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I decided to write this thread to help people decode the AMPS code and see how to adapt it in the SC4 simulation and possibly understand how to create an updated and improved version. The Code The code is divided into 8 blocks, which are as follows The Exempalr Building IID table The table of Kva Rating The MWH Rating table The table of unlocking conditions The table with the names of energy corporations The variable reset table in the initialization phase The algorithms of operation The code related to the unlocking conditions The first thing to do is to study block by block AMPS for which you can deduce Exemplar Building IID Table only serves to understand IID of the buildings that are used by the mod. The table of Kva Rating, The MWH Rating table and The algorithms of operation are the beating heart related to the mod The table of unlocking conditions and The code related to the unlocking conditions are related to the unlocking conditions The table of names of energy companies are needed for LTEXTs. The rest of the variables is just to reset the algorithms in the city loading phase The logic behind AMPS The first question we ask is: What is KVA Rating? To answer this question, we need to select a type of power plant (in this case, Maxis oil-fired power plants). As you can see from the image, the Kva Rating consists of the IID of the Exemplar Building and a number, so by examining the Exemplar Building with PIM-X, you can see that the Kva Rating value corresponds to the Catalog Capacity value. But another question arises. Why are IID Exemplar between LUA code and PIM-X different? This is simple because incorrectly called Exemplar Building IID is actually just a Memory IID that is used to remember a certain value. The same reasoning is done with MWH Rating where this time MWH Rating corresponds to the value of the power generated by the power plant So we know that the memory address of the Maxis oil plant is 0xBB350090 We have decoded the meaning of MHW Rating and KVA Rating so we proceed in understanding the code of the algorithms In the algorithms section, there are several blocks that perform different functions, and let's go through them one by one The Building Count This code is only for counting the number of power plants present that comply with the AMPS code. This code definitely has the purpose for the UIs But already reading this detail there is an interesting thing. AMPS treats energy and buildings as if they were automata which makes us realize that we are most likely moving from a statsitic simulation to an agent simulation but surely using automata was one option to process complex things. This information is important for later KVa Rating The second block of algorithms is mainly related to the total calculation of Kva rating which can is summarized as follows Kva Rating Oil Total = (Number of Maxis oil power plants * Catalogue Capaity) + ....... ( After this calculation we proceed in calculating Kva final ratings and run a check on how many transformers there are to simulate the operation of a power grid. The variables in this final section mostly serve as unlocking conditions for the other power plants MHW Rating The block of the MHW Rating algorithm is identical to the KVA Rating algorithm. Therefore. First do the calculation of the total MHW Rating of oil-fired power plants. But there is a variation. Into the MHW Rating comes POWER_DEVIATION, which is a variable to handle all non-AMPS power plants. Entering this variable slightly changes the code of the final MHW Rating calculation but in the end you get the values you need to handle the unblocking and UI coding as you do for Kva Rating A detail that emerges in the POWER_DEVIATION that in addition to making intermediary between AMPS and non-AMPS power plants includes the variable of Age Degradation Rate which is ultimately how long it takes a power plant to go from 100% to 0% coditions This thing is due to the fact that in the SC4 simulation the capacity of a power plant decreases with the passage of time so it occurs that our beloved Advisor Jonas Sparks gets pissed off because the power plant is not producing much energy, it is going to explode and you have to change it with a new more powerful one The third block is related to batteries and their ability to take and store energy and to release energy. The fourth block is only related to the counting of administrative buildings The fifth block is related to in-game difficulty balancing that is then used in a later block i.e., the balancing algorithms that trigger problem alerts and unlock coditions The last block is related to the cost management of transformers and buildings Waste to energy W2E have earned a special codition in that they must burn waste to produce energy. For this reason, the code for calculating Total MHW Rating is different from other power plants To make a long story short. To calculate the Total MHW Rating value of a W2E I have to do the following step. First calculate the W2E of the Large (L) and Small (S) plants with the value of the power produced Actual MHw rating is given by the mathematical function (math.floor) (Energy Produced /( (MHW Total Rating of Large Plants + MHW Total Rating of Small Plants) x Value of garbage produced in the city) x 0.1) + 0.5 0.1 and 0.5 are just simple constants Classification of power plants While in SC4, the classification of power plants depends only on the type of fuel is used (Coal, Oil, Natural Gas, Nuclear Fission, Wind, Solar, and Waste) in AMPS a new classification is