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RobertaME

(Mod) AMPS Development Thread

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14 minutes ago, RobertaME said:

I just got done restoring all my backups after installing all new Hard Drives. This time though, I was prepared with nightly backups, so I lost... NOTHING!

Great to hear you managed to restore your data, and it really does emphasise the sheer utmost importance of backups. *:thumb:

It just goes to show what could happen otherwise, so it's really important we all make a regular habit of this or ideally setting it up automatically. Now with no data lost you can continue with developing, where on the contrary it would've been an absolute disaster otherwise. What a relief, and hopefully anyone reading this considers establishing their own backups of some form. Something is better than nothing at all, and it certainly is well worthwhile to get a solid system in place.

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    If anything good came out of The Great HD Crash of 2019, it was that I started a regular process of backups... and testing of my backups to ensure they were good. THAT was my fatal flaw before... trusting that the backups were working without ever actually CHECKING them. So, in addition to making backups, make sure you actually CHECK them every few months or so to ensure nothing has gone sideways. Don't trust ANY backup software to run flawlessly... they're still made (and used) by flawed people, so things CAN go wrong.

    Trust, but verify! ;^)

    I'll be taking a few days break from things now that all is well again... so I should resume work on the AMPS Beta in a few days. (i need to de-stress after a week of worrying that my backups were good)

    Hope everyone else is doing well, also. :^)

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    On 3/24/2021 at 4:40 PM, Simmer2 said:

    Right then perhaps I will make a Gravity Wave power plant.

    I'm sure we can extract energy from this simulation.....

    yr12Fl5.gif

    Its fun to stare at! And no I was no born in the 50's, you worm hole, LOL.

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    I fixed two of my uploads. One had nothing to do with AMPS, but the substation relot was crashing my game when I exited the lot query window and needed immediate action taken. That was just fixed in an update https://community.simtropolis.com/files/file/34186-kk-transformer-substation/.

    The other problem was this pack of lots, 

    These lots never made it online working (as far as I know). The problem has been fixed in the current update on may 7, 2021. Please remove the old files and redownload this pack for a working copy. I am very sorry for the errors.

     

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    So, had a few thoughts on the mod: (for anyone who's interested, and/or able to reply to this)

    First, I would like to apologize for having installed it so late (finally got it last night), as I mentioned I'd do it, way sooner than before now. But, it's installed now, and I plan to do some more in-depth stuff with it.

    However, after installing it, I was a little confused by it. So, maybe this was in the readme, if so, feel free to let me know, but, I was under the impression that we'd need an actual power generator, instead of just using transformers? Seems they can produce power on their own, and I thought there was something to just kind of produce it, if they were already getting a minor amount from another source. But, I also perfectly understand that there's huge limitations within the game engine.

    A suggestion for the readme: at least with the PDF, maybe an image or something, below the paragraph explaining the kV requirements for a generator? I was originally going to say this wasn't in there (i was really tired last night from doing it later than I wanted), and after checking it again today, apparently we do have the explanation, but, seems like it can be quickly and easily overlooked. So, maybe a quick graphic explaining that equation could work? Unless of course the majority of the people who've read the file are able to understand it better than a very tired and sleepy me can.

    Anyway, when I installed it, it took a while for me to get it properly set up, as I had a ton of power plants and such, so, that took a while, kinda why I was sleepy near the end. During this setup however, I discovered a problem: I've got @Kloudkicker's transformer lots, and all the dependencies with them, but, for some reason, some props still don't show up? Like the power poles on the 4 TE lots, and apparently a shed on one of the larger 1x2 industrial transformer lots don't show up. Otherwise it's all there.

    Overall the mod seems pretty solid, but, I do plan to do more work with it, to get a better understanding of it. :)

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    3 hours ago, Ryuu Tenno said:

    Like the power poles on the 4 TE lots

    Have you updated to SM2 Mega Prop Pack Vol5  https://community.simtropolis.com/files/file/34316-sm2-mega-prop-pack-vol5/. If you DL an older copy of my small transformers mod, the dependence list would be out of date.

    I just plopped of of the lots and found the garage missing also. That's a bummer, I will have to look into that. I thought it was a maxis prop, so not sure what's up. I will have to get back to you on that.

