrel.gov/docs/fy08osti/40177.pdf
virmodoetiae 16 Apr, 2016 @ 7:34am 
I would like to point out that a nuclear power plant can generally output between 750MW and 1000MW of net electric power for every reactor it operates. The power plant model in the game clearly sports 2 reactors, so that I would increase the power figure for the nuclear power plant to AT LEAST 1000MW (assuming 2 500MW reactors). Of course I would increase the cost by a factor of 2 then!
romannets 28 Oct, 2015 @ 8:39am 
i have the mod installed but a whole bunch of my wind turbine assets still crank up to crazy levels like 13MW or more for the hybrid turbines, and 20MW or more for vertical turbines. Also some of my solar pannel assets are massively over powered and cheap, such as tiny ploppable 2mw solar pannels.
Previatto 15 Jun, 2015 @ 10:34am 
Perfect! Now we need modular power plants, so that we can construct another burner instead of another plant.
KyuRizu 4 May, 2015 @ 12:57pm 
I want to use this together with your Variating Wind mod, but the maintaince is still 10, witch is way to op for the variant wind version.
ymer234 2 Apr, 2015 @ 5:24am 
according to Siemens, wind power can generate 2.3-3.6 MW (with optimum winds). 6.0 MW-turbines is tested.
kongkim 2 Apr, 2015 @ 2:28am 
@condac yah it worked thx :)
Brumolf  [author] 2 Apr, 2015 @ 2:23am 
@kongkim restart the game and it will be normal, common in mods for this game that the game has to be restarted.
kongkim 1 Apr, 2015 @ 6:13pm 
For some reason after i removed the mod all wind turbine still have low value? Even if i start a new game?
kongkim 1 Apr, 2015 @ 5:56pm 
Good mod. But wind turbine are total useless now. So i unsub again and hope they get a little better then this.
Kantatero 1 Apr, 2015 @ 1:42am 
is there another way to download this without steam
roberto tomás 29 Mar, 2015 @ 7:17am 
actually the base wind power is pretty accurate. They have 4MW and 8MW towers in the real world .. thousands of them, in fact.
Brumolf  [author] 29 Mar, 2015 @ 2:38am 
@ImperiumRome Its made with real world references, you need alot of windturbines in real life and that is what this mod is made for, i had no problem supplying wind to a 90K city. But upcoming version of this mod will have config file so the user can change the values for all plants them self.
ImperiumRome 28 Mar, 2015 @ 5:44pm 
exactly what I need, but I think the wind turbine and advance wind outputs are too low, with 2MW and 10MW respectively they are not attractive alternative to coal and oil even in large number, and with their current cost (not upkeep) no one would buy them. I think if you can double their output and lower their cost, it would be more appropriate.
derek328 27 Mar, 2015 @ 10:55am 
@condac Yes, i mean it as in varying percentages.
Brumolf  [author] 27 Mar, 2015 @ 5:43am 
@Eye of Mobius: I have created a discussion here on this item where suggestions for cost can be put forward and discussed. I have not started with any calculations yet so its open for suggestions.
Brumolf  [author] 27 Mar, 2015 @ 5:19am 
@derek328 The way I modify the plants I think it only affects the games original plants. I don't even think the custom assets is in the same collection object. I filter th e plants by name so as long as your asset is not called the same as existing the chans is minimal that i change the output with this mod.

I don't realy understand what you mean by change percentage, if i do 25% of 8MW or just set it to 2MW is the same, all i do is modify the number of powerproduction, like you can do when you create your own asset.
Or do you mean you want variating poweroutput of all types of plants?
Eye of Mobius 26 Mar, 2015 @ 7:38pm 
I am following this mod with interest. I like what you have managed so far I am just looking at the cost per megawatt right now. Coal by description appearances is currently almost as cheap as a max size hydro dam being $2.8 per MW to the dam at $2.0 per MW. I was looking at the wikipedia article I searched under "powerplant cost comparsion" and there are many operating cost tables there from around the world you may find helpful in adjusting the powerplant costs.

Keep up the good work.
roberto tomás 26 Mar, 2015 @ 6:38pm 
would love it if you made it configurable
derek328 26 Mar, 2015 @ 2:43pm 
@condac Does this mod currently affect only the stock Cities Skylines energy production facilities' output levels? Or does the mod also affect the energy we get from custom assets (like the SimCity 3000 power plants' outputs that we can download?)

Also, I think a more realistic method is to vary energy output between percentages, like what you are doing for the separate wind mod, instead of setting a new fixed value. Using a percentage range will be much more realistic I think.
Brumolf  [author] 26 Mar, 2015 @ 9:41am 
Variable wind is removed now! I'm not sure why it crashes for some, i have not been able to make it crash on my machine, however, i have loaded savegames where it didn't work and wind didn't change. I'm working on makin it a own mod and dooing it a bit diffrent.
HaydenTheKing 26 Mar, 2015 @ 8:58am 
I get crashes but i also have all of doughnuts powerplants
Deadshot Omega 26 Mar, 2015 @ 8:15am 
This MOD was causing me to randomly crash to desktop during game play (usually get 5 minutes of play then down it goes) It would also crash when trying to exit to the main menu.
Brumolf  [author] 26 Mar, 2015 @ 5:20am 
Game have not crashed for me yet. But I will try bigger more complicated maps. The only thing that can cause a crash is the variating wind. so I will probably split it to a own mod.
Skurcey 26 Mar, 2015 @ 3:03am 
but ... but costa rica use 100% renewable :rcry::tshock:
panzermuffin 26 Mar, 2015 @ 2:42am 
The game keeps crashing for me with this mod. :(
Harpegnathos 25 Mar, 2015 @ 4:46pm 
This is a fantastic mod but I keep getting a crash message at random times. Often when I am not clicking on anything or doing anything related to the content of the mod. I have some mods installed but I haven't been able to ID a compatability issue. They are mostly UI mods, if that helps. I'm telling you all this because it is such a great and sorely needed mod. Cheers.
Ozi 24 Mar, 2015 @ 7:28pm 
OP green power bother me since beginning that I never even use them.
Finaly some rebalance.
Brumolf  [author] 24 Mar, 2015 @ 11:18am 
Note, a bug in version 0.1 advanced wind have same maximum power as normal turbine, fixed in v0.2 (shown in contentmanager description)
docmg 24 Mar, 2015 @ 11:09am 
Good job ;)
Roger 24 Mar, 2015 @ 11:03am 
Sounds nice :)