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(Mod) AMPS Development Thread

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Well, this is basically a whole expansion for the game, adding a full set of objectives to match when managing a city. It's really interesting and no doubt impressive to be developed by a single person (OTOH, the NAM team is currently 3 to 5 people, so we have precedents on this).

Sadly, I believe I'm too mediocre at utilities managing to be capable to use this without wreaking havoc on my existing cities. Maybe in a future region, where I could plan electric distribution seriously, instead of using power lines as emergency solutions for distant developments.

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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Wow,

im out of Word´s. Good Luck with it Mam. I´ll have an Eye on it ;-).

Greetings, Oliver

 

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<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

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8 hours ago, RobertaME said:

You almost NEED to use it on a new city, otherwise you'll have a host of issues.

Issues can be addressed, so after you get the alpha version working in the new-city scenario, maybe we can look at what happens in an existing city and see if the effects can be reported / managed before any damage is done.

Questions:

Where will neighbor connections/deals fit into your grid with its substations and transformers?

How will imported/exported power affect "Base Load, Intermediate Load, Peak Load" balance?

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    44 minutes ago, jeffryfisher said:

    Issues can be addressed, so after you get the alpha version working in the new-city scenario, maybe we can look at what happens in an existing city and see if the effects can be reported / managed before any damage is done.

    Questions:

    Where will neighbor connections/deals fit into your grid with its substations and transformers?

    Using neighbor deals is unfortunately one of the ways you can bypass the requirement to make a power grid. There's no way (that I know of) to restrict neighbor deals via LUA scripts. AFAIK, that's handled entirely within the game's executable. :^/ If anyone knows of a way to "shut off" a neighbor deal using a LUA script, I'd love to hear it!

    Quote

    How will imported/exported power affect "Base Load, Intermediate Load, Peak Load" balance?

    Imported power would have to be considered Peak power. The reason is that first of all, there is no way for the power mix of one city (Base, Intermediate, Peak) to be known in another city. LUA scripts can't pass information along like that. The only way it MIGHT be possible would be for the mix ratio to be stored in an external file, then read by a LUA script in the new city... but I'm not even sure which version of LUA SC4 uses (probably 3.2 or 4... I'd have to see an example of a FOR statement in an existing LUA script to know) and that's not really what LUA was designed for. The other thing is that usually when cities import power, it's specifically to cover "shortfalls" in peak usage... letting their own plants cover base load and the imported power cover peak.

    Because base and peak are abstracted here, assigning imported power to base or intermediate would REQUIRE you to build peak plants, even if your imported power is many times what you need. By making it Peak power, this allows a city to survive completely on neighbor power and have no plants of their own... or to have ONLY base plants (fission, geothermal, etc.) and let the neighbor deal cover the peak demand... as real cities do all the time.

    This means that any power exported will always be peak power, reducing a city's peak power percentage accordingly.

    For example:

    City 1 has a 6.5 MW Natural Gas Power Plant producing 3000 MWh Peak power and a 10 MW Geothermal Power Plant producing 6000 MWh Base power.

    City 1's power demand is 4000 MWh; therefore they require a minimum of 40% of that (1600 MWh) to be from peak or intermediate plants, of which 800 HAS to come from peak. Since the city HAS no intermediate power generation, they need 1600 of the city's 3000 MWhs for themselves. The remaining 2400 MWh can come from Base power. That leaves 5,000 MWh unused.

    City 1 sets up a Neighbor Deal to export 2200 MWh. Since this comes from Peak plants first, that reduces the power available from the Nat. Gas plant from 3000 to 800 MWh... 800 short of the city's peak demand. Shortly thereafter, they would start to see No Power zots from a lack of 800 MWh of Peak power, even though they have 3600 power unused from the Geothermal plant. They get informed of this from the Utilities advisor.

    City 1 builds four 1 MW Wind Power Plants. (after building the Wind Farm Maintenance Facility... a new lot that will need to be made that stands as a perquisite to building wind turbines) Now the city has 800 MWh from Intermediate, 6000 from Base, and 3000 from Peak with 2200 being exported, leaving 800. The city's power demand of 4000 hasn't changed, so they still need 800 from the peak plant, 800 of their peak demand can come from the intermediate plants, and 2400 from the base plant. They HAVE that, so the No Power zots go away.

