Cities: Skylines

Cities: Skylines

Doosan Portable Power Lot
52 Comments
R3D Koolaide 29 Mar, 2022 @ 8:45pm 
this is so fire bro, this was apart of my base map, so glad i came across these had to comment
Captain Toof 8 Sep, 2020 @ 5:04am 
Should be RICO'ed prop.
Charlie.Decker 11 Aug, 2018 @ 9:11pm 
why the fence
cpufreak101 7 Aug, 2018 @ 12:05pm 
@Noxygen I actually just googled the specific generator used for the model, it only makes 261KW according to the site
Benjin 7 Jan, 2018 @ 8:10am 
I also agree with Noxygen + Eep. What's with the pavement + fence for something which isn't supposed to be permanent?
Eep² 13 Nov, 2017 @ 9:30am 
I agree with Noxygen. Also, it's only half-surrounded with fence. Uh...
dendekid 17 Oct, 2017 @ 9:58am 
cool
lls330 26 Apr, 2017 @ 3:01am 
nice
lys_knight 22 Mar, 2017 @ 6:07am 
Superb !
soft_taco 4 Feb, 2017 @ 9:11am 
Awesome idea
TAP 13 Aug, 2016 @ 1:38am 
DOOSAN! 두산!
Noxygen 30 Apr, 2016 @ 8:10am 
nice & handy. but seriously. 5,000 kW out of this cutie? :D Generators like these produce maybe 200-300.:steamhappy:
SL33PW4LK 2 Apr, 2016 @ 3:25pm 
Please do a snap to road version. Thank you.
Reaper_223 17 Feb, 2016 @ 9:22pm 
It shouldn't be but for some reason it is. The first one I put down worked just fine. The second one took a few grand in replacing fees to finally stop being so picky. I literally squared it up on a 90' angle still to no avail. It seemed really hit-n-miss for me. It wasn't a rotation issue, it seemed to be something with the way it wanted to "sense" where the road was.
MrMaison  [author] 17 Feb, 2016 @ 8:24pm 
Reaper- It shouldn't be hard. Just place it near a road. If you want more precision, hold "Shift while holdin down the right mouse button and rotate it into place. I still plan on seeing about making it not need road access.
Reaper_223 17 Feb, 2016 @ 11:09am 
This thing is super finicky about its placement to a road. I spent thousands trying to get this thing to register that it was next to a road. Am I missing something or is it not usable in its current state?
Dragon7244 8 Feb, 2016 @ 8:44am 
RedLegs13B 7 Feb, 2016 @ 1:06am 
One of favorite assets, and it looks awesome. Nice little detail to add in-game :steamhappy:
cpufreak101 29 Jan, 2016 @ 7:37pm 
i remember one city where i used these to power a downstream water treatment plant since power lines just looked too ugly to run the entire distance
Dragon7244 28 Jan, 2016 @ 10:13am 
Your welcome :).
MrMaison  [author] 27 Jan, 2016 @ 1:20pm 
Thank for the heads up! I reported it.
Dragon7244 27 Jan, 2016 @ 10:28am 
crylive 23 Jan, 2016 @ 4:12am 
I use it very often. :) thanks:steamhappy:
MrMaison  [author] 14 Dec, 2015 @ 1:08pm 
EllerSure- I will look into it.
EllerSure 14 Dec, 2015 @ 10:04am 
nice one
it shows a "not connected to road" sign on it, although it doesnot need to be near road. could you fix it ? :)
illuminaut 5 Nov, 2015 @ 6:39pm 
spurdo: it seems more like you're not interested in criticism of your criticism. People are absolutely right: if you're going to worry about tri-counts, start worrying about growables that you can have potentially hundreds or thousands of, not stuff you plop a handful of time because that makes absolutely no sense whatsoever.
Darth Modus - God of Richards 27 Oct, 2015 @ 3:25am 
Thank you for this must have. +1
Willian156 26 Oct, 2015 @ 6:05am 
this mod is very helpfull when buildings start to grow up away from the others
Simon 24 Oct, 2015 @ 10:12pm 
Does this make noise?
☭ Little King Trashmouth ★ 23 Oct, 2015 @ 2:49pm 
nice idea
couckem 23 Oct, 2015 @ 10:40am 
I like these a lot! Thanks. Worked on generators in the military.
Zaphodus54 21 Oct, 2015 @ 8:10am 
@derPicknicker: Here in Arizona, we have laws re: construction sites. If a contractor is using a mobile generator, he would have to fence it in to protect both himself and the public. So, in my state, at least, the fence makes sense. Have a nice day, all. :)
letter0479 21 Oct, 2015 @ 3:51am 
헐~ 두산이다... 감사합니다^^
derPicknickerDE 20 Oct, 2015 @ 11:46am 
@spurdo: I can tell you I know very well about all this coding sh**... cause its partially my business! BUT in this case its worthless to argue! Again, its not a lot you would probably place very often, so it is allocated (and rendered) how often? Maybe 10 times - each time for one instance of it? So what?? Your other 1000+ Buildings in your city are the thing you should worry about and keep optimized!! Here it depends just on one question: how often will the lot probably be placed/plopped in a city - 10 times or 1000 times?! But in general you are right!! Optimization is very important! ;-)