introduced Generators: Small Low Voltage Power Producers Small Power Plants: Medium Voltage Power Producers Large Power Plants: High Voltage Power Producers In addition to this, there is a classification of transformers Transmission Stations: High voltage Distribution Substation: Converters from High Voltage to Medium Voltage Transformers: Converters from Medium Voltage to Low Voltage In addition, large and small power plants only then divided into Peak Plants: They produce large amounts of energy but are very expensive but constant over time Base Load Plants: They provide an inexpensive amount of energy but are variable depending on the power plants built and the city's consumption Intermediate Plants: Typical renewable plants where energy production is so variable that it needs batteries or base load or peak load power plants to meet energy demand These distinctions are critical because we find them in the final algorithms where the final values are calculated, which are then used in the unlock conditions and in the UI Furthermore, the main fuel used in power plants is divided between Peak Plants, Base Load Plants, and Intermediate Plants. Therefore Peak Plants: oil, natural gas, fusion, and fission Base Load Plants: coal, wood, waste, geothermal, and hydroelectric Intermediate Plants: solar and wind Conclusions The code developed by @RobertaME is very effective and extends SC4's energy simulation to the next level, namely agent-based simulation. Although this is positive, it poses many technical challenges, as power plants must be included in the LUA AMPS system, which can make the code unmanageable in the long term. This analysis of the code can lead to an extension of the knowledge of SC4's potential and certainly an integration between DLL Mods, Lua Mods, and Building Mods to extend the gameplay. There will be additional chapters as I continue to analyze the AMPS code and the energy simulation mechanism of SC4.
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Version 1.0.0
905 Downloads
These substations were made possible thanks to @nos.17 donation! Thanks to @Tyberius06 for explaining me how to do the modding (It's pretty basic so far, I hope to improve). Specs: The file contains two 3x2, 3x3, 4x2 lots. The substations generate between 200 and 1600 MWh/Month. Ubication: Power Stations Dependencies: Latest version 7.0 (13/09/2024) And If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me.- 5 Reviews
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Version 2.0.0
1,073 Downloads
Industry, Energy & Telecom DLC will contain props & buildings (No lots). You can find images and info of what this DLC contains here: >Soon< You can find them in the props section as: AGC_Props_IND_ AGC_Props_Fence AGC_SUB_ AGC_PS_ Includes Darknite (I removed the support for Maxisnite). Scale of the models: 133% on all axes. I will update this DLC constantly so you must be on the lookout. Installation: Unzip the "Barroco Hispano DLCs" in your Plugins Folder (I highly recommend respecting my folder system because I plan to export or update thousands of BATs). If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me. -
Welcome everyone to the 156th entry. Dimland is actively promoting the transition to a low-carbon society, and is updating its rules in order to facilitate the necessary private and public investment in the clean energy transition. This should not only be good for the planet, but also good for the economy and good for consumers. The majority (69%) of the net electricity generated in Dimland in 2021came from non-combustible primary sources (Nuclear energy included) while only 31% came from combustible fuels. Let's take a tour to some of the energy plants in Dimland. Coal power plant, Penthesili region Simgreenpeace protest back in 2016 Natural gas energy plant in Alexopolis (Part of the national strategic reserves) Megara natural gas energy plant Dimitriada oil and natural gas energy plants (Part of the national strategic reserves) End of part 1
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Problems with energy trade between cities
Mercandelle posted a topic in SimCity 4 General Discussion
Problems with energy trade between cities. Good night people. I am currently playing in a region called Altana, a region available by member Rob. In this I have been having difficulties in making energy trade from one city to another, since they are connected by electric poles and the city providing energy has much more energy than necessary. City that grants Earlyn City, city that receives Flash City. Would anyone know why I can't do this trade? Thank you -
Version 2.0.0
3,771 Downloads
SM2 Biogas Power Plant Another way to get clean energy is to turn organic material into biogas. Biogas is then burned to create energy through evaporation of water which is used to spin powerful generators. This type of plants are popping everywhere around the globe but more so in Europe. Now you can enjoy them in SC4 Lot size 10x8 Plop cost 38000 Bulldoze cost 2500 Monthly garbage incinerated 50000 tons Power generated at full capacity 12500 Power used 25 Water used 45 Provides 180 jobs Monthly maintenance 300 Life expectancy 250 years Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3645 SM2 Mega Prop Pack Vol3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3787 SM2 Mega Prop Pack Vol4 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3885 SM2 Mega Prop Pack Vol6 https://community.simtropolis.com/files/file/34872-sm2-mega-prop-pack-vol6/ Custom textures included. Simmer2 -
Bright Plans for the Kingdom's Power Grid!