    So, while the city ostensibly has 3600 unused power, they can't afford to export any more. If the export deal rises to 2400, or there's any increase in power demand, it will result in brownouts again... even with 3600 "unused" power. (in actuality, the Geothermal plant is only producing 2400 power, having spooled down to less than max capacity for lack of constant demand)

    Is that clear as mud? ;^)

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    58 minutes ago, RobertaME said:

    If anyone knows of a way to "shut off" a neighbor deal

    I know that neighbour deals can be modified to make them more or less profitable, so maybe you can go to the extreme of making them completely useless as to restrict them. I don't remember how it's done, though, but I believe that @CorinaMarie does

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    @RobertaME

    Find exemplar 6534284A-7A4A8458-6A469021 and set property 0xEA46932C (NDb_MinDealAmountPower) to 10,000,000.

    You will want to make a note that yours will be incompatible with @cogeo's Neighbor Deal Mods since it'll need to modify the same exemplar.

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    @CorinaMarie

    Yeah, I saw that. Only thing that it needs to be adjustable, so that once the Substation is placed it sets NDb_MinDealAmountPower back down to a lower value. I can make an LUA that will do a building count and once it reaches a certain value I'd need a way for the LUA to modify an exemplar... and I don't know that we can do that.

    The way the LUA is designed to work is to prevent power plants from being buildable until your grid has a MWh rating as high or higher than the rating of the power plant. Using Rewards LUA instruction, this is easy to set up. I can even make it so that the count total includes imported power in the total, so if you are importing 1000 MWh and want to build a 200 MWh windmill, it won't release the building for construction until you have a 1200 MWh grid... but short of manipulating Instance 6A469021 from inside the LUA, I don't know that I can PREVENT neighbor deals conditionally. (when I made it before, I just self-enforced the rule that you can't import power until your grid can support it)

    Ideas welcome!

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    5 hours ago, RobertaME said:

    I'd need a way for the LUA to modify an exemplar... and I don't know that we can do that.

    Nor do I.

    There's so many things we could do if that were possible, but afaik, Lua won't let us see those even tho they are in game memory somewhere.

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    @RobertaME

    This sounds like a truly fascinating project to overhaul the "SimGrid" finally.

    The great thing is it'll appeal to a wide range of mayors too. Ultimately whether creating rural or urban style cities, we all need power of some form. I like the idea for how there'd be an enhanced realism about the functionality, since in the real world there are multiple components of a national and regional power grid after all. The range of different power types too, since the energy mix from renewable and non-renewable sources differs greatly depending on location.

    Also it's so great to hear how you recovered from your data loss. I can only imagine it must've been so frustrating at the time, but crucially you've regained the motivation to continue again with SC4 projects. Now you can build back bigger to bring what you envisioned to fruition, and all the while building on your existing expertise.

    The Lua side of things intrigues me too, and trying to work with the framework which can be done on that front.

    Looking forward to see how this progresses, and all the best with the development. *:)

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    So, in going over the available DLs here on the STEX and on the LEX, I was hoping that sometime in the last year or so someone would have made a Lot with Distribution Transformers, the type you see in residential areas, like these...

    601aca5d69b9a_25kvapad.jpg.66505ca689d5bbd6fd0cf30c690081d4.jpg   601acacb50cb8_25kvapole.jpg.33ed54a419a7cad3dcb957f50a0e548c.jpg

    In re-creating my grid, to best fill out the options for transformers, I find I need 5 lots I can't... find. (when I made it last time, I just settled for the two choices you see noted below and sucked it up... but I actually want this to be more user-friendly with better choices) A 25kva Transformer like those shown above, (pad or pole... or both!)  a 50kva transformer like these...

    601acb49795f3_50kvapad.jpg.c03dd444229f012a47916878e83166a3.jpg   601acb6ab22bc_50kvapole.jpg.da52e0870d1246a0a0cc3f96159c99d5.jpg

    ...a 250 kva transformer like these...

    601ace1eceb40_250kvapad.jpg.fc38ea4dd68a39a5ca6da9b6fc74516e.jpg   601aced2219ed_250kvapole.jpg.27aed649078b1f53144d186198af4a82.jpg

    ...a 1500 kva transformer like these...

