Cities: Skylines

Cities: Skylines

Night Time Solar Power
42 Comments
xpgx1 10 Apr, 2018 @ 6:52am 
Not gonna lie, this tiny mod is AWESOME. I feel like we need a C:S BloodyPinguin Content/System Creation Pack. Period. You work has been nothing short of a blessing for this game, amazing mods and tiny QoL things like this make it SO much more worthwile. So thx man :ghsmile:
Joshua Norton 1 Mar, 2018 @ 2:03pm 
yeah i noticed myself, sorry for not posting it here.
BloodyPenguin  [author] 1 Mar, 2018 @ 12:47pm 
@Joshua Norton Yes, it should
Joshua Norton 7 Dec, 2017 @ 8:58pm 
does this still work?
BloodyPenguin  [author] 6 Dec, 2016 @ 9:03am 
UPDATE 1 (12/6/2016)
Fixed: Updated for C:S 1.6.0 (a.k.a. Natural Disasters)
VaunLive 5 Dec, 2016 @ 6:31pm 
Any update?
ctcatuga 29 Nov, 2016 @ 1:23pm 
@bloodypenguin Of course get some sleep!! I'm a paitent person. Thanks for all the work you do!! :)
BloodyPenguin  [author] 29 Nov, 2016 @ 1:10pm 
@ctcatuga Thanks for reporting! Of course, I'll fix it. But not today, I need to get some sleep.
ctcatuga 29 Nov, 2016 @ 1:02pm 
Doesn't work with Disasters update. Any chance of getting it corrected?
Vercinger 31 Mar, 2016 @ 3:37am 
Thank you for this!
james.e.rasmussen 24 Dec, 2015 @ 6:56am 
In reality, CSP (concentrated solar power) systems of the type modeled in these assets store heat collected during the day. There is no drop off of power generation at night, so the change with the after dark DLC made no sense at all. What WOULD make sense is to increase the scale to something realistic, using a large footprint mod. A 100MW CSP plant is huge, the mirrors, heat storage tanks, etc cover the area of an 18 hole golf course, at least.
semperaye 3 Dec, 2015 @ 8:55am 
How about make compositors that store excess power not used during the day, to be used at night! :)
ConureGuy_411 11 Oct, 2015 @ 4:00pm 
@Seffard It's not supposed to make sense. That's what makes it so awesome! It's from Bloody-frickin'-penguin!
PCGNeurotic 11 Oct, 2015 @ 3:35pm 
Thank you BP, this is perfect. :)
S e f f a r d 7 Oct, 2015 @ 11:59am 
This mod doesnt make sense.
Krux 3 Oct, 2015 @ 3:54am 
again there is no fully functioning system like this in real life though to power a whole city, (well, maybe one) this is because of cost, it is more expensive. but, in a video game, obviously that isnt much worry to you (sorta) as managing the cost of your city in a video game is MASSIVELY different and simplistic to managing cost of a city in real like, obviously

in other words, you can afford to build 50 freaking solar plants without worrying of city bankruptcy.

i better mod actually would be to add a new asset "power grid" that stores extra energy to get through the nights, for fully solar cities.
Krux 3 Oct, 2015 @ 3:43am 
@mxolsenx normal power plants that produce electricity store them in grids, same process can be used with solar power as well (though theres nothing functioning with "just" solar like this, as we just are not there yet to completely use solar energy) solar power is usually always only a backing system to other ways of creating energy, solar power provides power in the day and saves production time/cost/polution in other areas. when there is an influx of energy/electricity it is stored in power grids. the plant in the game as many have mentioned is a plant that uses molten salt and the production of the electricity at a plant like this is stored in grids when there is an abundance, in other words, you would be providing through the nights, although the production at night is only 6 hours.
ciB 1 Oct, 2015 @ 1:51pm 
It would be more realistic if there would be reduced power consumption during the night, so that solar panals can counterbalance the increase in energy consumption during the day... so why no create a mod for that?
Gfurst 1 Oct, 2015 @ 1:08pm 
LoL.. what an nice touch from CO to have them not produce any power at night XD
Does anyone knows too if power consumption differs during the night?
JernBesta 1 Oct, 2015 @ 10:45am 
To all of you who lives in solar powered areas. No, solar plants do not store power over night. At least not to suplly a whole city. It would take a tremendous amount of batteries to do so. Instead power is diverted from othe plants like nuclear. Or molten salt is used to heat up water for the dynamos, but this process is anly working for 4-6h depending on the plant. At night most of the power is off, except street lights and some heating and industry processes.
CityOfTokyo 29 Sep, 2015 @ 7:45am 
Could you turn on a light in this MOD in the night?
Nocholson 29 Sep, 2015 @ 6:11am 
That's awesome, thx
80sreject 28 Sep, 2015 @ 1:44pm 
This mod saved my city and very realistic. I live in CA and Solar power stores power for night time use. It has to my lights don't stop working at night...Favorite!
Tman1 27 Sep, 2015 @ 5:51pm 
I think the idea mod would allow us to setup which power plants produce during day or night, when its night the solar plants turn off to reduce operating costs and the nukes kick in. Then revese it all in the morning when the sun shines to be green.
GordonDry 27 Sep, 2015 @ 2:37pm 
A little off topic, but people wonder why the street lamps don't consume electricity.
I'm not sure but I think the road's maintenance cost is higher at night, that could be it.
But this is not challenging, a real connection to the power grid or just better, an independant 2nd power source, would be better IMHO.
BloodyPenguin  [author] 26 Sep, 2015 @ 9:09am 
@Baleur I hope I'll have time to make an accumulator mod :) It would consume electricity during the day at, say, half rate of solar power plant production and give the power back at night at that rate.
@knighthawkGP Sometimes I do :)
knighthawkGP 26 Sep, 2015 @ 6:21am 
nice, btw when do you sleep BoddyPenguin?
i have no ass and i must shit 26 Sep, 2015 @ 5:36am 
Oh thanks! I didn't even know that this existed!
Baleur 26 Sep, 2015 @ 2:59am 
Honestly the best thing would be if (if you have played something like Rimworld you know what i mean), the solar power plants really did still only produce power at Daytime, but you could also build battery banks, something looking like the electric substations on the workshop, that didnt produce electricity but rather just stored it for use during the night.