Lucario Boricua posted a City Journal entry in Kingdom of Rota
Jenny Salisbury: Your highness, we just received an important message from the Office of Utilities! They seem to have their power grid expansion proposal nearing its final form. Queen Ilene: Thank goodness they finally completed it! We've been having fun at the festival but other parts of the Kingdom have suffered black-outs and brown-outs, much to the distaste of the citizens not joining us at the celebrations. I think this is important enough that we ought discuss it tonight. ֍ KINGDOM OF ROTA ֎ MINISTRY OF PUBLIC WORKS Office of Utilities Your Highness: After prolonged discussions with the Ministries of Planning and Demographics, Public Services, Economic Development, and Natural Resources, we have prepared our proposal for the Kingdom’s power grid expansion. As part of our findings, we have identified three future scenarios concerning the types of facilities needed to meet the Kingdom’s electricity needs. At present, the Kingdom has a monthly generation of 433,000 megawatt-hours (591 MW of nameplate capacity) heavily dominated by hydroelectric sources when considering only the grid-connected sources. Numerous settlements and communities still rely on community-level solar generation and the occasional wind turbine, which is fine for household, community commercial and small-scale agricultural needs. However, push for a more complete urbanization and rapid population growth have made all concerned agencies consider adding more grid-connected generation to facilitate this development, as well as industrial and large commercial demand that would follow the population growth. We especially think that this expansion would also benefit the proposed International Airport, upon request of the Ministry of Transportation. The grid currently has the following facilities: The current mix is overwhelmingly dominated by hydroelectricity, supplied by four reservoirs and six individual hydroelectric power plants. Waste management to date has also contributed a small share of electricity, chiefly to the rapidly growing city of Imbin. Geothermal facilities at Geyser Canyon, while very productive and with potential for expansion, are not ideally located to supply the forecasted future growth due to having a location distant to the new load centers. Natural gas generation at Cameran has been limited and isn’t considered worthwhile as-is, as it comes from two small natural gas peaking plants built to satisfy the capital’s needs while the Lake Pearl hydroelectric system was constructed. Due to the high reliance on hydro, we consider the grid to be vulnerable to drought and insufficient snowfall during dry and/or warm winters. As part of our research, we have identified twelve (12) sites worthy of development. These consist of three (3) new hydroelectric sites and one (1) hydroelectric site expansion, five (5) new wind power sites, one (1) new organic waste bio-digester biofuel site, one (1) waste-to-energy site expansion and one (1) natural gas site expansion. The generation equipment types are shown below: 1. SM2 Geothermal (geothermal): Geyser Canyon geothermal system shown 2. SM2 Trash and Burn (waste-to-energy): Rhennus WTE system shown 3. SM2 Wind Turbine (wind power): manufacturer’s image provided 4. Nexis Mega Generator (hydroelectricity): Lake Diamond pumped storage system shown 5. Natural Gas peaking plant (natural gas): Cameran site shown and manufacturer's image for proposed upgrade equipment. 6. Bio-digester-based biofuel (biofuel): manufacturer’s image shown They are summarized on Table 3 and described below: 1. Lake Bronze: this would be a new hydroelectric site that does not require the use of dams, reservoirs or large-scale inter-basin transfers, owing to the existing lake and height differential from the waterfall. A single Nexis Mega Generator hydroelectric module is capable of delivering up to 30,000 MWh each month, powering the northwest side of the Kingdom in general and the city of Zamacentia in particular. Due to its low environmental impact and nearby growing demand we consider this a high priority site, but we do make the clarification that this isn’t the only option available for the area. 2. Reservoir upstream of Corvalis: this would be a new hydroelectric site which does require a dam, roughly at the west border of the town of Corvalis. If built as proposed, the reservoir would provide enough water for two Nexis Mega Generator hydroelectric modules, delivering up to 60,000 MWh each month. This demand could be used to support Corvalis, Wellesley, Brixen, Mayfield, and Zamacentia, and indirectly even to Cameran. Due to its higher environmental impact, as well as the proximity to the existing Lake Sapphire site, we consider this a low priority option. 