    601ace3f0ecd6_1500kvapad.jpg.6882d1f75546f87ec898d6c0f5340f8b.jpg   601ad3406c903_1500kvapad2.jpg.82375efce49429f81263f5f6dc3675fe.jpg

    ...and a 6 mva transformer like this.

    601ad36fa62e1_6mvapad.jpg.ea29fcec83e3ac64cc0f99cff1ab3445.jpg

    Here's my thinking: the 25 and 50 kva transformers would be transit-enabled Streets, (only streets, not Roads or any other roadway) just with a pad or pole transformer on the side, maybe even overhanging slightly into the adjacent lot, like this...

    601ad688758f6_50kvapadonstreet.jpg.df94dc04014f013aeff78d1f14db6a04.jpg

    (I TOLD you I was a terrible artist!) The 250 and 1500 kva should be pad-mounted on a 1x1 lot of their own, set back about 3 meters from the street side with a full meter clearance on every other side. The rest of the lot can be trees, bushes, etc... stuff that would make it blend into a neighborhood or commercial district. The 6 mva should be on a 1x2 lot, with lots of clearance around it, maybe with an Industrial look to it.

    Anyway, here's where I beg and plead with the folks here with any sort of artistic ability. You don't need to worry about dealing with cost, power, or any of that stuff. You can make it a Park for all it matters. I'll rip the Exemplars out of it and make my own anyway! The fact of the matter is, there never HAS been very many actual "Transformer" lots here or on the LEX. Oh sure, plenty of lots claim to be transformers, but the lot actually depicts a substation. (e.g. Simmer2's SM2 Main Transformers, SM2 Power Pack or Subgrav's Power Transformer) In fact, I can only find 2... the two I had before: Simmer2's SM2 HV Transformer (best guess is a 500 kva pad-mount) and DK1's Substation packaged with their DK1 Power Plant. (3 MVA Distribution Transformer, best guess)

    So... any takers... or am I on my own with this? (I don't know... maybe I can mess around in LE for a few days and come up with something really eye-searing! ;^)  )

    P.S. As a sneak-peak, here's what I've done to fill out the rest of the Power Grid components:

    601af8e7dc60e_PowerGridComponents.jpg.29d0d6eb8eb4fcc00676c523de93507c.jpg

     


      Edited by RobertaME  

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    I guess you should post this on the

    They look rather simple, unless you want them to be HD and very detailed

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    Transformer boxes (or something like them) may already exist in someone's big prop collections - I don't have enough plugins to be useful.

    However I do have a substation/transformer corner by UKI (Japanese batter) in ortho and diagonal orientations - lotted as a park  I have no idea how I got this its oldish.

    UKI-substation.jpg.ff775bb2fb904394bde4ff9a390357f3.jpg

    and Exemplar Ut7x6_SeaportOffice_1F4E   Plugin 0xEFBE0995 - which is a substation of sorts  power generated = x64 = 100units  Part of mod - UP2x2 Transformerstation

    UP2-Substation.jpg.2e0a29c536ca8657b966952f26532ff1.jpg

    also

    RoBo's Offshore Power Plants: PowerBuoys. - a readymade set of water buoys for a power distribution network

    Maxlion's Modular Solar Farm - a PEG solar panel set for farms.

     

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    35 minutes ago, rivit said:

    Transformer boxes (or something like them) may already exist in someone's big prop collections - I don't have enough plugins to be useful.

    However I do have a substation/transformer corner by UKI (Japanese batter) in ortho and diagonal orientations - lotted as a park  I have no idea how I got this its oldish.

    UKI-substation.jpg.ff775bb2fb904394bde4ff9a390357f3.jpg

     

     

     

     

    Interesting... can't see any detail though. If you can tell me where to DL it I'll go have a close look. Could fill a niche. (no pun intended!)

