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(Mod) AMPS Development Thread

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Thanks for the alpha download, Roberta! I'll use it in my future cities.

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    6 hours ago, chfzdn said:

    Thanks for the alpha download, Roberta! I'll use it in my future cities.

    At the moment, I'm more interested in if it breaks... and if so, how. This is FAR from a finished mod... I need feedback to know where it's broken and what you did to break it.The version I have here at home is ALREADY improved over this one... but the core functions are still the same and I need to know if they're stable. The mod will almost DEFINITELY change before it "hits the street", so to speak... and it can only be improved from this current one.

    I.E. Don't get attached to anything you make with this! It's just temporary until I get everything nailed down.

    Update:

    I finally nailed down how to put Global Variables in a query, so an update to the Mod should release Soon™. Each type of power plant (Base, Intermediate, Peak) will have data on that kind of power, and the Transformers, substations, etc. will all provide data on their own "sector" of the grid. (i.e. you query a transformer and it tells you how many you have, what your total Transformer Rating is, how much transformer capacity is left unused, etc.) I noted that the queries updated a LOT more often than the reward conditionals... so it will give a more "real time" review of the grid than anything else.

    One thing I would LIKE to do but haven't figured out where to put it yet is to have a query that gives a general overview of the power grid as a whole... instead of just a piece at a time. (putting all that info on EVERY power lot query buries the data in noise... so I don't want to do that) But where to put it? What building should give that kind of overview? City Hall? Mayor's House? I want it to be something almost EVERYONE puts in their city, so it's readily available. Perhaps a new structure? A Power Company building? Most cities have one... even small towns.

    Thoughts welcome.


      Edited by RobertaME  

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    4 hours ago, RobertaME said:

    A Power Company building?

    I'd go with that. That building should probably be given as a 'reward' after you have plopped X number of lots down.

     

    Update: Maybe a series of lots that unlock as capacities increase? The first would be like a small engineering office, a 2x2 lot that would fit either in a rural town of as part of the electrical infrastructure, then a larger office/call centre later on followed up by something like the AMPS tower suggested a few pages back as the final reward/corporate office.

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    Here is something I found related to a headquarters. Might be a little big for early stages of a reward, if it was set up in that fashion. But for the biggest reward maybe. Just a thought and that's it.

     

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    3 hours ago, Whte_rbt said:

    Maybe a series of lots that unlock as capacities increase? The first would be like a small engineering office, a 2x2 lot that would fit either in a rural town of as part of the electrical infrastructure, then a larger office/call centre later on followed up by something like the AMPS tower suggested a few pages back as the final reward/corporate office.

    I like this! A small 2x2 lot to start with, maybe one that you don't even need to earn... a small office for the Power Company to operate out of in small towns. Then when you develop more you can unlock larger buildings, perhaps buildings that reduce the cost of maintenance on transformers, substations, etc.

    One thing this mod WILL do is make power more expensive, because now you have a whole chain of lots, each with their own construction and maintenance costs, adding to the price. A reward building in the form of a Power Company office that helps mitigate that extra cost might be called for.

    So.. idea:

    Power Company Front Office: 2x2 lot; Rustic vaguely commercial appearance; Provides global data on the power grid; Limit 1 per city

       Option: Provides Landmark/Park effects similar to the Mayor's House, City Hall, etc.

       Option: Spawns Power Maintenance Trucks, similar to the Post Office lot.

    Power Company Maintenance Building: 3x3 Reward lot; Modern vaguely industrial appearance; (possibly NEGATIVE Park value, like the Bureau of Bureaucracy) Provides global data on the power grid; Limit 1 per city; requires Front Office and a minimum of 1 Large Power Plant operating in the city

       Option: Increases Intermediate Load Maximum to 50% instead of 40% (or optionally, set the baseline to 30% and this brings it up to 40%) and Base Load Maximum to 70% instead of 60%. (or optionally set baseline to 40% and this increases it to 60%)

       Option: Spawns Power Maintenance Trucks, similar to the Post Office lot.