3. Reservoir upstream of Imbin: this would be a new hydroelectric site which does require a dam, roughly at the north border of the city of Imbin. If built as proposed, the reservoir would provide enough water for two Nexis Mega Generator hydroelectric modules, delivering up to 60,000 MWh each month. This demand could be used to support Imbin, Corvalis and the lower Cameran River valley, where a major agricultural expansion is expected. The reservoir would not only provide electricity, but also irrigation water for future crop fields. Due to its higher environmental impact, as well as the proximity to the existing Lake Sapphire site, we consider this a medium priority option. 4. Lake Diamond Expansion: Lake Diamond currently hosts a pumped storage scheme in association to Lake Pearl, using two Nexis Mega Generator hydroelectric modules. This scheme provides load balancing of up to 60,000 MWh each month during peak demand periods, while also sustaining smaller demand centers in Nida, Rockford, Lake Platinum and Mount Steel. Future expansion of regional development to the east would create additional electricity demand near this reservoir site, and the flows of the Platinum River are sufficient to support two (2) additional Nexis Mega Generator modules, adding another 60,000 MWh each month. Providing such expansion would protect the nearby Silver River from being impounded, thus leaving another major water body in pristine conditions for natural conservation. We rate this expansion at medium priority. 5. Zamacentia wind farm: the city of Zamacentia, while very populous with its 49,000 inhabitants, still boasts the most productive agricultural land flanked by tall mountains. This site can provide significant wind power, enough to energize twenty (20) SM2 Wind Turbines and thus providing 36,000 MWh each month. Due to the city’s high electricity demand and the site’s more centric location, we classify it as another high priority expansion of the power grid, but we also make the clarification that this isn’t the only option available for the area. 6. Alba wind farm: the city district shared by Alba and Brandt has a high power demand and limited power sources in its proximity. Its high population of 63,000 inhabitants commands a high power demand, which can be met partially by the recent creation of the Lake Ruby hydroelectric sites. Should future growth of electricity demand outpace Lake Ruby’s generation, we recommend installing twelve (12) SM2 Wind Turbines to provide these cities with 21,600 MWh each month, with ideal locations found on the eastern hills and the western farm fields. Until such need is observed, we consider this a low priority project. 7. Aldemar wind farm: Aldemar has the largest single city population of the Kingdom, with 62,000 inhabitants and easy access to two major power sources: the Lake Pearl-Ingena hydroelectric system and the Geyser Canyon Geothermal site. Should the city experience additional growth, in particular due to industrial activities, we recommend adding a wind farm consisting of six (6) SM2 Wind Turbines on the western hills to provide 10,800 MWh each month, making this a low priority project until said need manifests. 8. Rhennus wind farm: Rhennus was originally considered for the development of the Kingdom’s international airport, but was discarded as a site due to concerns with river flooding. At present the city provides agriculture and waste-to-energy power, but is expected to have future industrial growth. To meet this demand more cleanly, we recommend installing fifteen (15) SM2 Wind Turbines to provide these cities with 27,000 MWh each month, making this a high priority site. 9. Zacien wind farm: the city of Zacien has a new hydroelectric system fed by Lake Ruby, but its fields along the Alba river canyon experience strong winds which can be exploited for additional power generation. Should future growth of electricity demand in the area outpace Lake Ruby’s generation, we recommend installing eight (8) SM2 Wind Turbines to provide these cities with 14,400 MWh each month. Until such need is observed, we consider this a low priority project. 10. Lower Cameran River Biofuel Plant: future development of new agricultural lands along the Cameran River’s floodplain will create both electric power demands, opportunities for population growth and a large amount of agricultural and food waste (manure, crop residues, food residues) which can be processed with bio-digesters. The Ministry of Agriculture estimates that this waste would suffice to develop four (4) bio-digester generators at any suitable place in the valley, providing 28,000 MWh each month. We consider this a high priority project due to its potential of vastly increasing sustainability of our agriculture. 