    Quote

    and Exemplar Ut7x6_SeaportOffice_1F4E   Plugin 0xEFBE0995 - which is a substation of sorts  power generated = x64 = 100units  Part of mod - UP2x2 Transformerstation

    UP2-Substation.jpg.2e0a29c536ca8657b966952f26532ff1.jpg

     

    That's 3rd down in my list of Distribution Substations, listed as "7 MVA Power Substation". (note the same GUID)

    As for stats, in my mod all that is wiped out and the Exemplar is completely replaced with all new Properties. The only thing the remains the same is the Exemplar Name Property and their TGI so its traceable back to the original author. (and since no models will be in my Mod, to use it people would still have to DL the original lot)

    Quote

    also

    RoBo's Offshore Power Plants: PowerBuoys. - a readymade set of water buoys for a power distribution network

    My Power Grid can make use of any power distribution mods, such as Simmer2's SM2 Marine Wind Power set, which also includes buoys. No integration is required.

    Quote

    Maxlion's Modular Solar Farm - a PEG solar panel set for farms.

    That's actually paeng's Maxlion's Modular Solar Farm, which is pretty good, but I adopted Simmer2's SM2 Modular Solar Panels 1X1 as that set included Inverters and a Step-up transformer. To each their own, I guess!

    I suppose I could integrate paeng's as well, but it would be redundant as Simmer2's set does the exact same thing, but with sun-tracking. So I guess I may consider it as a cheaper alternative. First I want to get the LUA coding done before I start adding new supported lot sets. ;^)

    1 hour ago, matias93 said:

    I guess you should post this on the

    They look rather simple, unless you want them to be HD and very detailed

    TY! Will do!

    I appreciate everyone's help and interest! Keep 'em coming!

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    This might be useful for the coal plants:

    I'm looking for the polish power plant lots, but I cannot find them now, maybe @Tyberius06 knows where they are.

     

    EDIT: don't mind, they are in a thread as attachments, in this post and the next:

    Maybe we should be loading them on the STEX anyway (?)

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    1 hour ago, matias93 said:

    I'm looking for the polish power plant lots, but I cannot find them now, maybe @Tyberius06 knows where they are.

    EDIT: don't mind, they are in a thread as attachments, in this post and the next:

    Maybe we should be loading them on the STEX anyway (?)

    OR maybe you shouldn't... :) It will be handled, when they will be ready for upload (I mean the original ones)... Until then be patient or use the attachments or relots already can be created since I made the models available... Those lots/ZIPs/uploads whatever will be updated in a way, because for example most of those models are now in megapack(s) (for now they are in the Polish Mega Prop Pack vol. 01, but actually I already made a more userfriendly version and soon those models will be in a new Vol.02 Polish Mega Prop Pack) , so uploading them anyway would cause unnecessary duplications, not to mention that 99% of the plopable creations from the polska collection contains unnecessary files, plus the readmes (where there is readme) need some touch as well...

    Keep calm :) and relax! :) 

    - Tyberius

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    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    1 hour ago, Simmer2 said:

    Hello Roberta.

    Regarding the green transformer boxes and the upright cylinder type ones as well, I have already made those models along others such as power inverters and substation assemblies and you will find them in this prop pack.

    ::snip::

    If you need something specific to be modeled, send me some detailed pics and I will see what I can do.

    Simmer2

    Thanks @Simmer2! Yeah, I already have your mega prop pack, (all four, actually) as I use your lots extensively! The thing is, I STINK at BATing... I mean like BAD! Plus all my spare time right now is busy writing LUA code (something I'm actually good at) to make every power plant in the game, and 33 more I've downloaded, all behave as though Maxis put a Power Grid into the game that you have to build and maintain, as well as keeping loads balanced. Thus why I'm looking for someone who can create a few simple lots for this mod. Of course, I would be honored if you could help, but I understand that your time is limited and you have other requests.

    I tried searching for various pad-mount and pole-mount transformers online, but my Duck-foo is failing me lately. All I could find were pics of old beat-up ones that people are trying to sell. :^/ The pics above are the general idea, though. In specific, this is what I had in mind: (you'd been warned!)

    601b5df04b5f9_25-50kVAStreetlot.jpg.3c475fde6cfda9fba6292b80bfe08e1d.jpg   601b5e1a81145_250kVAParkLot.jpg.65319b48780849439ac83a2abe9d3123.jpg

    601b5e39d0756_1500kVAPlazaLot.jpg.13b80c72291fc22ee2a6145f75e78731.jpg   601b5e4e40aa0_6MVAIndustrialLot.jpg.a6852687ac5c45372259a022002223eb.jpg

    Suggestions welcome!