    Power Company Central Office: 4x4 Reward lot; Modern Office Building; Provides global data on the power grid; Limit 1 per city; requires Maintenance Building and Power Export deals in excess of a set value.

       Option: Provides Landmark effects similar to a minor Landmark, like the California Plaza or Alamo, etc.

       Option: Works similar to a Business Deal Building similar to the Casino or Toxic Dump, but without the severe negative effects; giving you money to help offset the costs of grid maintenance. (not sure how much... would have to see how expensive a large grid is and then set it accordingly so that it doesn't give MORE than the grid costs)

    Power Company Corporate Headquarters: 5x5 (or larger) Reward lot; Modern Office Tower; Provides global data on the power grid; Limit 1 per city; requires Central Office and Regional Population in excess of 1 million.

       Option: Provides Landmark/Park effects similar to a Major Landmark, like the Chrysler Building or Empire State Building, etc.

       Option: ??? (Suggestions welcome)

    Thoughts? Comments? Rotten fruit? :^Þ

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    18 minutes ago, RobertaME said:

    I like this! A small 2x2 lot to start with, maybe one that you don't even need to earn... a small office for the Power Company to operate out of in small towns. Then when you develop more you can unlock larger buildings, perhaps buildings that reduce the cost of maintenance on transformers, substations, etc.

    One thing this mod WILL do is make power more expensive, because now you have a whole chain of lots, each with their own construction and maintenance costs, adding to the price. A reward building in the form of a Power Company office that helps mitigate that extra cost might be called for.

    So.. idea:

    Power Company Front Office: 2x2 lot; Rustic vaguely commercial appearance; Provides global data on the power grid; Limit 1 per city

       Option: Provides Landmark/Park effects similar to the Mayor's House, City Hall, etc.

       Option: Spawns Power Maintenance Trucks, similar to the Post Office lot.

    Power Company Maintenance Building: 3x3 Reward lot; Modern vaguely industrial appearance; (possibly NEGATIVE Park value, like the Bureau of Bureaucracy) Provides global data on the power grid; Limit 1 per city; requires Front Office and a minimum of 1 Large Power Plant operating in the city

       Option: Increases Intermediate Load Maximum to 50% instead of 40% (or optionally, set the baseline to 30% and this brings it up to 40%) and Base Load Maximum to 70% instead of 60%. (or optionally set baseline to 40% and this increases it to 60%)

       Option: Spawns Power Maintenance Trucks, similar to the Post Office lot.

    Power Company Central Office: 4x4 Reward lot; Modern Office Building; Provides global data on the power grid; Limit 1 per city; requires Maintenance Building and Power Export deals in excess of a set value.

       Option: Provides Landmark effects similar to a minor Landmark, like the California Plaza or Alamo, etc.

       Option: Works similar to a Business Deal Building similar to the Casino or Toxic Dump, but without the severe negative effects; giving you money to help offset the costs of grid maintenance. (not sure how much... would have to see how expensive a large grid is and then set it accordingly so that it doesn't give MORE than the grid costs)

    Power Company Corporate Headquarters: 5x5 (or larger) Reward lot; Modern Office Tower; Provides global data on the power grid; Limit 1 per city; requires Central Office and Regional Population in excess of 1 million.

       Option: Provides Landmark/Park effects similar to a Major Landmark, like the Chrysler Building or Empire State Building, etc.

       Option: ??? (Suggestions welcome)

    Thoughts? Comments? Rotten fruit? :^Þ

    Wish SC4 has a shared building between tiles. Placing down offices every tile is quite repetitive in terms of aesthetics. I'm fond of infinite city. So, maybe give me an option for a "hidden" office lot. Or maybe, I should treat them as a representative office buildings. In this case, starting from the top all the down to the bottom of the list.