(cont. below)
Baleur 26 Sep, 2015 @ 2:59am 
Maybe it would be possible to make a mod that checks how many of a certain structure exists during the day (maybe tagged to the name, so it would check how many "Solar_Plant" the city has.
Then it would adjust / enable the power output of a "Battery_Substation" building once nighttime hits, to match a good ratio to how many solar plants it found during the day.
More solar plants, more power output from the battery substation at night.

Am i making sense here? It'd be a bit more fun to build battery banks and stuff, make a more extensive solar farm setup, that makes somewhat realistic sense, than just having the awful vanilla way where it turns off, and having this way where it just keeps producing nonstop.
I AM BORG 26 Sep, 2015 @ 12:51am 
BloodyPenguin you're a champ
BloodyPenguin  [author] 25 Sep, 2015 @ 10:38pm 
@MarcusL Enhanced Zoom is what you need.
i have no ass and i must shit 25 Sep, 2015 @ 2:09pm 
Hey, it looks like nlight has abandoned the first person mod. I've seen that you've brought quite a few essential mods back to life for updates and I was wondering if you could do it for that?
Allianz4000 25 Sep, 2015 @ 12:26pm 
this is good, because Solar thermal powerplants normaly store some heat water/oil/satl(melt) and produce electricity during night time with it.
:)
obv 25 Sep, 2015 @ 11:09am 
umm interesting i agree that what he says, it's not credible that a city only has hydros, or turbines cities have a mix energy many tipes
the eco generation energy is not currently efficient much efficient the non eco energy
but the problem is transfer in the game this concept.. possibly its easier credibility than realism
what doo you say?
and sorry for my english i'm spanish
BenandJo 25 Sep, 2015 @ 10:50am 
ooo that new mod sounds great, I have most if not all of your others rated up and fav'd ;) so thx. and yes I think the solar power should have a reduced power output at night so if you get around to it that would be great but I know your'e a busy man
BloodyPenguin  [author] 25 Sep, 2015 @ 10:46am 
@obv I've just made a mod that brings back original behavior. My own opinion is that eco friendly power generation should be even less effective than now. I've never seen a megapolis that has 5 hydro plants and of course no real city relies solely on turbines and solar power. I'm going to make a mod that will force players to use gas, oil and coal power plants making green energy extremely ineffective and hydro and nuclear energy extremely expensive.
@Ben Maybe I'll add that later.
BenandJo 25 Sep, 2015 @ 10:45am 
could you make this configurable to have a reduced night time output? is it possible?
obv 25 Sep, 2015 @ 10:45am 
btw thanks for your mods :steamhappy:
obv 25 Sep, 2015 @ 10:41am 
umm, but the sun? at the night.... in other words, efficiency solar power plants at night worse than the day
BloodyPenguin  [author] 25 Sep, 2015 @ 10:36am 
@obv Solar power plants working at night imitate energy accumulation
obv 25 Sep, 2015 @ 10:32am 
i think that makes power plants work at night its not realistic? much bettter a mod for accumulate
energy