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    Everything you outlined can be made. There are many choices to make though regarding the base and overlay textures.

    In this example I made, I will outline one issue. The street overlay texture I used matches @rivit RVT Tarsealed Streets because I like using his street mod  but there are many other options that players use therefore we will have to settle on 1. Also, the pole/transformer measurements you gave me was a tad too small for the game. Even though I increased the numbers a bit you can see that the model shows somewhat poor. I also rendered it in HD.

    Here is the finished model in all its glory within Gmax before rendering. Keep in mind that I also put wires for visual effect however they can be removed.

    OGHdZt0.jpg

    And here is the result on a 3x1 lot which is transit enabled.

    F21ertZ.jpg

    A5k5Vui.jpg

    sZh7IbK.jpg

    96wfxZz.jpg

    Let me know.

    Simmer2

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    There are those who lead and those who follow. Don't look too far...

    Visit my lots and BATs thread here at ST https://community.simtropolis.com/forums/topic/71467-simmer2s-lots-and-bats-lab/?page=3#comment-1663504

    Or at SC4D https://sc4devotion.com/forums/index.php?topic=17211.920

    w11resized2.png

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    Wow... just... WOW! That is AMAZING! I couldn't do work that good if I took a year, let alone a few hours!

    A few questions and comments... but first, a pic so I can specify which square I'm talking about:

    601ba530ad08c_LotIndicators.jpg.378fac1592857bd57a5a05647506dc8c.jpg

    Upper left: Blue lot / Middle: Yellow Street Lot / Lower Right: Red Lot

    1. The pad-mount transformer in the Red Lot... is that on a separate lot from the Yellow street lot? The reason I ask is that it's too big to be a 25 or 50 kVA transformer, but it's the PERFECT size for the 1,500 kVA lot that should end up looking like a Plaza. So if the Red Lot is a separate lot from the yellow one, all I can say is, YOU NAILED IT! If they're both part of the Yellow street lot, then the pad-mount would have to be half as tall, wide, and deep. Also, the pole-mount or pad-mount street lot should be either-or, not both. (you hardly ever see both in the same neighborhood) That's my fault for being unclear. (Sorry! :^/ )

    2. Yes, the lines on the pole-mount version will have to go. You're right though... the height is just about perfect to scale with the rest of the city. I don't know if it will still look OK without lines, but with them it just doesn't work. (and I really like the idea of a pole-mount version of the 25 and 50 kVA transformers... it'll look better when the lot you're placing it next to is busy with it's own props, raising the transformer up and clear of the ground clutter) We can just pretend the lines are too thin to see. ;^)

    3. The street texture should ideally be the Maxis Standard (or NAM standard, if there's a difference) street, with maybe an installer option for other textures.

    4. The sidewalks look odd... not like the rest of your city's sidewalks. Is that sidewalk baked into the lot? If so, we should stick to the Maxis Standard Residential sidewalks for that lot, so it looks right in the places most people will put them and without requiring other mods to look right. (trying to keep Dependencies down to just what is absolutely necessary... the transformers and substations) The 25 and 50 kVA lots are meant for Residential areas anyway, the 1,500 kVA lot for Commercial areas, the 200 kVA lot for both Commercial and Residential, (with a very slight NIMBY for the 200 kVA) and the 6 MVA lot for Industrial zones... and will be tuned accordingly. (i.e. the residential transformers won't have a Residential NIMBY effect, but the Commercial and Industrial lots will drive down housing demand, as happens in real life when big thrumming transformers are installed behind your back yard)

    5. In looking at the pad-mount transformer, I realize that center and set so far back from the street looks unnatural. While I can't draw, Paint.net can let even me push pixels around...