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    1 hour ago, chfzdn said:

    Wish SC4 has a shared building between tiles. Placing down offices every tile is quite repetitive in terms of aesthetics. I'm fond of infinite city. So, maybe give me an option for a "hidden" office lot. Or maybe, I should treat them as a representative office buildings. In this case, starting from the top all the down to the bottom of the list.

    Sorry... I'm not following you. Could you elaborate a little what you mean? (I'm bad at communicating and haven't actually gotten to play SC4 in over 2 years... so I'm rusty!)

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    4 hours ago, RobertaME said:

    I like this! A small 2x2 lot to start with, maybe one that you don't even need to earn... a small office for the Power Company to operate out of in small towns. Then when you develop more you can unlock larger buildings, perhaps buildings that reduce the cost of maintenance on transformers, substations, etc.

    One thing this mod WILL do is make power more expensive, because now you have a whole chain of lots, each with their own construction and maintenance costs, adding to the price. A reward building in the form of a Power Company office that helps mitigate that extra cost might be called for.

    So.. idea:

    Power Company Front Office: 2x2 lot; Rustic vaguely commercial appearance; Provides global data on the power grid; Limit 1 per city

       Option: Provides Landmark/Park effects similar to the Mayor's House, City Hall, etc.

       Option: Spawns Power Maintenance Trucks, similar to the Post Office lot.

    Power Company Maintenance Building: 3x3 Reward lot; Modern vaguely industrial appearance; (possibly NEGATIVE Park value, like the Bureau of Bureaucracy) Provides global data on the power grid; Limit 1 per city; requires Front Office and a minimum of 1 Large Power Plant operating in the city

       Option: Increases Intermediate Load Maximum to 50% instead of 40% (or optionally, set the baseline to 30% and this brings it up to 40%) and Base Load Maximum to 70% instead of 60%. (or optionally set baseline to 40% and this increases it to 60%)

       Option: Spawns Power Maintenance Trucks, similar to the Post Office lot.

    Power Company Central Office: 4x4 Reward lot; Modern Office Building; Provides global data on the power grid; Limit 1 per city; requires Maintenance Building and Power Export deals in excess of a set value.

       Option: Provides Landmark effects similar to a minor Landmark, like the California Plaza or Alamo, etc.

       Option: Works similar to a Business Deal Building similar to the Casino or Toxic Dump, but without the severe negative effects; giving you money to help offset the costs of grid maintenance. (not sure how much... would have to see how expensive a large grid is and then set it accordingly so that it doesn't give MORE than the grid costs)

    Power Company Corporate Headquarters: 5x5 (or larger) Reward lot; Modern Office Tower; Provides global data on the power grid; Limit 1 per city; requires Central Office and Regional Population in excess of 1 million.

       Option: Provides Landmark/Park effects similar to a Major Landmark, like the Chrysler Building or Empire State Building, etc.

       Option: ??? (Suggestions welcome)

    Thoughts? Comments? Rotten fruit? :^Þ

    I could make the buildings and the lots. @Kloudkicker perhaps if you can find some building pics on the net that would be great. I probably already made the first 2 anyways.

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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

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    WTF. Slow down people. Its only 24 hours into testing and we are already expanding.  *:lol: I love it! 

    Why not go all out and make it a all in one upgradeable lot?

    I think a small building could get lost in the mix of things. I am thinking, for the small building we need something that will stand out to us but not to stand out in a picture or so. My first thought would be a special water tower. But that does not fit into the theme but you get where I am going with it, I hope.... OK I got it, a special park. One with a electricians monument on it, all lit up in night lights......

    I think adding more buildings that are for maintaining the grid are needed. A repair yard and or a place to park the bucket trucks. As much as I love seeing them parked at a hotel or so, and all of them have their buckets raised up in the air for the night, (ITS SO COOL) they need a home....... That brings me to the point that we don't have any bucket trucks in the game (that I know of). I think we need bucket truck, BIG TIME. @Simmer2, do you know of such things?

    Since this is the buzz around town, let's go all out. Even make the supply chain needed to support the grid, starting with a transformer manufacturing facility. Anyone know of one???

