Thermal Solar Rebalance v1.3

Cities: Skylines Mods |

Thermal Solar Rebalance v1.3


Version 1.6.2-f1 compatible.

This project is to make the asset of the solar plant, which is a concentrated solar thermal plant, a little more realistic, but making it a representation of another sprawling plant away from the city.
It is also a proof of concept to change power production over the course of the day.

Changes from vanilla game

The plant no longer simply cuts out when there is no sun, with power output depending on the time of day.
The peak of output is about 4pm , giving out about 190MW and drops to about 90MW at 9am.

Of course, this mod does not make solar completely realistic. The land footprint is too small for the power output and the tanks to store heat are small as well. Nor does this mod give the ability to store energy and draw on it when needed.

Another effect is that it makes solar more expensive to maintain overall.

Where is the XML file?

The XML will be first created when active on exit from a city. A file named WG_RealisticSolar.xml will appear in the below location depending on the OS.

Default location by OS
Windows = C:Users<username>AppDataLocalColossal OrderCities_Skylines
Mac = /Users/<username>/Library/Application Support/Colossal Order/Cities_Skylines
Linux = /home/<username>/.local/share/Colossal Order/Cities_Skylines

Restoring XML defaults

To restore the defaults, delete the contents of the file, or remove the file itself before starting Cities Skylines.

Incompatible Mods

Any mod that affects the ability of solar power plants could overwrite this one.

Credits

The screenshot from the game were captured by myself, the second half of preview image taken by afloresm[commons.wikimedia.org].

And thanks to Cope’s redirection helper[github.com].

Credits
Whitefang Greytail
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Useful Information:
- Cities: Skylines 2 Mods
- About Cities: Skyline Game
- How to Install Cities: Skylines Mods

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