    60986f0561d60_Atestpic-nogarage.jpg.23ce4923ba0bfd45d5bc94e4690eed29.jpg

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    3 hours ago, Ryuu Tenno said:

    a shed on one of the larger 1x2 industrial transformer lots don't show up.

    This was easy to figure out, but now the gig is up. I made a mistake early on and used some older mods that are not suppose to be used for lot editing. But I thought that with the All Maxis prop names fix mod I would be covered. I was wrong and have to confess. SORRY.

    This file will get you the shed back, "Plugin_RCI_Buildings_Prop_Modd.dat" found here 

    There is one or two more of mine this way, the first couple I made, but then I stopped using them. Just keep these in your plugins folder as they could be handy for older mods that used them. Now I will have to go and update those mods depends lists.

    Very sorry for the stupidity on my part, and I thank you for bringing it to my attention.
    Kloudkicker

    Just when I was so close to getting this new coal plant that's been converted to a battery storage house done and uploaded. One version is transit enabled for the railway.609875eb3f9a5_KK3RBatStorageHouse3.jpg.77e09f1b6a465e98dfcde1765ebd1cd4.jpg60987584ef4f8_KK3RBatStorageHouseNoRail9.jpg.cdeb1c46ad1f8477fd82ba8714cb25cf.jpg

     


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    6 hours ago, Ryuu Tenno said:

    I've got @Kloudkicker's transformer lots, and all the dependencies with them, but, for some reason, some props still don't show up?

    Sorry about that. Its a surprise there was not more missing. I found three unlisted dependences and one that was listed wrong(explained above).

    This is the list you need for the Transformer Lots-Small pack;

    *BSC Textures Vol 01  https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90
    *BSC Textures Vol 03 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1806
    *Plugin_RCI_Buildings_Prop_Modd  -found in- https://community.simtropolis.com/files/file/33600-very-old-building-props/
    *SM2 Mega Prop Pack Vol5  https://community.simtropolis.com/files/file/34316-sm2-mega-prop-pack-vol5/
    SM2 Mega Prop Pack Vol2  https://community.simtropolis.com/files/file/32981-sm2-mega-prop-pack-vol2/
    SM2 Mega Prop Pack Vol3  https://community.simtropolis.com/files/file/32982-sm2-mega-prop-pack
    BSC MEGA Props - Misc Vol02  https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1771
    NetworkAddonMod_Props.dat -found in- https://community.simtropolis.com/files/file/26793-network-addon-mod-NAM-cross-platform/
    All Maxis building props with proper names

    *NEW

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    4 hours ago, Kloudkicker said:

    Have you updated to SM2 Mega Prop Pack Vol5

    Nope, didn't realize it was updated, but good to know. :)

    3 hours ago, Kloudkicker said:

    I made a mistake early on and used some older mods

    It's cool. lol, I honestly thought I had like possibly installed it wrong or something. But, at least we know what was used.

    3 hours ago, Kloudkicker said:

    Just when I was so close to getting this new coal plant that's been converted to a battery storage house done and uploaded. One version is transit enabled for the railway.609875eb3f9a5_KK3RBatStorageHouse3.jpg.77e09f1b6a465e98dfcde1765ebd1cd4.jpg60987584ef4f8_KK3RBatStorageHouseNoRail9.jpg.cdeb1c46ad1f8477fd82ba8714cb25cf.jpg

    Dude.... That's awesome! And they look like they've even got like, proper parking and such. Something that's always bugged me with the default structures in the game.

    SC3K makes sense, each tile was an acre, and the game was small-ish, so, you could assume it had parking, but, 4 is confusing with buildings that lack parking. The scale is too specific here for it to lack at least some parking that could be deemed appropriate to the facility.

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    So, couple things come up with this mod:

    First: though it's said that the utilities advisor pops up at the beginning to inform us of things, he doesn't seem to be doing so for me. So, maybe I'm missing a file, or I downloaded the wrong version? Or, is it possible that it's not been implemented yet on this one?

    Second: I came across another electrical mod: Power Line Pack and I was wondering if maybe bringing them in, or utilizing something similar to them for the mod would be good? Understandably the engine is limited, so, likely we can't replace the power lines with a more intricate system like this. But, if it's possible, I'd love to see draggable networks with power lines like this.