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    6 hours ago, chfzdn said:

    Wish SC4 has a shared building between tiles. Placing down offices every tile is quite repetitive in terms of aesthetics. I'm fond of infinite city. So, maybe give me an option for a "hidden" office lot. Or maybe, I should treat them as a representative office buildings. In this case, starting from the top all the down to the bottom of the list.

    Are you referring to buildings that all shared regionally as far as usage goes? So your not having to place them in every city tile?

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    @RobertaME Definitley with you on the 'discount' principle you mentioned. I was thinking about this a couple of days ago and also concluded that this was going to massively increase the cost of power. In terms of what discount to give, how does a cumulative 10% discount per 'infrastructure' lot sound? This would let people stack up a 20-30% discount with a few infrastructure pieces in place, or go all out and aim for a 50-60% discount by activting all the discounts simultaneously, turning that tile into the preferred spot to build large plants.

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    7 hours ago, RobertaME said:

    Rotten fruit?

    Someone like wine? *:P

     

    Here is my report so far on the mod.

         Everything is pretty clear and straight forward. This may be from knowing ratings of things, but in all, this is pretty new to me. Balancing the base loads and intermediate is a little tricky. It forces me to keep an eye on it and spend more time maintaining the grid. Not so bad, just not used to it. But stating off, I knew this was going to be the whole point and was prepend for it. I did not use any electrical feature that was not used by the mod. And I am playing with day/night cycle now, I never do that.

    The first thing I did was start a blank plugins folder. I went through and downloaded everyone of the mods and dependences (all but my two on the STEX). Ended up with about 70 folders in all, at around 425mb in total. This did not include NAM. Than I added a few "fix" mods and tried it out. 

    The first thing that I noticed and it maybe intentional, is that the news window at the begging was opened and when a item was selected to build, the window did not close on its own. I didn't know if it was suppose to or stay open for the other options. Either way, I don't care, just FYI.

    Played 8 years slowly and established a small port town(minus the port) of around 2,500 sims. I read thru all the advisor messages in thee beginning (well done, BTW ) and the last message was of a generator( i believe) and chose that item. It was the mobile generator. Than I added some of the 250kVA lots and some off the TE pole lots (not sure why?) I then put down a wind farm maintenance facility because it was available and wanted wind turbines. That was not smart, can't build turbines yet, oops.

    After getting the correct balance to receive the turbines I was able to place two only. But this was enough to have backup and trued my focus toward city development.

    After a break and more play.......I had to add Cori's no kick out mod and a few more mods alike. (Very small plugin to start out with and will add more as I progress.)

    Substations came soon after and after getting enough of those built I was offered the distribution substations. But two kinds (3MVA and 6MVA, I think) came back to back, with the second acting like I was further along in progress. But probably has to do with the previous numbers and hitting the threshold to trigger it. 

    I racked up 8 more years, now up to 16. Moving along slower than I had hoped in the electrical grid ladder, but I managed. All but the budget. I never in the positive early on. NEVER. I was offered power plants at some point and built a small geothermal plant. But that was not enough for the growing zones I was putting in. Up to 5,500 sims in the 16 years. Only one tiny brownout that needed immediate expansion of the base power. Paused it for that and looked at my options. Did something and recovered, maybe a few of the larger generators. 

    Year 16 thru 23.........

    I was offered the 10MVA transmission substation and then a bunch of advisor screens popped up. I can't click on all of the screens to build everything, Darn. So I went with the last option. Which was... um.... darn, I slept since then and cant remember. By now I had started a neighboring city just to pack in really dumb, low class, poor health, unprotected sims. Than I started up the industrial and commercial districts in the first city. I had the reserves in power to progress as needed. 

    I am able to build some coal, gas and oil plants now but don't see the need yet. 

