Cities: Skylines

Cities: Skylines

Variating Wind (RPM mod)
14 Comments
xxx78 2 Jan, 2017 @ 5:07pm 
Interesting mod, is it working with latest dlc's?
Anymn 28 Jan, 2016 @ 4:27am 
Too bad, my game crashed :(
Øuantum3 2 Jul, 2015 @ 12:58pm 
it must be a mod which make wind to spread air pollution and create waves on water.
roberto tomás 13 Apr, 2015 @ 3:01pm 
@condac - I see in the mods panel that it was last updated 11 minutes ago, but I dont see that here in the change notes, nor in the description... if you've changed anything, please let us know!
SamLoco 31 Mar, 2015 @ 5:47pm 
Looks awesome. I am searching for realistic mods. Thanks alot :)
roberto tomás 28 Mar, 2015 @ 6:12am 
would you consider posting your source on github? I am pretty sure these same rules would work .. maybe even better, with solar panels
Pajoonk 28 Mar, 2015 @ 3:12am 
Even in its current state this mod brakes over-reliance on overpowered green energy. Thanks to you for the first time I used coal and oil power-plants :-)
Looking forward to any updates.
Brumolf  [author] 28 Mar, 2015 @ 1:45am 
Its same wind for all types, so advanced and normal wind have diffrent pattern. The game is not realy made for this. I have made a mod that makes the coal plant into a fake import node so you can buy power, i have tested it so its posible to sell power also. But i need to make it to own assets and tweek it a bit, so if that works you can do it the way real life works, sell you power for small price when you have too much, and buy it back for more expensive price when you have to little.
roberto tomás 27 Mar, 2015 @ 4:42pm 
@roodvlees — appears to be all at once. also is visible when placing them .. which makes it a bit tough to know where is best vs nearly best. I think some tweaking could be in order .. to get less regular changes and to be able to more clearly see exactly where wind is at full capacity for the energy source but .. otherwise it is really clever :)
Roodvlees 27 Mar, 2015 @ 3:39pm 
Is it 50%-100% for all windmills at the same time or is it calculated for each windmill separately?
Ideally we should be able to build some batteries to store the surplus energy. Like a lake on high ground where you pump water to.
Ozone 27 Mar, 2015 @ 1:50pm 
The current pattern isn't really interesting for the gameplay. Consider that windmills have a battery which store the energy, the pattern should be more like "strong winds" : reloading batteries (energy going up slowly) or no wind : depleting energy (energy going down).

You just need an energy variable, and two dice rolls : strength of the wind, and duration of this strength (with a minimum and maximum duration worth for minutes of gameplay at normal speed). The strength of the wind can go from 0 : fast depletion, 50 : stable, 100 : fast reload.
[...]
Ozone 27 Mar, 2015 @ 1:50pm 
The player won't have trouble most of the time, until there's a bad roll : 0 for a long duration. The batteries will go down to a stall.

With that algorithm, green energy will be more realistic, and will be only a supplement for normal energy. Main problem with the game right now is power plants always roll at 100%. Unused power should give some benefit (financial, or less pollution, ...)

For exemple, a coal plant with enough windmills wouldn't pollute unless there is no wind for a long period of time.
Brumolf  [author] 27 Mar, 2015 @ 5:30am 
@roberto I have not looked in to how I can use configurationfiles yet, But I will and make it configurable because its not hard to do. But the first thing I want to do is add a better random pattern to it as the current math is laughable in its simplicity.
roberto tomás 26 Mar, 2015 @ 7:02pm 
would be nice if you could configure it with things like: stdev, or at least min/max, average and variance