11. Rhennus waste-to-energy expansion: Rhennus was originally considered for the development of the Kingdom’s international airport, but was discarded as a site due to concerns with river flooding. At present the city provides agriculture and waste-to-energy power, but is expected to have future industrial growth. To meet this demand with the benefit of added waste management capacity throughout the region, we recommend installing two (15) SM2 Trash and Burn WTE plants to add another 13,000 MWh each month. The lower power output, higher pollution and available options make this a medium priority project. 12. Cameran natural gas power plant upgrade: before the Lake Pearl-Ingena hydroelectric project was built, Cameran relied on natural gas peaking plants for its power needs. Ever since the hydro project reached completion, growth in the capital city has been immense and vastly outpaced these now-obsolete facilities. Now, due to additional growth happening around the capital, new facilities may be justified on the basis of maintaining load balance. Said facilities are proposed to use two large Natural Gas generation units, supplying as much as 50,000 MWh each month, and replacing the original facilities adding up to 10,000 MWh each month. We consider this to be a low priority site as nearby options may be more cost-effective in supplying the energy demands of the capital’s suburbs. Find below a map showing the proposed upgrades to the power grid of the Kingdom. We have determined that all the proposed power lines are necessary, except those connecting to proposed generation sites that won't be added. We have found transmission deficiencies along the spine of the system: the power corridor between Rhennus and Alba. Residents living west of the Cameran portion of the corridor have experienced multiple instances of power outages, same as with those north of Cameran. Elsewhere in the region, power grid expansion will be coordinated with the land development plans and population growth trends: (Click to enlarge) TABLE 3: Proposed Grid-Connected Generation Facilities of the Kingdom For the power grid’s expansion we are considering three scenarios: a. Scenario A: this scenario consists of adding all of the proposed generation projects as presented. Together they contribute 400,800 MWh per month, representing an increase of 92.5% additional generation and totaling 833,800 MWh per month (1,139 MW nameplate capacity). b. Scenario B: this scenario consists of adding only the projects classified as high priority, as based on their merits. Together they contribute 171,000 MWh each month, representing an increase of 39.5% additional generation, bringing the total to 604,000 MWh per month (825 MW of nameplate capacity). c. Scenario C: due to the extreme dominance of hydroelectricity in the Kingdom’s energy mix, a third scenario was developed in which none of the hydroelectric projects were considered for the new energy mix. These represent an additional 190,800 MWh each month and an increase of 44.1% of generation capacity, bringing the total to 623,800 MWh per month (852 MW of nameplate capacity). Beyond these, we recommend opening public hearings to identify additional scenarios not considered originally, as well as to gather input on the three alternatives to further improve them to iron out any roughness within this proposal. If we adopt all the projects, our power grid would have the following energy mix: If we opt to adopt only the projects marked as high priority, it would look like this: And if we adopt all of the non-hydroelectric power alternatives, it would look like this instead. We are currently estimating the costs, benefits and potential impacts of all alternatives. Let us know if you have any doubts, recommendations or orders regarding this initiative. Yours truly, Bradley Keynes Co-author of Proposals for a Bright Future in the Kingdom of Rota: Power Grid Solutions Supervisor of the Lake Diamond Pumped Storage Hydroelectric Plant Queen Ilene: No wonder they were taking so long to develop this draft! It seems the development boom of the Kingdom has been so dramatic that the power grid couldn't keep up! Jenny Salisbury: Maybe we should open a booth for public consultation at the Festival--there's lots of citizens and visitors whose input we could use. Queen Ilene: Wonderful! Can you contact the event organizers to find a suitable place? I'll be making the arrangements to have staff from the Ministry of Infrastructure present at the Festival.- 5 Comments
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From the album Mayon Province !
Wakaramska Hydrodam ! -
From the album Mayon Province !
Shiramka Hydrodam ! -
From the album Mayon Province !