    All in all, the mod is very nice. Well thought out and could be used by most ATM. I can only imaging it after you polish it up. GREAT JOB @RobertaME

     

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    For a headquarters, maybe: Georgia Power Company Corporate Headquarters, Atlanta, Northeast view - exterior photoGeorgia Power Company Corporate Headquarters, Atlanta, Northeast view

    (I personally would change the name to maybe match the mods name. For example currently its referred to the SPA mod, I would call it SPA Corporate Headquarters or so.)

    More pics and links here: https://www.google.com/search?q=power+company+corporate+headquarters&sxsrf=ALeKk00nDHbeGPsjS2CDfLsF3UZJj_zU6g:1614723136720&source=lnms&tbm=isch&sa=X&ved=2ahUKEwif4OW30JLvAhWPKs0KHTQBB6UQ_AUoA3oECAYQBQ&biw=1794&bih=1083#imgrc=9cHPUFlLnTz_5M

    https://en.wikipedia.org/wiki/Georgia_Power_Company_Corporate_Headquarters

     

    The Central office? Its not electrical related but........

    I think its a McKinsey & Company building (Its Stunning, but not sure where from. https://www.nytimes.com/2019/02/19/reader-center/mckinsey-hedge-fund-reporting-investigation.htmlHow We've Reported on the Secrets and Power of McKinsey & Company - The New  York Times

    https://www.google.com/imgres?imgurl=https%3A%2F%2Fstatic01.nyt.com%2Fimages%2F2019%2F02%2F19%2Fpageoneplus%2F19ITT%2Fmerlin_147156831_d007a1d4-c4e5-446d-8fdf-11c697363904-superJumbo.jpg&imgrefurl=https%3A%2F%2Fwww.nytimes.com%2F2019%2F02%2F19%2Freader-center%2Fmckinsey-hedge-fund-reporting-investigation.html&tbnid=ysjGcSpDZO1DFM&vet=12ahUKEwj9w6rY0JLvAhUDOawKHWQIAL4QMyhiegUIARCQAQ..i&docid=_4CQ6xMlFxRqWM&w=2048&h=1365&q=power company corporate headquarters&ved=2ahUKEwj9w6rY0JLvAhUDOawKHWQIAL4QMyhiegUIARCQAQ

    And one of their other buildings in LondonMcKinsey & Company launches innovative London office

     

    That's it for the moment.


      Edited by Kloudkicker  

    added google link
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    3 hours ago, Kloudkicker said:

    Are you referring to buildings that all shared regionally as far as usage goes? So your not having to place them in every city tile?

    Yes.

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    Really excited about this project! Thanks @RobertaME and everyone involved. I love the idea of having power company offices/maintenance facilities. As another option for the Power Company Corporate Headquarters, I always thought Hydro Quebec had a nice HQ, in a generic, 1960s corporate-y high-rise way. I see it's been modelled in CS too.  

     

    279851-Large-fromfaraway-this-underrated

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    24 minutes ago, chfzdn said:

    Yes.

    I would most definitely do that... if I knew how.

    Unfortunately, I know of no way right now to restrict a building to 1 per region, let alone making it have regional effects. I'm sure there's a way... but it's beyond the scope of this current project. I'm still working on getting the custom queries working. (I have to get over120 Global Variables and nearly 150 text references put in)

    Speaking of which, there will be 15 custom queries initially:

    Solar, Wind, Coal/Wood, Waste, Geothermal, Fission, Oil/Gas, Fusion, Battery, Transmission Substations, Distribution Substations, Transformers, and three lot-mod specific queries: Wind Farm Maintenance Facility by @Kloudkicker and the Step-up Transformer and Inverter from @Simmer2's Modular Solar Panels. (the lot set that started this all)

    As for the power lots, if possible I'd like the Power Company Central Office to look a little like the one I grew up with; the NV Energy building in Reno, NV...

    603ece3191206_NVEnergyonNeilRoadReno.jpg.6b8614106d90abfb853dc1f2acfe8ba6.jpg

    Overhead view

    603ece52ec049_NVEnergyonNeilRoadReno(overhead).jpg.474955de3fd5dae3ea5f61ab453613e7.jpg

    No reason really... I just always liked the building and its what I think of when I thing of a power company building. @Skyroguen gets it. :^)

    Anyway, back to work on the queries...

