Cities: Skylines

Cities: Skylines

Improved Wind Simulation
48 Komentar
fisto the robo 29 Jun 2022 @ 4:23pm 
so does this still work or not?
gardenstater 17 Jan 2022 @ 2:08pm 
@StayHungryStayFoolish I don't think Tree Anarchy interacts with cloud animation & wind turbine power generation. I think it's way too premature to say that mod should replace this mod when the two change different aspects of the game.
StayHungryStayFoolish 14 Jan 2022 @ 11:07am 
This mod is deprecated. Use Tree Anarchy instead.
Brickitect 11 Nov 2018 @ 10:06pm 
@Sonik
I am not gonna lie but that image is fucking hilarious I'm sorry.
Sonik 26 Okt 2018 @ 4:36am 
Please, check how your changes in wind-system affected to wildfire-particles in Nature Disasters addon. On last version I have a lot of rockets tails in my forests:
https://i.imgur.com/Q2vYGBy.jpg

I turned off this mod, then restarted game, and all wildfires returned to initial particles emittion. Then turned on this mod, and rockets returned again.

You are a great modder, thank you!
Owlchemist 16 Jul 2018 @ 4:27am 
I want to get this, but I feel like I'd be micromanaging my power budget all the time. If there was some type of mods that allowed peaker plants to pick up the slack, that'd be the perfect combo for realism.
vonKermann 21 Mei 2018 @ 8:49pm 
Iceman-460 there is "tree movement control" mod
Iceman-460° 16 Apr 2018 @ 12:20am 
Do you have a mod to stop the wind so tress are not swaying back and forth so much or would that stop the wind turbines also . It would be nice to turn it off may help FPS.
BloodyPenguin  [pembuat] 1 Mar 2018 @ 12:44pm 
@Combocookie No, this game's simulation is not that complex :D
ol' rdtg 29 Nov 2017 @ 3:56pm 
Time to see if this mod still works :D
Oh @BloodyPenguin is there no limit to your awesome mods? <3
Combo 18 Jul 2017 @ 10:41am 
Is it possible that the wind from industrial area makes all my citizens sick?
Kermit (GER) 19 Jun 2017 @ 8:02pm 
Hat noch jdm. das Problem das er die MW Angaben bei den Windkraftanlagen nicht mehr sieht beim Platzieren, vor MassTransit ging das noch?
BloodyPenguin  [pembuat] 27 Jan 2017 @ 7:55am 
@Gerishnakov I just don't like green technologies ;)
Gerishnakov 27 Jan 2017 @ 6:24am 
This is cool, but also incredibly irritating.
BloodyPenguin  [pembuat] 29 Nov 2016 @ 11:49am 
This mod works in C:S 1.6.0 (a.k.a. Natural Disasters)
Øuantum3 25 Mar 2016 @ 5:01pm 
It's a very nice concept, secunding @Malachite, I agree with him/her.
BloodyPenguin  [pembuat] 1 Mar 2016 @ 2:51am 
@GridiroN No, it's not
GridiroN 1 Mar 2016 @ 1:08am 
Is this going to slow down game performance?
BloodyPenguin  [pembuat] 29 Feb 2016 @ 7:32pm 
@Malachite Well, that's why I made this mod. To make wind turbines usable only as secondary source of power. They are way overpowered in vanilla game just like all green energy sources.I'll deal with them all later :) Regarding wind speed change on pause - thanks for reporting, I'll fix it :)
Plum 29 Feb 2016 @ 2:02pm 
I like the idea, but in practice I think it's a little messy. Wind speed drops uniformly across the entire map, so even if I have wind farms in a couple isolated locations, or places where the wind really does blow all the time (peninsulas, mountains), suddenly I'm totally out of power and my citizens are yelling at me

also, the wind speed can change while the simulation is paused, which means you can intentionally or unintentionally pause and wait for the wind speed to pick back up.
Ggspikey 25 Feb 2016 @ 9:39am 
@Zake I have seen that, but it isn't really what I had in mind, it uses 16mW during the day and outputs 16mW at night. I want something that does a similar thing but for when the wind goes down. Also I would prefer it if it stores all unused energy (not a fixed amount) then outputs it when consumption is higher than production. Also I would like it to only output until the storage has run out, not just continuously output.
BloodyPenguin  [pembuat] 25 Feb 2016 @ 5:15am 
@Maxonian Yes, that's why I made this mod :) I think wind turbines are overpowered in this game
Zake 24 Feb 2016 @ 7:44pm 
@Ggspikey I haven't tried it but someone made a solar capacitor http://sp.zhabite.com/sharedfiles/filedetails/?id=597034783
Ggspikey 24 Feb 2016 @ 2:35pm 
I am not sure if it is possible to mod in, but if it is can you add a mod which stores unused power, so that when wind drops you still have power.
J4M35 24 Feb 2016 @ 12:15pm 
Just tried it out, really good and adds some nice realism when trying to rely on wind power
RoweGuy 22 Feb 2016 @ 2:29pm 
Looks fantastic as usual, but I think there should be random times with increased wind for balance.
BloodyPenguin  [pembuat] 22 Feb 2016 @ 7:28am 
@Gfurst Fog remover only removes only visual fog effect and doesn't touch actual fog value that affects gameplay
Gfurst 22 Feb 2016 @ 6:45am 
@BloodyPenguin yeah, should be careful with the fog remover now, oddly my city looks constantly foggy/cloudy, so I'm yet to see see the difference..

