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번역 관련 문제 보고
I haven't tried this mod on its own for a while, so it there's a possibility it's not actually anything to do with DSP, though the error kind of hinted that it might be.
Requires river access (uses 2,880 cubic meters water per MW-month, give or take). Upgrade with filters and fly ash ponds to rein in water pollution. Particulate Scrubbers and catalysts for air pollution.
Cheap and dirty: $7/MWh,
Clean: $15/MWh.
Natural Gas: Super clean, 500Mw, convertible from coal, similar water requirement--find it by a large river. No fly ash, but Requires a big ole gas pipe from the edge of the map. And I mean big.
Always clean, $12/MWh. Plus the cost of the gas pipe.
Original: 640MW @ $8000 a week. ($12.5 per 1MW)
New: 650MW @ $0.00 a week ($0.00 per 1MW)
Just make FREE energy but have the people pay for it
Any chance you could add the original and new pollution values for each building to the mod’s description? Thanks!
at RushHour.UI.DateTimeBar.CreateEvent (DateTime startTime, DateTime endTime, UInt16 building, Color32 colour) [0x00000] in <filename unknown>:0
at RushHour.UI.DateTimeBar.CreateEvent (RushHour.Events.CityEventData eventData, Color32 colour) [0x00000] in <filename unknown>:0
at RushHour.UI.DateTimeBar.UpdateEventBlocks () [0x00000] in <filename unknown>:0
at RushHour.UI.DateTimeBar.<Initialise>b__6_0 (System.String languageIdentifier) [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception
at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at ColossalFramework.UI.UIComponent.get_cachedTransform () [0x00000] in <filename unknown>:0
at ColossalFramework.UI.UIComponent.AddUIComponent[UISprite] () [0x00000] in <filename unknown>:0
Again, this mod is not focused on the 'realistic' cost of power plants (there is a really good mod called RPM that does that). This mod is aimed at balancing power plants from a gameplay perspective. Quite frankly, the Fision plant is basically an end-game cheat. Even with the changes I made, it is still by far the best power source, with no pollution and $1 per 1MW. By the time you unlock it, you should have a sizable city already and the extra cost wouldn't matter.
And after having built enough material for a full cycle of exchanging parts (who gets slightly radioactive and need to "cool down" a few decades, nothing serious compared to Nuclear Fission at all), you can basically use the old parts again.
Maintance costs for a working Nuclear Fusion Power Plant are pretty low. In CS, it would cost nothing, compared to other stuff.
What costs so much about it is the Nuclear FISSION Power Plant to "kickstart" the fusion process in the first place.
As stated i nthe bugs section, the UI does not always update right away, reloading your save a second time, or simply playing the game for longer, will update the number in the UI. If oyu place a power plant then look at it's stats, they will be correct. I also made sure to gather and test for those stats with no mods loaded on a fresh city, you may be seeing a mod conflict or other effect on your end.
I did change some of the pollution stats as decribed above, I chose not to compare the number exsactly as they don't mean as much as a description of the change. See the description above for pollution changes to each power plant .
Also, it looks like you adjusted some of the other stats, such as pollution, but didn't clarify that in your descriptions.
I was looking for an alternative to RPM, because 2MW for a wind turbine is realistic but dosent works well gameplay wise. Your mod seems to offer a great balance between gameplay and realism.
The original valvues of CS are just crap. There was never a choice, simple spam wind turbines (offshore) all over and "win" the game xD
I agree that would be the case in real life, but for this mod I'm looking at balancing from a gameplay perspective. If all solar had was extra intial cost then it would be the 'always correct' choice for late-game energy, you'd just save up and buy one. This mod is aiming to give all power plants advantages and disadvantages so that when you are playing there is no obvious choice.
This is basically the problem I had with Realistic Power Modification (RPM), in that it didn't solve the 'choice' problem that I felt power plants had. It just adjusted the power plants to have more 'realistic' outputs and costs.