Shiramka Hydrolake ! -
Version 1.0
467 Downloads
These lots are the largest that can be built. They are parks made up of grass textures which may be landscaped, tree-planted, and gardened with MMPs and flora to create your own fresh-air generating, health and well-being facilitating, wilderness in the city. There are 3 versions using a set of base textures made for this project, and 1 version using the standard grass area 1x1 park in Maxis. Also included are a set of 6 grass base textures and 1x1 grass area lots with more pollution reduction and park effect. No Dependencies: There are no external dependencies. The base texture file is included in the zip file download. ???? 4 Versions of the Park Include: Ɵ AREA 64 Ecology. Found in the Parks Menu. Based on the Zoo Reward, provides maximum Park Effect over 100 tiles. Ɵ AREA 64 Energy. Found in the Power Menu and providing 25x wind power. Ɵ AREA 64 Education. Found in the Education Menu and providing a School EQ boost 5x the science museum. Ɵ AREA 64 Transit Found in the Parks Menu and providing a transit capacity of 1200 in one corner of the lot. All lots are transit and network enabled, reduce pollution significantly, and have minimal maintenance cost. These lots will moderately impact game speed, it is recommended that only 1 be used in any city, but all 4 may be used safely. Why are These Lots Called AREA 64? The maximum number of props allowed on a lot is 1280, including base and overlay textures, so although Lot Editor will allow you to build a lot as large as 64 x 64 with 4096 base textures, when you plop the lot on a city tile it will be missing (4096 - 1280), or 2816 base textures. The largest lot that can be built that fits into the 1280 limit is 36 x 35 which equals 1260 base textures. A 36 x 36 sized lot will have 1296 textures and will be missing 16. So, the actual largest lot you can build is 36 x 35, but you can only add 16 props to bring the total to the limit of 1280. Lot tiles are 16 meters wide and there are 64 of them wide in a small city adding up to 1024 meters or about 1 km. A medium city is 128 squares or about 2 km wide (2,048 meters). The large city, doubled in size again, is 256 x 16 = 4,096, just over 4 km wide. Given all the above our mega-lot is (36 x 16) x (35 x 16), factored as (576 x 560) square meters (322,560) which is about equal to one-third of a square kilometer or about one-fifth of a square mile (128 acres). If a football field is about 1 acre, and a city block is about 2 acres, our mega-lot is (128/2) about the size of 64 city blocks! The size of 'AREA 64' is about the same percentage of conservation area (23%) defined under the principle of 'Sustainable Development' as established in 1987. In SC4, placing this lot in the center of a large tile and populating it with flora will somewhat demonstrate the principle according to the game dynamics. The Blue Marble (photograph) Credit: NASA The 'Blue Marble' is an iconic photograph of Earth taken at about 29,000 kilometres away on December 7, 1972, by the crew of Apollo 17 on their way to the moon. The image is used often in conservation presentations and has been made into a base texture and used to make the color-coded menu icons for 'AREA 64'. Forest and Field Base Textures: (included) The base textures are compliant with the BSC Texture Index at SC4 Devotion. To make your own, request and use a unique personal Texture ID Range at SC4D. The Forest and Field Base Textures .dat file may be used freely for content creation as long as reference is made to prevent duplication and potential conflicts in the game software. -
Version 2.0.0
1,783 Downloads
SM2 Wind Power Clean energy for a bright future. Cost to plop 900 Power Output 1800 No base texture, just plop it and dress it with your choice of MMP. Can be plopped on very steep slopes. Custom foundation included. Run power pylons from this lot to the edge of town and enjoy your zero pollution electricity. Dependencies. SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 Alternate links for my packs only SM2 Mega Prop Pack Vol1 https://community.simtropolis.com/files/file/32980-sm2-mega-prop-pack-vol1/ Enjoy Simmer2- 9 Comments
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What's your favourite energy power source?