    601bac5a99376_pad-mountsizecorrectedandmoved.jpg.e5cac11f5af3f01a0650efe772d4e21b.jpg

    I digitally removed the transformer, shrank it by 50% in all dimensions, and moved it to the corner of the lot where it looks much more natural. I'm thinking the pole should move to the corner as well. That would mean we might want to make two versions available; one with the pole/pad on the "top" corner and the other with them on the "bottom" corner. (but then that's 8 lots; 1 each of 25 kVA pole or pad "top corner", (2) 1 each of 25 kVA pole or pad "bottom corner", (4) 1 each of 50 kVA pole or pad "top corner", (6) and 1 each of 50 kVA pole or pad "bottom corner". (8) That's before adding the three other lots, so a total of 11 lots. Is that too much? (I know the build bar can get pretty busy, and this isn't helping... even though it's on the in-often used Power menu) Maybe just make the pole lots 25 kVA and the pad lots 50? That cuts the number down to 7 total... thoughts?

    I can't believe how awesome these turned out, though! And so fast! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you :^)

    Edit: Here's a revised plan then for the 25-50 kVA Street lot:

    601bbd2db85ef_25-50kVAStreetLot(revised).jpg.fed3fa6866cb3d682c83c79fabb65560.jpg


      Edited by RobertaME  

    Revised Lot plan; typos
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    Here's how the pole looks with the wires digitally removed:

    601bc1030e73d_NoWires.jpg.2ee322702343d48a61dd41126e659ab7.jpg

    I tried digitally removing the pole and moving it to the corner, but that's outside my abilities and gets dangerously close to "art"...  ;^)

    I think it works... ::shrug::

    Thoughts welcome!

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    Hi

    Just a question.

    Why the transit enabled street tile? It is not a good idea to have them all over the map they can cause bottlenecks due to the traffic allowance limit. The NAM traffic controller doesn't play nice with too many TE lots on a map. Usually TE street/roads/avenue tiles are used as a road top bus stop.

    Also you cannot plop TE lots adjacent to each other.

    In your scenario I cannot see the usage for them.

    I can easily make the pole and transformer fit on one tile to the side of any street/road/avenue by making it overhanging and avoid the TE enabled lot. I will show you an example soon.

    Let me know.

    Simmer2

    PS there is a mod made by Neko that uses the T21 method to create a wired pole grid. It is only for visual effect, the mod does not impact the power grid in any way. I may have an old pic somewhere from when I used it.

    Edit. I found them. Note the wired poles on these pics.

    NTv08hM.jpg

    kPv1Nbk.jpg

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    8 hours ago, RobertaME said:

    Here's how the pole looks with the wires digitally removed:

    How important to you is it that all these power nodes appear on the surface and take up valuable real estate? Would it be okay (if its even possible) to hide the transformers (at least the most local level anyway) underground so that a player need only make the simoleon investment and connection without losing street frontage? Larger scale, higher voltage substations are the only sites I'd expect to occupy lot-sized space.

    Alternatively, perhaps the mere presence of a street can imply that the power infrastructure has been installed. In that case, we could look toward a sidewalk or street texture mod that would sprinkle a few electric props along its length (e.g. at corners). It would be fun if streets all conducted residential-level power even without Cori's power-line trick.

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    -- Jeff Fisher ><> Vancouver WA
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    3 hours ago, Simmer2 said:

    Hi

    Just a question.

    Why the transit enabled street tile? It is not a good idea to have them all over the map they can cause bottlenecks due to the traffic allowance limit. The NAM traffic controller doesn't play nice with too many TE lots on a map. Usually TE street/roads/avenue tiles are used as a road top bus stop.

    Also you cannot plop TE lots adjacent to each other.

    In your scenario I cannot see the usage for them.

    I can easily make the pole and transformer fit on one tile to the side of any street/road/avenue by making it overhanging and avoid the TE enabled lot. I will show you an example soon.

    Let me know.

    Simmer2

    PS there is a mod made by Neko that uses the T21 method to create a wired pole grid. It is only for visual effect, the mod does not impact the power grid in any way. I may have an old pic somewhere from when I used it.

    Edit. I found them. Note the wired poles on these pics.

     

    1 hour ago, jeffryfisher said:

    How important to you is it that all these power nodes appear on the surface and take up valuable real estate? Would itbe okay (if its even possible) to hide the transformers (at least the most local level anyway) underground so that a player need only make the simoleon investment and connection without losing street frontage? Larger scale, higher voltage substations are the only sites I'd expect to occupy lot-sized space.

