• Moose

Cheat: Fusion Power Plant (Single Player Only) 1.3

(4.62)    (13 Reviews)

4 Screenshots

About This File

The fusion power plant cheat is comprehensive and requires EP1 (Cities of Tomorrow). You may experience issues if you have also installed other mods that affect any aspect of the fusion power plant.

All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode.

 

 

The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same:

 

Modified instances: (see screenshot for SimCityPak).

 

Advanced Fusion Reactor

Fusion Reactor Level

Fusion Power Plant

Standard Fusion Reactor

 

 

 

What this mod does:

  • No plop or maintenance cost
  • Water requirements greatly reduced (from 38,000 to 38).
  • Garbage requirements zeroed out.
  • Controlnet set to a requirement of 1 for each component (for a maximum of 4).
  • Amount of power needed to jump-start the plant set to 1 watt.
  • Power plant output is at default levels

 

Not affected:

  • Wave fusion power plant

 

Note:

 

You will experience the normal duration (~ 30 seconds) for your city to recover from charging the plant, despite power jump-start requirement being only 1 watt, with the surrounding buildings losing power, etc.

You will also still experience the plant's negative effects on desirability in the area.

 

 

To use:

Place all files in SimCity\SimCityUserData\Packages.  If you already have the script files, you don't need to put them in there again, just the included package file.

If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here.

If you use this file, delete and replop any existing fusion power plants. Same holds true if you remove the file.

 


What's New in Version 1.3


Released

  • 1.0 Initial Upload
  • 1.01 The advertised and actual output amounts of the standard fusion reactor now match (1.5 gigawatts).
  • 1.1 Re-did the power distribution, returning to the default power levels / settings in a bid to stabilize the power output. I left intact the ability to crank up the fusion power plant with just a single watt of power from another facility, as well as reduced water, garbage, and controlnet.
  • 1.2 Wow. You can now populate, prior to cranking up the power plant, 3 advanced fusion reactors. Was able to power them up with just 1.1 megawatts to spare from a solar plant (see screenshots). Starting the plant now is VERY fast. The "i'm cranking up" progress bar doesn't even have time to populate before you're up and running. Power output unchanged. You'll have a moment when the town shows buildings without power, as with the default fusion plant, but does not last as long as previously. I also watched the power production for a while, no fluctuations.
  • 1.3 Removed properties relating to the Elite MegaTower Fusion Level, which has absolutely nothing to do with the Fusion Power Plant. No other changes.




User Feedback

Damn I wanted to post a picture (but this forum is broke) of Doc Brown from Back to the Future when he flipped out over the 1.21 gigawatts, and make it look like he said 7.4 gigawatts.

 

Oh well you get the idea.

 

Thanx again for another great mod addition.

Share this comment


Link to comment

Ok, 1.1 is out there.  Power fluctuations should be gone.  Power levels are back to normal but you can still crank up the power plant with just 1 watt from another facility.

Share this comment


Link to comment

Hi. Ive downloaded all your mods. Can you not have them all activated or can you just use one at a time? because ive tried putting all the files into the folder and they just overwrite each other.

Share this comment


Link to comment

@John1983 -

 

Can you not have them all activated or can you just use one at a time? because ive tried putting all the files into the folder and they just overwrite each other.

What you're experiencing when you copy the files over are the script files, SimCityDLCEP1-Scripts_287520926 and SimCity-Scripts_287520926, writing over each other.  You don't need to keep copying those two files, just the mod file itself, i.e., Mod-Mark_Education.package, Mod-Mark_Fire.package, etc.  They're just included with each upload, but they're identical from mod to mod (and can also be found in your own directory under SimCity\SimCityUserData\EcoGame and copied into your SimCity\SimCityUserData\Packages -- were they not already present).

 

BIWDC - thanks!

Share this comment


Link to comment

Cool! I now don't have to place 4 reactors to power a megapolis on Orion. I notice placing more than one fusion reactor can cause a little lag in game. This mod fixes that.

Share this comment


Link to comment

Hi, This is the first mod i have tried so please correct me if I am wrong.

 

Have cities of tomorrow updated to latest patch. Placed the package file and mod file as mentioned within the required folders.

 

But when i open a saved game with an existing fusion power plant, I am unable to delete it and when selecting it to see information it comes up with junk text within it.

I reverted the patch and went into the game... all normal... deleted the existing fusion power plant... and put the patch again.

 

In the energy section, it shoes free cost for fusion powerplant and no controlnet required, but after placing it again the text is all incorrect and when trying to ignite it the progress bar does not work and i am unable to generate power.

 

Please help!!!

Share this comment


Link to comment

 

no controlnet required

 

All of my mods reduce controlnet to 1.  Reducing it to 0 causes problems.  My mod is not compatible with Capton's energy mods (we're modifying the same properties) nor is it compatible with any other mods that affect the fusion power plant or its reactors, so a generic mod that's making changes to all energy plants would be incompatible as well.

Share this comment


Link to comment

 

 

no controlnet required

 

All of my mods reduce controlnet to 1.  Reducing it to 0 causes problems.  My mod is not compatible with Capton's energy mods (we're modifying the same properties) nor is it compatible with any other mods that affect the fusion power plant or its reactors, so a generic mod that's making changes to all energy plants would be incompatible as well.