    I only brought up this mod, cause, the person who made it, supplied wires for different voltage levels, and I felt that it fits in rather well with the AMPS mod. Maybe some adjustments would be needed for it to fit with the mod, but, overall seems like it would be cool to have.

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    6 minutes ago, Ryuu Tenno said:

    First: though it's said that the utilities advisor pops up at the beginning to inform us of things, he doesn't seem to be doing so for me.

    This is just a guess, but do you have Urgent Advice toggled on in the Play Options?

    7010-9731.jpg

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    Yeah, it's on. Should it be? Or should I turn it off?

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    1 minute ago, Ryuu Tenno said:

    Yeah, it's on. Should it be? Or should I turn it off?

    I don't actually know. *:blush:

    I just know when we created my Cori Reports mod, we set the initial popup to maximum priority and it does need that toggled on. So, for more troubleshooting with AMPS, I'm out of ideas.

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    1 hour ago, Ryuu Tenno said:

    it's said that the utilities advisor pops up at the beginning to inform us of things, he doesn't seem to be doing so for me.

    It should work, as it did for me. You can't miss it. Did you install the one from this page? Does your AMPS files have the date on or after March 24th or 26th?6099e0ec512e2_AMPSfilespic.jpg.ffc974d0d3e9c79b86f9c17352e30978.jpg

     

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    1 minute ago, Kloudkicker said:

    Does your AMPS files have the date on or after March 24th or 26th?

    lol, mine says March 13th. So, no, definitely not a new one. But, just tested the new one out, doesn't seem to be the case. With or without the urgent advice dialogs on.

    Though, I do have quite a few mods in play, so maybe there's a weird conflict? But, there's nothing that interacts with power system like AMPS does.

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    Brand new city, in a region I started the other day for AMPS. It doesn't have to be like, an absolutely brand new region does it? The AMPS region only has 1 city so far.

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    1 hour ago, Kloudkicker said:

    date on or after March 24th or 26th

    Oops, sorry I read wrong. I was suppose to say March 12th or 14th. You had the one that should of worked but was not up to date with the correct names.

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    2 minutes ago, Ryuu Tenno said:

    It doesn't have to be like, an absolutely brand new region does it?

    It does from the first test mod at the beginning. But the small update you just did installing the March 14th update, might not have to. But I really don't know the answer.

    If you only have one city. Just go ahead and destroy it and start over again. What's the harm? And look for the advisor dialogue again. There is a lot of good info explaining the basics. 

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    So, meant to respond to this the other day. But, unfortunately, it still doesn't show up in even a brand new untouched region. So, no idea what's causing it.

    Though, I'm curious about something: would it be possible to have power pole and transformer MMPs to go along with AMPS? I mean, probably won't work the same way as the lots of course, but, certainly useful for those wishing to add some extra detail to their cities. And, might be a good way for people to replace the TE lots if they later upgrade and move away from them.

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    @RobertaME

    Welcome back! *:)  (At least for now anyway.)

    We're really glad to hear from you again, and realise that things can happen in real life sometimes that take precedence. All at your own pace, and just know that as a community we'll still be here when you're ready and able to make a full return. We support you, and look forward to seeing AMPS completed whenever it's time.

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    19 hours ago, RobertaME said:

    I feel bad that I haven't had even a moment to look here, but my son's graduation takes top priority for me. I hope you all understand.

    Well, the way I see it, family is way more important than something like mods. And, I completely understand. And, I'm willing to bet, most, if not all, of the people here understand as well.

    19 hours ago, RobertaME said:

    The date/time stamp for the correct version of the Power_Lot_Balance.dat file should be "March 12th, 2021 7:27pm".

    Yeah, I checked, the file matches the name and time stamp exactly. As far as I'm aware, it is loaded at the end. However, I do also have the DAMN mod, so, it's possible that's interfering. So, I'll be checking that and supplying an update. AMPS seems to have 5x 'z', whereas DAMN has 6x 'z'. So, it's possible that's what's conflicting. The alternative is maybe the zzz_SPAM folder I have, but, I don't think that would do it. I will be doing tests until I can get it to pop up correctly though.