    Alternatively, perhaps the mere presence of a street can imply that the power infrastructure has been installed. In that case, we could look toward a sidewalk or street texture mod that would sprinkle a few electric props along its length (e.g. at corners). It would be fun if streets all conducted residential-level power even without Cori's power-line trick.

    Understandable questions. The reason is that with my mod the player will need transformers, not just substations.

    Here's the flow: First you have to build Distribution Transformers. This converts Distribution voltage to Household voltage that is usable. This is done by all the transformers we're talking about. Each one adds its kVA rating to an accumulator in a LUA script.

    transformer_rating = 	(sc4game.automata.get_source_building_count(hex2dec("BB350010"))*kva_BB350010) +
    			(sc4game.automata.get_source_building_count(hex2dec("BB350011"))*kva_BB350011) + 
    			(sc4game.automata.get_source_building_count(hex2dec("BB350012"))*kva_BB350012) + 
    			(sc4game.automata.get_source_building_count(hex2dec("BB350013"))*kva_BB350013) + 
    			(sc4game.automata.get_source_building_count(hex2dec("BB350014"))*kva_BB350014) + 
    			(sc4game.automata.get_source_building_count(hex2dec("BB350015"))*kva_BB350015) + 
    			(sc4game.automata.get_source_building_count(hex2dec("BB350016"))*kva_BB350016)

    The kva_BB35xxxx variables are a set of tuning constants equal to the kVA rating of each transformer and substation, defining its load-handling capability. Once transformer rating is known, that determines the total MVA rating of Distribution Substations you can build... the sum of which determines the MVA rating of Transmission Substations you can build... the sum of which determines the MVA rating of power plants you can build. Thus, you have to have a grid in place that can handle the extra load to build new plants... from the transmission substations (usually built next to the plant) putting out voltage to go over the high-voltage lines, to the Distribution Substations (usually built on the outskirts of the city) that step down to distribution voltage, to the various distribution transformers that step the voltage down to that which is usable in houses, businesses, etc. Each "Section" of the grid (Production, Transmission, Distribution, Transformers) has to be large enough to support the section above it.

    That means a LOT of transformers... which means having to squeeze them in wherever you can sometimes. One 8 MW Geothermal Plant needs a 10 MVA Distribution Substation, which needs two 5 MVA Power Substations, which needs a 3 MVA Industrial Transformer, 2x 1500 kVA Commercial Transformers, 8x 250 kVA Transformers, and 30-60 Residential 25-50 kVA transformers. (of course, you could just use four Industrial Transformers, but they have a NIMBY effect that drives away business and residents... no one likes to live/work around giant humming transformers)

    The Street lots are both realistic and fill a need in the system I'm building; providing power handling without sacrificing space or driving away residents. Since they're built on Streets and not Roads or Avenues, that restricts their use to low-density residential, so traffic congestion shouldn't be an issue. You also wouldn't usually place them next to one another, but put them at the end of a residential block. It just gives you options. (incidentally, a city won't have 50 kVA pad transformers, or 3-6 MVA Industrial transformers, at the start of the game; they have to be unlocked later through Industrial Growth, so a small town will be stuck with 25 kVA power poles and 1500 kVA Commercial Transformers, while a big city can upgrade to larger and more advanced transformers... so long as they keep them away from the residential sections)

    It's abstracted... you can always "game the system" by building nothing but huge industrial transformers in your Industrial areas, but I'm trying to work in a system where if residential lots DON'T have a residential transformer near them it'll lower desirability, (like Education, health, etc., same with Commercial desirability and Commercial transformers) but it's still a WIP. (that would give every transformer lot a radius and strength of effect... but there's a LOT involved and I don't know if it'll make the final cut of the mod... maybe a future expansion ;^)  )

    Thoughts welcome!

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    Roberta

    To be brutally honest the average player just wants to plop something to visually enhance the visual impact of the game and then go on to do something else.

    Perhaps a few hardcore players may use this system.

    Again though why the need to use TE'd street tiles. its really not necessary, you only need a single tile lot that can be plopped on the side of the street (actually in this manner it can be plopped besides other networks as well. The models can be made overhanging so that you can have the transformer on one tile and the pole across the street thus eliminating the need to have 3 lots for that scenario.