iretnac posted a topic in SimCity (2013) General Discussion
As title. I always end building a nuclear power plant, for huge amount of clean energy... but I hate living with anxiety of an earthquake, a monster or other thing like that. I had a nuclear meltdown and it was terrible... So I was wondering what's your favourite solution for energy when it comes to build a big city. Thank you guys -
Show us your Energy infrastructure! (power plants, fuel extraction, fuel processing)
Lucario Boricua posted a topic in SC4 Showcase
Hello all! Everyone knows that SimCity 4 runs on electricity, and most players think of that as an annoyance. Fortunately enough there's some people who like to take realism to the max and choose to provide a proper rendition to the energy infrastructure. But enough of an introduction, time for the pictures!!: Hydropower!! Here lies Tanamá with its hydroelectric dam and reservoir, tucked in the misty moist mountain rainforest. This here is the nearby town of Guajataca, which has a slightly larger hydropower facility: Fossil fuels!! This here are the early days of the Arena Serena Thermoelectric power plant. The great abundance of oil in the shallow sea bed of the region has prompted the use of this fuel as the region's main power source, feeding as much as 63% of the current demand. The city's power plant complex now hosts three generating units, here it's shown with the first one only. And here we have the Telaris Thermoelectric power plant. The government has finally realized petroleum is more valuable as an export and as a feedstock for other products than just burnt away for quick energy, and has finally succeeded on its quest to acquire coal from the Hydrakonei Island. Well-aware of the capital city's rapid growth, the power plant complex is sized such that it can accommodate six generating units. At present it uses two units, supplemented by a small waste-to-energy plant to keep the city streets clean. Finally here we have the new coal mine in the town of Hyades, at Hydrakonei Island. The operations have started underground but may later expand to open pit mining as the regional demand rapidly increases: Solar!! Here we have the first solar panel array in the city of Llanos Peridoto, where the more nature-oriented mindset spurred the development of a less environmentally damaging power source. The great weather of the area has enabled the power generation to supply the community and neighboring towns with a very clean source of electrical power.- 104 Replies
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[Offline Only] [EasyVersion] Power/energy enhancement mod
Hunter3000 posted a file in SC13 Game Mods
Version 1.0
10,552 Downloads
I made few improvements to Power/Energy buildings in SimCity. Mod works in SimCity 5 and with DLC (files separated) This is easy version for anyone who wants to fast expand city and don't worry about maintenance cost. Sorry for Polish version screenshots if someone don't understand, below list: Wind Power Plant: Free maintenance cost Addon: Small Horizontal Turbine - 10/h cost Addon: Vertical Turbine - 100/h cost Coal Power Plant: Free maintenance cost Extended storange to 40T Addon: Dirty Coal Generator - 100/h cost Addon: Advanced Coal Generator - 200/h cost Addon: Clean Coal Generator - 300/h cost Oil Power Plant: Free maintenance cost Extended storange to 4000 barrels Addon: Conventional Oil Generator - 150/h cost Addon: Combustion Turbine Generator - 250/h cost Addon: Clean Oil Generator- 350/h cost Solar Power Plant: Free maintenance cost Addon: Fixed Solar Array- 50/h cost Addon: Concentrated Solar Array (CSP)- 100/h cost Nuclear Power Plant: Free maintenance cost Decreased Skill Consumer for all addons Decreased water consumer amount Addon: Gen I Thermal Reactor - 350/h cost; 85k cost Addon: Gen II Thermal Reactor - 450/h cost; 75k cost Addon: Fast Neutron Reactor - 1500/h cost; 130k cost Fusion Power Plant: 100/h maintenance cost Without ControlNet (all addons) Standard jump start ignition Addon: Standard Fusion Reactor - 500/h cost; 100k cost Addon: Advanced Fusion Reactor - 1500/h cost; 1 mil cost Wave Power Plant: Free maintenance cost Without ControlNet (all addons) Addon: Standard Wave Generator - 150/h cost Addon: Advanced Wave Generator - 350/h cost Notes: power-mod is for standard power plants without DLC CoT-power is for CoT DLC expansion Mod does not have Wind/Solar Power Amplifier changes Copy all files to SimCityData folder and two files from your SimCityUserData\EcoGame (SimCityDLCEP1-Scripts_287520926 and SimCity-Scripts_287520926) to SimCityUserData\Packages -
ENERGY 12th March 2006, The rapid growth and new infrastructure have squeezed the most of the energy potential of coal plants. In addition there are the pressures of environmentalists groups to stop the pollution of these focus , and the high cost of exporting the mineral. Cala Des Foscos, One of the main industrial places in Ses Isles, choosed to build the new energy central Renewable energy plan, which seeks to permanently stop these aging plants starts: wind energy fields virtually every population will be created, and La Cala Des Foscos is building a solar power plant ultramodern. Solar Energy Plant Ïn Ses Foscos The Governor said: 'It is absurd that we have so many hours of sunshine throughout the year, and we are not taking advantage of the energy potential of the same' It is estimated that the plant will be completed in 2007, and coal plants are closing will gradually since late 2006. SES ISLES GENERAL MAP AND OVERVIEW LINK