now given the inconstant nature of wind, along the fluctuations of water flow in the dam, something to automatically adjust the slider is a must,
IIIWARIII3 22 Feb 2016 @ 4:11am 
LOVE THIS MOD , WORKS GREAT!
Zake 21 Feb 2016 @ 9:09pm 
I got an achievement for fog, but still had my anti-fog mod enabled :P in other news, weren't rain and temperature supposed to be free features? I've elected not to buy Snowfall yet.
BloodyPenguin  [pembuat] 21 Feb 2016 @ 8:41pm 
@Gfurst Yes, they added that to the base game, but they haven't synchronized visual clouds speed with supposed wind speed changes during fog. Also, this mod adds random calms which means that wind may stop or at least decrease during an otherwise sunny day. TBH, I haven't seen fog yet :D
Exclama Remoza 21 Feb 2016 @ 8:18pm 
I love the realism!
Gfurst 21 Feb 2016 @ 4:51pm 
So big news, surprised to see on the loading screen a message "wind power may be less during heavy fog", so does it mean they actually added this to the base game as well?
Zake 21 Feb 2016 @ 4:18pm 
Between this and the solar power only working during the day, it might be useful to have a mod that automatically adjusts funding based on demand. Until then, a mod like this would be, for me, more trouble than it's worth.
zepi 20 Feb 2016 @ 12:00pm 
Definitely modify this to more completely overhaul the energy production system so that one has to balance day / night / weather variations for solar / wind vs. baseload / pollution of coal / nuclear etc.

By default wind is very overpowered due to lack of negatives.
miguelcervera 20 Feb 2016 @ 10:32am 
Thanks @BloodyPenguin I'll look into it
BloodyPenguin  [pembuat] 20 Feb 2016 @ 10:25am 
@miguelcervera New versionof Network Extensions features those roads
miguelcervera 20 Feb 2016 @ 10:22am 
Hey @BloodyPenguin your grace do you know how I can get zonable pedestrian roads without having to subscribe to JFarias old Traffic ++?? Thanks
GLHF 20 Feb 2016 @ 2:47am 
its not realistic cause this game haven't option of accumulate the energy and spend it when u need it, so generally stable out energy its realistic!
LisaMiza 19 Feb 2016 @ 9:31am 
:D
Cake 🎂 19 Feb 2016 @ 6:06am 
That makes the only wind-based missing feature air pollution now.
Owlchemist 18 Feb 2016 @ 10:04pm 
Please don't take my previous comment negatively or anything. I follow your other mods and you're like a hero to the modding scene around here. Thanks for all your contributions! Also, seconded on being able to extend the pollution range ;)
Hyomoto 18 Feb 2016 @ 7:39pm 
I'll keep an eye out then. Though if you can find a way to 'creep' the pollution outwards (presently the 'hard cap' on pollution density is achieved rather rapidly) I suppose it could be a valuable alternative to a more complex solution.
BloodyPenguin  [pembuat] 18 Feb 2016 @ 6:20pm 
@Hyomoto Coal Power Plant - exactly! That's the main purpose of this mod to make wind turbines effective only as secondary source of power. I feel that green energy is overpowered in this game. I have a mod in works (stats rebalancing) that will make green energy the least effective of all (initial cost, MW/$ and overall power output) but will significantly increase pollution radius and pollution strength of polluter plants to make it more interesting to balance between different power sources. Together these mods will work for greatest effect.
Hyomoto 18 Feb 2016 @ 6:13pm 
I agree with Owlchemist. Basically, you might as well just keep a coal plant then since it won't have any issues. The problem with is that Cities: Skylines's tangible consequences are typically the burden of services availablity, not the side effects of those services. For example, people are generally happy about trash removal. They care very little about whether or not it's being burned beyond the smog.

If there pollution were to drift like the water simulation, this would probably be a pretty bad ass addition since it would be a viable solution to your pollution problems, if not with it's own drawbacks. Basically as much as I love the game, the simulation side could use a lot of work to turn it into a really cohesive city builder instead of just an awesome alternative to EA/Maxis. And while I love what you've tried to do here, I just don't think it works in the current context as it's more of a random burden.
BloodyPenguin  [pembuat] 18 Feb 2016 @ 6:00pm 
@Owlchemist Just keep some coal power plant disabled and enable it during shortages.
Owlchemist 18 Feb 2016 @ 12:14pm 
This is pretty good, but without a peaker plant mechanism (more expensive power sources kicking in during shortages) it's kind of difficult to work with.
obv 18 Feb 2016 @ 11:04am 
:steamhappy:
very good all for realism