    The single lot scenario can be made with a prop family so has to avoid an empty lot with a tiny green box on one side of it. It can be made in to a bus stop or a parkette or something similar.

    Even if you plop a TE tiles only over every street cross you are still going to end up with dozens of them. Again not a good idea.

    I will make a mock up to show what I mean

    Simmer2

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    43 minutes ago, Simmer2 said:

    Roberta

    To be brutally honest the average player just wants to plop something to visually enhance the visual impact of the game and then go on to do something else.

    Perhaps a few hardcore players may use this system.

    Only someone who wants the added realism is even going to DL this mod anyway. That's the whole point of the thing... to add a new dimension to gameplay, not just the visuals. The visuals are just to support the added gameplay and this whole mod can be done without them... it'd just be nice to make the city look the way it functions with my mod.

    Quote

    Again though why the need to use TE'd street tiles. its really not necessary, you only need a single tile lot that can be plopped on the side of the street (actually in this manner it can be plopped besides other networks as well. The models can be made overhanging so that you can have the transformer on one tile and the pole across the street thus eliminating the need to have 3 lots for that scenario.

    The single lot scenario can be made with a prop family so has to avoid an empty lot with a tiny green box on one side of it. It can be made in to a bus stop or a parkette or something similar.

    There is no "need", it's more of a "it'd be nice". The situation you describe would be how a player would use the 250kVA lot; plopping it next to the street with a (reduced due to the presence of the transformer) park effect.

    Quote

    Even if you plop a TE tiles only over every street cross you are still going to end up with dozens of them. Again not a good idea.

    I will make a mock up to show what I mean

    Simmer2

    I get that there will be quite a few of them, but since they're meant to go in low-density residential areas only, it shouldn't have much of an impact. Urbanized areas will use larger transformers (and have the manufacturing base to build them) and won't make much use of these. But when you're planning your suburbs, with nothing but rows of low-density housing, these will save space and are low-impact. (no NIMBY effect) I really don't see a large number of them in any given city once the other lots are available. They have a number of down-sides to them:

    1. They restrict traffic, as you point out
    2. They don't handle much power; 25-50 kVA is NOT a lot and would be an expensive alternative to larger transformers (10x the cost per kVA vs 250 kVA transformers)

    Their main purpose is to fill that niche where you need transformers but don't have the space and don't want the NIMBY effect larger transformers bring.

    I appreciate your argument, though. It's helped me nail down some details!


      Edited by RobertaME  

    Clarifying details
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    Good progress today! I nailed down the last of the LUA code needed to manage grid construction!

    gridbalance.lua

    I didn't attach the tuning constants LUA as it's just a set of GUID definitions and values. THIS and the rewards.lua are the meat of what this mod will do, requiring you to have built up a grid of transformers, substations, and transmission stations before it lets you build any power plant of a megawatt or more.

    Still a few bugs in the Reward code to nail down before it runs smoothly, but things are looking good! With this done, I can start serious work on the Reward code and hopefully get the first half of this mod done by tomorrow night, a full week ahead of when I thought it would be! (now that I've said that, the Reward code will turn into a real WITCH and next week will be a distant memory before I do an Alpha release!)

    Anyway, thoughts and reviews welcome!

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    On 2/4/2021 at 11:50 AM, RobertaME said:

    need... and 30-60 Residential 25-50 kVA transformers

    I guess it's those 30-60 residential units that look tedious to me. I don't mind paying for them, and I don't mind seeing them in my neighborhoods, but I don't want to give up 30-60 residential lots to make room for them, and I'm not sure I even want to click 30-60 times to manually place them in my city. What I am hoping for is a way for the mere dragging of a road or street (or the zoning of a bunch of lots) to automatically create and pay for as many residential transformers as needed.

    I guess I like SC4's way of having zones conduct power, though I can completely understand that zone power is qualitatively different from high-voltage, long distance power-line power. Could your mod involve plants, power lines, the high-level stations and maybe neighbor connections, but still let zones transform local power (i.e. subsume the 25-50 kVA transformers)? In other words, can you see in the zoning of a block of lots the necessary and automatic creation of some number of local transformers proportional to the number of lots?

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