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    That pic is pretty much how I saw the medium tier call centre type of office looking. For the HQ I'm liking @Kloudkicker's suggestion of the Georgia Power Company HQ. That would look good in the skyscraper districts.

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    Electric power company headquarters?

    *:read:

    0602713484580-web-tete.webp

    EDF Lab Paris-Saclay

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    Links of cool stuff found while surfing. (Had more but lost everything  switching pages by accident)

    1. https://www.procircuitinc.com/kansas-city-commercial-electricians/services/

    2. https://power.mhi.com/products/igcc

    3. https://www.forbes.com/sites/mitsubishiheavyindustries/2021/02/17/the-worlds-first-autonomous-power-plant-would-be-a-win-for-the-grid/?sh=375f4f8c7385

    UT-Austin’s hydrogen hub

    4. Ton of stats on power plant found here. https://www.lcra.org/energy/electric-power/facilities/     ******  A MUST SEE    ******

    Sim Gideon Power PlantSimGideonPowerPlant.png

    Year built: 1965 (Unit 1), 1968 (Unit 2), 1971 ( Unit 3)
    Capacity: About 607 megawatts
    Fuel: Three traditional gas-fired thermal steam units
    Location: Five miles east of Bastrop; shares the Lost Pines Power Park with the Lost Pines 1 Power Project
    Owner: LCRA

    THIS IS A MUST BUILD @Simmer2 Has part of your name all over it and game related name and this really cool and friendly site. Link found above picture. *:thumb:

     

    5.

    A maintenance yard like this below but for bucket trucks, other vehicles, trailers, spools of wire and such. https://vertikal.net/en/news/story/37253/new-maintenance-facility-for-biggeNew maintenance facility for Bigge | Vertikal.net

    Like if Simmer2's https://community.simtropolis.com/files/file/32117-sm2-shocking-jimmys-electrical-supplies/ and my https://community.simtropolis.com/files/file/34176-kk-transformer-manufacturing-plant/ had a baby but larger and with maintenance trucks. Which we need made IMO. 

     

     

    6.

     National Renewable Energy Laboratory (NREL)NREL's Research Support Facilities Strive for Net Zero-Energy - Buildipedia

    *** (Not a Secure Site on Chrome)  http://buildipedia.com/aec-pros/design-news/nrels-research-support-facilities-strive-for-net-zero-energy?print=1&tmpl=component

    7.

    Advertisement picture for solar energy. No name, just cool.Sun Light & Power | #1 Business & Home Solar Panels

    8.

    https://afry.com/en/competence/om-servicesAerial view of thermal power plant

     

    Adding More:

    plant-exterior04.jpg sieb1511-siemens-lausward-cf312232-39l.jpg

    https://www.siemens-energy.com/global/en/offerings/power-generation.html   

    https://www.siemens-energy.com/global/en/offerings/power-generation/power-plants.html

    https://www.siemens-energy.com/global/en/offerings/references/energizing-bolivia.html

    https://www.siemens-energy.com/global/en/offerings/references/holland-energy-park.html   This one makes me think of @RobertaME would of be when she was a child.


      Edited by Kloudkicker  

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    29 minutes ago, A. Gates said:

    Electric power company headquarters?

    *:read:

    0602713484580-web-tete.webp

    EDF Lab Paris-Saclay

    Look like it still under construction. Or parts of it. That looks really cool. I would love to see it all finished. Needs to be "in the game". *:ohyes:

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    3 hours ago, Kloudkicker said:

    How would I know if it's broke besides a crash to desktop(CTD)?

    In this case, what's needed is any reports of strange behaviour from the mod, such as exponentially increasing costs, popup messages appearing at inappropriate times, any interactions that occur between this and other mods...  the list goes on. Anything that isn't functioning as intended.