 

 

 

Thanks for the response. Apologies... i missed to mention the control net to 1. your mod is the first mod I have tried to use infact its the only one i need :)

There are two files in the .rar.... placed the Mod-Mark_Power_Fusion.package in SimcityData folder and other file SimCityDLCEP1-Scripts_287520926.package in SumcityUserData folder.

 

Even after the above, I get the following issue:

1. Junk text when I try to see the properties of the powerplant

2. Unable to ignite

3. Unable to delete or edit

 

Please advise if I am doing something wrong.

 

Note: The game is paid for via Origin and playing in offline mode. its got all the latest patches and updates.

Share this comment


Link to comment

@  r.bharatkumar - I have responded to your private message.  I also use Origin. 

 

You must have Cities of Tomorrow installed to use the fusion power plant.  Also, I play with both files in the download in my SimCity UserData folder.

I wouldn't know what else would be causing the problem. 

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an Account  

Sign up to join our friendly community. It's easy!  :thumb:


Register a New Account

Sign In  

Already have an account? Sign in here.


Sign In Now
  • Announcements

    • Dirktator

      06/20/2017

      This month we're hoping for a little bit of a boost this month or next, in addition to covering the regular bills, we'd love to be able to do some hardware upgrades. STEX Collector's Set gifts can now be sent to you via digital download as well as regular mail if you wish! Every donation dollar goes toward keeping Simtropolis online and humming along. Your contribution is so meaningful, every dollar counts! Hardware Upgrades We've received a recommendation to consider some hardware upgrades to our ageing server. As our website community software improves with more and more features, and as we bolt on additional features such as chat, the increased load to handle all these new toys is taking the server a bit to task. You may have noticed that we'd been forced to temporarily disable the chat as we worked out allocating resources for more optimal performance. Following this, we've applied a number of 'soft' changes such as caching options and experimented with server configurations (nginx as proxy, for example), so the hardware aspect is also an area we'd like to focus on. The last time we upgraded hardware was back in 2012, prior to the release of SC13. Your contribution means a lot! Your donation will go toward helping us to 1.) migrate to a newer server or 2.) at least get some ram/cpu/storage updates and any other infrastructure hardware or services. Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
    • Dirktator

      06/22/2017

      In order to conserve resources, we've disabled the global chatbar at the bottom of the site. Instead, the Chat can be accessed by clicking the top navigation tab. It will launch a new window. If you're not seeing this behavior, try clearing your browser's cache.
  • STEX Featured

  • Similar Content

    • By huzman
      May NOT be a flaw. The standard use of n-coordinates is that the y--coordinate is used for East-West or vice-versa. The x--coordinate is for the North-South or vice-versa. These are in the same flat plane. The z--coordinate is used for heights. Values can be positive or negative. But I don't know if these conventions are hard wired, or if they can be interactive.
      To get back to this topic, I noticed that the TerrainQuery  cheat is using the z--coordinate as the x--coordinate. The little pic explains it better:
      (from Wikipedia)
      This little glitch baffled me for a good while until I checked the cheat's values with a gray map height levels. They correspond rightly.
      EDIT: I wrote "cheat is using the z--coordinate as the x--coordinate". It should be "cheat is using the z--coordinate as the y--coordinate" as @CorinaMarie rightly pointed this out in a post below.
    • By Shroomblaze
      Thank you to all the people who help make this game possible! Colossal Order, Paradox Interactive and all the Cities Skylines fans who made the community what it is today! I was going through a very dark time in my life and if it wasn't for this game I would probably still be in a hell hole of a life wishing I was dead. You gave me that faith in myself again and I'm eternally grateful! Bless your Lives with Love and Great Friendships! Nothing Is Impossible, for in that word you have "Im Possible". Start Living with Love and your Highest Dreams Now!
       
       
    • By RandyE
      On the STEX you'll find several different kinds of power plants representing a variety of post-doctorate theses on the advance of energy technology.  The Energy Data Packaging Plant represents my contribution to the plausible power plants collection.
      This plant packs more energy data into subatomic particles. Nuclear structure remains intact and the laws of thermodynamics are not broken, you just get more "bang" for your boson, thus, the Energy Data Packaging Plant generates 4X the power of the hydrogen fusion core using the wind turbine as its examplar.  H2O is produced equal to the volume of a large water pump.
      Well-educated technicians and maximum funding are recommended as a 2 picosecond delay before the acceleration of light must be maintained to prevent a supernova reaction.
      All props and lighting are Maxis dependent.
      INSTALL:  Add the 'Energy Data Packaging Plant' folder containing the lot file to your 'User\ Documents\ SimCity 4\ Plugins' folder.
      _______________________________________________
      The animated preview above shows the 5 zoom levels of SC4 trimetric projection.  The water connection preview shows where to connect the pipe.
    • By BLANKBLANK
      It's about time there was some utility love in this forum. If you have a power facility, water facility or garbage facility then this is the topic to post it in!
      I shall start with a small recycling centre in the middle of some rural suburbs.

       
      Another one would be the hydroelectric dam I created in Faverdale.


       
  • Newest STEX Uploads

  • Recent STEX Reviews

  • Recent STEX Comments