Victoria 3

Victoria 3

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[1.8] Power Plants+
   
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File Size
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Updated
1.195 MB
4 Dec, 2023 @ 9:10pm
16 Feb @ 10:57am
6 Change Notes ( view )

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[1.8] Power Plants+

In 2 collections by 1230james
The Imperialist's Inventory of Implements
127 items
James's Vic3 Mods
32 items
Description
Power Plants+
Lite Power Plants rework & non-local electricity

Overview
Power Plants+ (PPP) is a mod that aims to lightly rework the Power Plants building to add a little more flexibility in power generation options as well as adding a late-game mechanic for transporting electricity to neighboring states.

PPP changes the Power Plants PMs such that the base PM no longer dictates both the input and output. The base PM now only determines the fuel source - hydroelectric requires no fuel, coal-fired uses coal, and oil-fired uses oil - and output is now dictated by Generation Machinery and Power Distribution PMs. Generation Machinery allows you to use simpler steam engines for electrical output without researching any other techs, as well as upgrade them to steam and gas turbines with the corresponding technologies to significantly boost electricity output. Power Distribution lets you choose between local power generation - generating electricity directly for local consumption - or grid generation, letting you use your plants to power an electrical grid.

Electrical Grid buildings can be unlocked with a new era 5 production tech named Power Transmission. Power Plants on grid distribution will generate High-Voltage Power instead of normal electricity. Unlike electricity, HV power can be traded between states (but not with foreign nations), and can thus allow a power plant in one state to supply electricity to others. To do this, Electrical Grid buildings must be constructed in states that either have a power plant or in states adjacent to an existing Electrical Grid building. These buildings will accept HV Power and convert it back into normal electricity for use in buildings and pops. It is also more efficient, providing twice the amount of electricity for a given fuel input.

Usage Notes
Due to how the code was written as a result of technical restraints, the Power Distribution PMs can't be changed en masse from the Buildings panel or the Building Registry if they all have the same PM active. In order to unlock the ability to change them en masse again, at least one Power Plant needs to have a different Power Distribution PM active. This can be done by selecting an individual Power Plant and changing either its Power Distribution PM or changing the base PM (fuel source).

Foreign Languages
• Français / French

Mod Compatibility
Users playing with Industry Expanded should use this compatibility patch.

If you are having issues with other mods removing the production methods or production method groups added by Power Plants+ and there are no compatibility patches available on the Workshop or elsewhere for you to use, you can try the Power Plants+ - Quick Fix patch.

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PPP overwrites the Power Plants building definition and its production methods. As such, any mod that messes with the Power Plants building or its PMs may cause PPP to break. This includes VTM.

It also overwrites the graphics asset for the Electricity good, but not the good definition itself. Mods that change the Electricity good will be compatible with PPP. Mods that change the graphics for the Electricity good may cause a graphical conflict with PPP, but it should be purely visual and functionality should not otherwise be affected.

The Power Transmission technology added by PPP requires Electrical Capacitors to be unlocked. Any mod that removes this technology from the game will cause issues with PPP.

All other mods should work.

Loading Order
The positioning of PPP with respect to other mods should not matter, except in the case of certain compatibility patches.
Follow any instructions provided by compatibility patch mods.

If you are having issues with other, unrelated mods, place PPP lower (towards the bottom) in your playset.

DLC Requirements
This mod does not rely on any DLC features, so you should not need any DLCs.

Permissions
YES, you may include this mod in any modpacks/collections/whatever.
YES, you may use this mod as a base to create your own. Credit and a link back here would be very much appreciated!
YES, you may translate this mod into other languages.

Credits
• BobbyBob for the French translation

Links
• GitHub repository (TBA)
Victoria 3 Modding Co-op Discord server[discord.gg]
83 Comments
MrJaMan 28 Jul @ 1:30pm 
update when :(
1230james  [author] 15 Jul @ 11:13am 
I was informed yesterday that the old hydroelectric PM was deleted.

I've marked this mod as 1.8 for now. A fix would probably take me like 10 minutes but that also makes it extremely low priority for me right now since I'm trying to tackle fixing my larger mods first.
Petrichor 15 Jul @ 2:39am 
going through the mod files and replacing all instances of "pm_hydroelectric_plant" with "pm_early_power_plant" seems to fix most of the problems, but there is still a production method under "generation machinery" called "water turbines" which seems to just consume engines and produce nothing

if you know what everything is supposed to do, i'd imagine the fix would take less than an hour
Petrichor 15 Jul @ 1:55am 
Recent game update messed with the production methods files (specifically 06_urban_center.txt), so the vanilla overwrites don't work properly because the thing it is overwriting isn't there anymore

End result ingame is a hybrid of things from the mod and things from the basegame, causing the whole thing to just not function properly

I'd say more about how to fix it, but i've only found this mod recently, so i've never actually seen it functioning properly
1230james  [author] 30 Jun @ 8:00pm 
Wasn't aware that was a change that happened. I'll make a note to look at it more closely since I don't recall this ever being mentioned. Not saying I think you're a liar but I doubt that is a base game change 😅

If it actually is a base game change though then I probably won't do anything about it depending on how I'm feeling since I intend this to just be an expansion on top of what the base game does so I'd rather respect some of the base game's design decisions.
Mestre Do Game-12.000-XD 30 Jun @ 8:41am 
Is it possible to bring back the hydroelectric option? It seems that the recent update to the game removed this option.
1230james  [author] 15 Jun @ 3:10pm 
(Copypasting this across some of my mods)

Vic3 1.9 will release this coming Tuesday. As with previous major updates, a 1.9 update for this mod may take several weeks or months because I am a solo developer with a full-time job working 10+ hours Monday through Thursday. Progress during the work week will be rather slow, and I have over two dozen mods to check & verify whether anything needs to be changed, and then make any necessary changes.

The upcoming tweaks to certain things like decisions and scripted buttons will mean that more of my mods will be impacted this time around, so it may take quite some time.

Please be patient while I work on updating all of my mods. Thank you!
Nebimo 17 Feb @ 3:55am 
yeeeeeeeeeeeees
1230james  [author] 16 Feb @ 11:14am 
Updated for 1.8; sorry for the huge delay & thanks for your patience!

PMs have been overhauled in the backend with the ultimate goal of replacing the input/output multipliers with flat amounts. Saves should still be compatible, but you will need to reset your PMs in all your power plants.

As a consequence of that + some minor other adjustments, the AI should now be much more competent about upgrading their power plants beyond hydroelectricity and using turbines when appropriate.

Due to how I set up the new PMs as a result of technical restraints, trying to change the Power Distribution PMs in power plants en masse from the Buildings panel or the Building Registry will be a little finicky. FYI: if you change the PM for a single individual power plant, you should be able to change them en masse again.

Please view the change notes for the full details, and let me know if you find any bugs.
Anhility 24 Nov, 2024 @ 6:42am 
I've uploaded a fix for 1.8
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3371335101

Will delete my fork whenever the original mod is updated.