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Version 1.0
776 Downloads
Ozan's Utilities. These Lots look like normal R§§ building in rural or suburban areas, but they are even more than that. Each one of there three Lots has it's own function. All Lots have some differences but look quite same. Ozan_1x2_Energylot.SC4Lot - Energy (Produces 50.000 MWh/Month) Ozan_1x2_Trashlot.SC4Lot - Waste (Recycles Waste) Ozan_1x2_Waterlot.SC4Lot - Water (Produces 50.000 cu m/Month & Cleans Water) Depencies: BSC MEGA Props - CP Vol01.dat MMP_for_BSC MEGA PropPack - CP Vol1.dat Rush_Hour_Building_as_Prop.dat SFBT_Party_Props.dat SFBT Wind Power Plant by voltaic (v1.0) I got the idea to make some Cheatlots that look like buildings in european rural areas from gobo77. Thanks to him! Lotting and most of the modding by me. Special thanks goes to gobo77 for testing and isii94/250458 for help during modding. Ozan EDIT: One more depency was found. The last one in the list. Sorry. -
Version 1.0
1,792 Downloads
Those wind turbines produce about 200-300. They cost between 2000 and 3000. They make no noise pollution, so you can place them in your town, or in your no highrise cities. There are two versions, an urban lot, and a suburban lot (as in the pictures). Sadly they don't have an animation. I hope you like it.- 12 Comments
- 23 Reviews
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Version 1.0
5,395 Downloads
And you thought Dr.Vu was evil? This facility makes area 5.1 look like a charity soup-kitchen run by nunns and cute little puppies. A plant that makes power for your city, at the price of it's long-term security. Making the world 'better' by making stuff that can destroy it hundreds of times over. There is enough nuclear payload in there to end all sim life on sim earth... including the sim cockroaches. Are your sims ready for the darkest nightmare to ever light their homes and power their appliances? Probably not... But, it's not like they have a choice. Oh, and as additional "feature"... even though the plant has a parking lot and cars park there every once in a while... This plant provides no jobs and requires no sim operators to run. It is completely automated.. I guess someone thought it might be a "good" idea to have a nuclear powerplant/weapons manufacturing facility run entirely by artificial intelligence. Details: 150,000 MWh 1200 $/month Failure Details: Explosive power - Extremely High Radiation Spread - Freaking nuclear winter apocalypse (really, really high) So don't let it blow up, and everything should be fine... right? Mwaa ha ha ha ha... kinda. The plant leaks some radiation in a 3 tile radius, makes a bit of air pollution and water pollution too. Dependency: BSC Textures Vol.01 -
Version 2.0
4,002 Downloads
Dear mayor, We know you just started a town in the middle of now ware and you’ll probably struggle with the cost of a power plant. As you might know we’re always looking for new oil fields. After some seismological tests we found out that your city is rich of oil. So we would like to make a deal with you. If you build an oil derrick in your city we’ll give you free energy for your town. The amount of oil you’ll give us is equal to the amount of energy we provide. The only cost you’ll have are the building cost (§ 800,- ) of the oil derrick and the maintenance cost (up to § 50,- per month). For § 50,- we’ll give you 1000 MWH of energy. But be aware, following our calculations your oil field will provide oil for only 25 years. More stats are in the readme file. We’ll hope you use this Oil Derrick with a lot of fun. Good luck with your city and keep up the oil flowing. Size 1x2 Menu Location Utility - Power Jobs $ - 4, $$ - 1, $$$ - 0 Flammability 100 Pollution Created Air: 22 over 14 Water: 11 over 14, Garbage: 2 over 0 Energy Consumed 5 MWH Water Consumed 5 Gallons/month Power Generated 1000 MWH Plop Cost § 800,-- Bulldoze cost § 110,-- Monthly Cost § 50,-- Installation Installation: Copy/extract the RN Productions parent folder into your plugins. If you extracted the ~Documents folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. Un-Installing: To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. Dependencies To ensure the proper functionality, make sure the files mentioned below are installed in the plugins folder. SC4D LEX Legacy - BSC Common Dependencies Pack v9c (and above) The below listed dependencies are all can be found in the hereby linked dependency pack compilation. BSC Essentials v2025a BSC MEGA Props T1 Vol03 v2 BSC MEGA Props JES Vol01 v2 Credits I want to thanks everyone who used their time to comment or advise me. Yours faithfully, Tag_one RN Productions please Comment & Rate

