Cities: Skylines

Cities: Skylines

Improved Wind Simulation
48 comentarii
fisto the robo 29 iun. 2022 la 16:23 
so does this still work or not?
gardenstater 17 ian. 2022 la 14:08 
@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 ian. 2022 la 11:07 
This mod is deprecated. Use Tree Anarchy instead.
Brickitect 11 nov. 2018 la 22:06 
@Sonik
I am not gonna lie but that image is fucking hilarious I'm sorry.
Sonik 26 oct. 2018 la 4:36 
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 iul. 2018 la 4:27 
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 mai 2018 la 20:49 
Iceman-460 there is "tree movement control" mod
Iceman-460° 16 apr. 2018 la 0:20 
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  [autor] 1 mart. 2018 la 12:44 
@Combocookie No, this game's simulation is not that complex :D
ol' rdtg 29 nov. 2017 la 15:56 
Time to see if this mod still works :D
Oh @BloodyPenguin is there no limit to your awesome mods? <3
Combo 18 iul. 2017 la 10:41 
Is it possible that the wind from industrial area makes all my citizens sick?
Kermit (GER) 19 iun. 2017 la 20:02 
Hat noch jdm. das Problem das er die MW Angaben bei den Windkraftanlagen nicht mehr sieht beim Platzieren, vor MassTransit ging das noch?
BloodyPenguin  [autor] 27 ian. 2017 la 7:55 
@Gerishnakov I just don't like green technologies ;)
Gerishnakov 27 ian. 2017 la 6:24 
This is cool, but also incredibly irritating.
BloodyPenguin  [autor] 29 nov. 2016 la 11:49 
This mod works in C:S 1.6.0 (a.k.a. Natural Disasters)
Øuantum3 25 mart. 2016 la 17:01 
It's a very nice concept, secunding @Malachite, I agree with him/her.
BloodyPenguin  [autor] 1 mart. 2016 la 2:51 
@GridiroN No, it's not
GridiroN 1 mart. 2016 la 1:08 
Is this going to slow down game performance?
BloodyPenguin  [autor] 29 febr. 2016 la 19:32 
@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 febr. 2016 la 14:02 
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 febr. 2016 la 9:39 
@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  [autor] 25 febr. 2016 la 5:15 
@Maxonian Yes, that's why I made this mod :) I think wind turbines are overpowered in this game
Zake 24 febr. 2016 la 19:44 
@Ggspikey I haven't tried it but someone made a solar capacitor http://sp.zhabite.com/sharedfiles/filedetails/?id=597034783
Ggspikey 24 febr. 2016 la 14:35 
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 febr. 2016 la 12:15 
Just tried it out, really good and adds some nice realism when trying to rely on wind power
RoweGuy 22 febr. 2016 la 14:29 
Looks fantastic as usual, but I think there should be random times with increased wind for balance.
BloodyPenguin  [autor] 22 febr. 2016 la 7:28 
@Gfurst Fog remover only removes only visual fog effect and doesn't touch actual fog value that affects gameplay
Gfurst 22 febr. 2016 la 6:45 
@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 febr. 2016 la 4:11 
LOVE THIS MOD , WORKS GREAT!
Zake 21 febr. 2016 la 21:09 
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  [autor] 21 febr. 2016 la 20:41 
@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 febr. 2016 la 20:18 
I love the realism!
Gfurst 21 febr. 2016 la 16:51 
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 febr. 2016 la 16:18 
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 febr. 2016 la 12:00 
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 febr. 2016 la 10:32 
Thanks @BloodyPenguin I'll look into it
BloodyPenguin  [autor] 20 febr. 2016 la 10:25 
@miguelcervera New versionof Network Extensions features those roads
miguelcervera 20 febr. 2016 la 10:22 
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 febr. 2016 la 2:47 
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 febr. 2016 la 9:31 
:D
Cake 🎂 19 febr. 2016 la 6:06 
That makes the only wind-based missing feature air pollution now.
Owlchemist 18 febr. 2016 la 22:04 
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 febr. 2016 la 19:39 
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  [autor] 18 febr. 2016 la 18:20 
@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 febr. 2016 la 18:13 
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  [autor] 18 febr. 2016 la 18:00 
@Owlchemist Just keep some coal power plant disabled and enable it during shortages.
Owlchemist 18 febr. 2016 la 12:14 
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 febr. 2016 la 11:04 
:steamhappy:
very good all for realism