    19 hours ago, RobertaME said:

    As for the Power line pack by faka, while it would be great to be able to use these to carry specific power ratings, unfortunately there's no way using the existing game engine to discriminate between them for power carrying, nor tracking where each voltage type is carried on the map

    Had that feeling, but, thought I'd at least toss it out there. If nothing else, it would be a useful mod for people who want their cities to, at least, look like they're powered properly.

    19 hours ago, RobertaME said:

    I had planned on implementing MMPs for AMPS to keep the Power Menu from becoming overcrowded with too many lots, but that is still a future goal, not implemented in the Alpha or Beta versions... and likely won't be part of AMPS until AFTER the full release.

    That's awesome! And, I totally understand, getting it functional, before adding the more fun detail stuff is the higher priority.

    19 hours ago, RobertaME said:

    I'm thinking of putting the working Beta up on the STEX as-is and updating it later as I get more free time. Thoughts on this are welcome.

    I'm cool with this. Though, idk what the limits are for the server here. But, given that I've seen people have updates and multiple file types with their mods, I doubt that's an issue. But, that's just me.

    And, something I remembered, which, I meant to bring up a while back (got sidetracked trying to sort out the DAMN mod, among others, lol), it seems the AMPS mod doesn't come with any kind of Base Power lot. I was testing it out, with the minimum amount, and seems that the generators count as maybe Peak demand it seems? Been trying to sort out some of the other things in regards to the other power lots for the mod. Turns out a handful have a fun list of dependencies.

    However, while I understand you're not supposed to use it with prebuilt cities, I did run it as a test in one, and, it seems to work. Though, idk if it really counts as a success, when it turns out that, about 100+ peak plants can power the entirety of the city I had, and zero base plants doing any kind of heavy lifting. *:rofl:

    Though, from my experience with it so far, seems to be an amazing mod. And, once I've collected a handful of the other lots on the list, I will definitely be using it in future cities.

    Also, I'll be doing some testing with both the AMPS and DAMN mods, to see if there's any issues between them, as well as, whether AMPS can still register stuff via the DAMN menu itself.

    That all said, I hope all goes well with your son's birthday and graduation! :)
    (and sorry for my essay posts)

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    5 minutes ago, Ryuu Tenno said:

    Though, idk what the limits are for the server here. But, given that I've seen people have updates and multiple file types with their mods, I doubt that's an issue.

    I can address this part. It's not an issue to worry about.

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    21 hours ago, RobertaME said:

    I'm thinking of putting the working Beta up on the STEX as-is and updating it later as I get more free time.

    You already know my stance, DO IT *:ohyes:. Among other reasons, more chance of getting seen. DO IT!

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    OK, since CorinaMarie says it's fine to post Beta mods to the STEX, I'll post the AMPS Beta up as soon as I have the time... likely not for a few days. (getting the house clean as the in-laws and my father are coming to dinner tonight) It has several improvements over the Alpha 2 and I'll be sure the PDF is updated with the information... including better visuals... maybe. ;^)

    14 hours ago, Ryuu Tenno said:

    Well, the way I see it, family is way more important than something like mods. And, I completely understand. And, I'm willing to bet, most, if not all, of the people here understand as well.

    Thanks! I still feel bad, but it's nice to know people understand!

    Quote

    Yeah, I checked, the file matches the name and time stamp exactly. As far as I'm aware, it is loaded at the end. However, I do also have the DAMN mod, so, it's possible that's interfering. So, I'll be checking that and supplying an update. AMPS seems to have 5x 'z', whereas DAMN has 6x 'z'. So, it's possible that's what's conflicting. The alternative is maybe the zzz_SPAM folder I have, but, I don't think that would do it. I will be doing tests until I can get it to pop up correctly though.

    DAMN could definitely interfere with the advisor messages. Since I never used it, I don't know the particulars, but I'll be sure to include the compatibility issue with the Beta release documentation.

    Quote

    Had that feeling, but, thought I'd at least toss it out there. If nothing else, it would be a useful mod for people who want their cities to, at least, look like they're powered properly.

    That's cool. There are a LOT of power lots that can add some nice visuals that aren't directly supported by AMPS. This just makes one more!

