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.
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.
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
To restore the defaults, delete the contents of the file, or remove the file itself before starting Cities Skylines.
Any mod that affects the ability of solar power plants could overwrite this one.
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].