@MrMaison: Regarding the fences... I already thought of that reason too. :D Absolutely logical - at least to me! It's maybe just that the fences do not look very mobile in terms of realism (as we already reached that point) - no one would build up fences in concret just for a mobile device - but hey, that's complaining on a high level. ;-) So happy testing, modeling and coding...
Cleveland 20 Oct, 2015 @ 10:48am 
People saying not to worry about over 1k polycount for 1 tile item do not understand anything about programs, resource allocation or modeling. Anyway, it seems you aren't interested in criticism, so keep on making grossly overinflated models.
MrMaison  [author] 20 Oct, 2015 @ 10:22am 
Thanks derPickner. I just wonder if 2 MW in "this game" will get a few blocks of houses and services going. I'm gonna do some tests to get a better picture. I don't want players to have to plop too many....but realism is good.

I just also want to add something about my decision to add the gate prop: I added wires to the back which forced the asset to take up 2 zone units. Without wires, it takes up 1 zone unit. To me the unit looked unrealistic just sitting there without any kind of wiring to supply the power some how. And the gate protects the wires and control panel from the neighborhood kids :)
derPicknickerDE 20 Oct, 2015 @ 9:55am 
Do not worry MrMaison about the tris count... as long you stay below 3000 you are fine. Even with such a small item. Or does anybody want to place 100s of them on the map? o.O Do not think so... ;-) At least it should be balanced, so that it is not very cost efficient compared to big plants... and at the moment its fine!!

And thanks for tanking my suggestions into account... maybe some day... :D and regarding investigations on mobile power units... found s.th. that is similar to yours... supports up to 1 MW (1000KW):
http://www.infrastructures.com/0808/cummins.htm
So 2 MW would be fine... and hey... if somebody needs more so he calls the company for 2 or 3 of them... mobile startups should not be that cheep. :D They already have the advantage of beeing mobile... However, nice job so far!
tony_r_68 (Zed68) 20 Oct, 2015 @ 7:59am 
1224 tris is just ok, it's the polycount of a lot of custom cars. Yeah of course there are even towers with less poly... because some people made towers that are basically a cube and have no detail whatsoever. Very simple shapes need less, complex shapes need more.
MrMaison  [author] 20 Oct, 2015 @ 7:47am 
spurdo- seriously, you're making a big deal out of 1,224 tris? I put detail into my models and that tri count is very low. The size of a building have nothing to do with tri count. Using that tower made by my friend is not fair for comparison. I can make a tower into the clouds with 300 tris if I wanted to. Tri count depends on details of the model. I really think you're overreacting here a lot. I do have a version without the gate that I'm thinking of releasing FYI. I lsten to feedback but yours is a bit unreasonable.
Cleveland 19 Oct, 2015 @ 10:38pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=538237152 I mean here is an entire tower building with only ~600 more tris and smaller LOD tri count than your tiny trailer. Optimization is very important in this game, small things like this take up a lot of memory if it's not optimized. I don't know what your texture map size is, but I guess from the details that it's too big for what the object is. As far as the gates, I think it'd look more realistic if you just had a gravel base with nothing extra, maybe a warning sign or something.
MrMaison  [author] 19 Oct, 2015 @ 9:50pm 
spurdo- what do you mean by optimize? And the "trailer" is "parked" within a gated area. Have some imagination.
Cleveland 19 Oct, 2015 @ 9:36pm 
Monstrously overdone model. You need to optimize it somewhat. Also, why would a trailer have walls erected around it if it's portable?
MrMaison  [author] 19 Oct, 2015 @ 2:05pm 
derPicknicker- Thanks for your suggestion. It's not a bug as it falls under building category. But I will look into making a version that plops anywhere. You can orient it with right-click of the mouse for now. The wind is around 8 MW I think...I know it's a bit beefy, but wanted something to kickstart a small development. Will do more research on that too.
derPicknickerDE 19 Oct, 2015 @ 1:55pm 
And one suggestion... a small mobile power "station" like this would be more balanced ingame with only 2mw output... I mean 5mw? Almost as much as a big wind power plant?? o.O

Not talking about realism... (then MW = lol and KW would suit better ;) - no, just talking about ingame balance. Just a suggestion... ;-)
derPicknickerDE 19 Oct, 2015 @ 1:48pm 
Nice. :) But somehow it requests to be build next to a street connection. When I place it on open field I get the info icon above it to make a street connection. Isn't that a bug? Do you know why?Hope you can fix it.
Duncan 18 Oct, 2015 @ 5:50pm 
Great, thanks¡
Ithis 18 Oct, 2015 @ 2:46pm 
Looks amazing!:steamhappy:
Namspopof 18 Oct, 2015 @ 10:45am 
Very usefull, thks !
static 17 Oct, 2015 @ 2:41pm 
Looking forward to whatever you create next MrMaison. I suspect this generator will be a fixture in my cities from now on.
MrMaison  [author] 17 Oct, 2015 @ 2:28pm 
static- Thanks for that info. I been looking around the net to find this unit in action but it's very hard to find. I wanted to keep the footprint very small. But your suggestion is good and I will do some more research to make such a lot. I do plan to make more of these types of power supply. I have a small one in the works for single homes way out in the country for the anti-social and I could make a slightly bigger one with your observation. Thanks.