    Quote

    That's awesome! And, I totally understand, getting it functional, before adding the more fun detail stuff is the higher priority.

    I have no idea when I'll get to that, but it IS in the long-term plans. :^)

    Quote

    And, something I remembered, which, I meant to bring up a while back (got sidetracked trying to sort out the DAMN mod, among others, lol), it seems the AMPS mod doesn't come with any kind of Base Power lot. I was testing it out, with the minimum amount, and seems that the generators count as maybe Peak demand it seems? Been trying to sort out some of the other things in regards to the other power lots for the mod. Turns out a handful have a fun list of dependencies.

    However, while I understand you're not supposed to use it with prebuilt cities, I did run it as a test in one, and, it seems to work. Though, idk if it really counts as a success, when it turns out that, about 100+ peak plants can power the entirety of the city I had, and zero base plants doing any kind of heavy lifting. *:rofl:

    Though, from my experience with it so far, seems to be an amazing mod. And, once I've collected a handful of the other lots on the list, I will definitely be using it in future cities.

    Yes, it's entirely possible to run a city on nothing but Peak power facilities. AMPS changes the cost per month to make that VERY expensive, though. This is why running it on an existing city isn't recommended... the cost factors can't be imposed on a power plant that's already built, letting you get away with cheap Peak power. Also, I have NO IDEA what will happen when eventually you have to demolish the power plants that were built before AMPS was installed. Very likely it will corrupt your city's save, similar to the way it can get messed up by having a Private School already built before installing one of the mods that give them funding sliders, etc. I do NOT recommend it.

    Quote

    Also, I'll be doing some testing with both the AMPS and DAMN mods, to see if there's any issues between them, as well as, whether AMPS can still register stuff via the DAMN menu itself.

    I VERY much appreciate this! This is why I was hoping I would get more people testing the mod, because there are SO MANY out there that I don't use that I couldn't foresee the issues. Please let me know anything you discover so it can get documented! Thanks!

    Quote

    That all said, I hope all goes well with your son's birthday and graduation! :)
    (and sorry for my essay posts)

    Meh! Your post was TINY compared to some of mine! Thanks for the well wishes, though. I'll be sure to let my son know!

     

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    8 hours ago, RobertaME said:

    Yes, it's entirely possible to run a city on nothing but Peak power facilities. AMPS changes the cost per month to make that VERY expensive, though.

    lol, yeah, kinda caught on to that pretty early on.

    8 hours ago, RobertaME said:

    Also, I have NO IDEA what will happen when eventually you have to demolish the power plants that were built before AMPS was installed. Very likely it will corrupt your city's save, similar to the way it can get messed up by having a Private School already built before installing one of the mods that give them funding sliders, etc. I do NOT recommend it.

    Way ahead of you on that. I was originally going to test it with a pre-AMPS city, but, during issues with removing another mod (for private schools), I realized that I should probably demolish the plants before I use AMPS. So, luckily the launcher mod lets me pop mods in and out as needed, so, I was able to do that pretty quickly. The city's already a test city itself, so, that's not an issue there. But, after bulldozing the 2 (very large) gas plants I have, that's when I had to replace them with the 100+ peak plants. XD

    Speaking of those plants (or, plant really), I was curious about it. I have WolfZe's Gas Powerplant, and was thinking that would be great to add to the list, but, Idk where it would be put.

    Unfortunately, in the process of attempting to grab the link, it seems as though the mod, now no longer exists on the STEX. And, over all, that the creator's page seems to be gone entirely, so, no idea of what to do there.

    That was the plant that I was using to power the whole city (had 2 cause of the crazy power demand), which was the reason for using the 100+ peak plants. I even demolished the other power structures I had that you also use within your mod, just to make sure that everything's still good. And, since my testing, I've returned it back to normal, and seems to still be working fairly well. So, as long as people demolish the structures first then uses AMPS, they should be good. Mind you, it's not exactly an in-depth test, so it's possible there's a problem with that concept until way further into the game.

    • Like 5

    I'm the guy who leaves 5 page essays as comments >.<

    "I thought of the tornado as a huge, eager, but destructive dog." ---Ocean Quigley

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