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    So I am 54 years into the test with 14,500 sims in this city. Nothing really new was needed except one turbine collapsing before I knew it. All four wind turbines I had stated out with needed replaced but only kept two. That put capacity really close to current usage. Within 250MW, so I looked for some power plants and found some down the list. Put in two 2MW Nat. Gas plants which brought a few more advisor screens for even larger plants. I went with the 9MW W2E plant because of the land fill getting almost half full. That put the current usage down to 51%. Paying $0.34 MWh at the W2E plant and $0.25 MWh at the Nat. Gas plants. That should keep going for a while.

    Can't find anything wrong with the way I have progressed. Everything is going well.

    I had one question though, on some of the electrical building and features queries have 5 light bulbs in them but are not light up. Is this something that will change? See picDoUCit.jpg.e31439b602ad354dc8a0e0a955468628.jpg

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    Kloudkicker
    Life's cold and I'm chillin
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    2 hours ago, Whte_rbt said:

    In this case, what's needed is any reports of strange behaviour from the mod, such as exponentially increasing costs, popup messages appearing at inappropriate times, any interactions that occur between this and other mods...  the list goes on. Anything that isn't functioning as intended.

    Exactly this. Basically, if anything seems "odd" or anything like that, bring it up. Maybe it's intentional... possibly it isn't and needs addressed.

    The cost issue is definitely a perfect example of a side-effect that should be mentioned. In this case it's intentional, but at least it's getting covered.

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    3 minutes ago, Kloudkicker said:

    So I am 54 years into the test with 14,500 sims in this city. Nothing really new was needed except one turbine collapsing before I knew it. All four wind turbines I had stated out with needed replaced but only kept two.

    Keeping a Wind Turbine up and running for over half a century is pretty good! Nominal expected life is 20 years both IRL and in the mod.

    5 minutes ago, Kloudkicker said:

    Put in two 2MW Nat. Gas plants which brought a few more advisor screens for even larger plants.

    Hmmm... could have just been a coincidence that they popped up at the same time. Building the 2 MW NG plant shouldn't have unlocked the others. Do you remember what plants it seemed to unlock? The only restrictions on the W2E plant is sufficient Distribution Capacity. Had you recently (i.e. within the last 2-3 months) put in a new substation?

    9 minutes ago, Kloudkicker said:

    I had one question though, on some of the electrical building and features queries have 5 light bulbs in them but are not light up. Is this something that will change? See pic

    Yes. That is an artifact of the fact that the current queries are based on the generic power lot query. The final versions won't have that in their hover over. Still getting the hang of query design, but it's looking good!

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    5 hours ago, RobertaME said:

    Keeping a Wind Turbine up and running for over half a century is pretty good! Nominal expected life is 20 years both IRL and in the mod.

    This was just a recap of things that happened in that time frame. I think I got 25 or so, the first few years was at zero capacity, I think.

    5 hours ago, RobertaME said:

    Had you recently (i.e. within the last 2-3 months) put in a new substation?

    This is true. Looking to expand capacity, that's where I started and then the power plants. That makes sense now why the advice came the way it did. Thanks

     

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    Kloudkicker
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    Holy cannoli! Those HQ buildings are awesome. Any of them would take quite a bit of time to replicate. I charge $80 USD an hour....*:D

    @RobertaME I would need a location for that building. I need to 3d Google map the crap out of it before I make a decision.

    Simmer2

    PS I already have an electric utility maintenance facility in mind...stay tuned.

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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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    @Kloudkicker I just looked at the Sim Gideon plant on google. There is no google street access for a closer view and very few decent pics of it also the 3d google feature is disabled so I can't really get a good look at the entirety of the lot. I would love to make that facility.

    Look it up on the net and see if you can gather any pics available for it. I can always wing the rest.

    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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    Opsala...

    i´m still at Page 6 since my last vising. Guess there is a bit to read... if i could stole some Times from somewhere.

    But after an overflow i guesst his it´s amesome.

    Respect @RobertaME

    Good Job on it, 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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