Rise of Industry

Rise of Industry

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File Size
Posted
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3.677 MB
12 Sep, 2018 @ 9:21am
26 Sep, 2018 @ 12:56pm
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Description
Power Mod by Hohoz & Gonumen

Add power needs to your buildings.

Description
This mod adds a new mechanic which is Power demand for productive buildings.

- Maximize the Efficiency (Speed) of your buildings by supplying them with their power needs.
- Generate Power by burning Fuel in your Power Plant. Send it to your Main power Hub in the Region.
- The Power Hub will handle power and efficiency control for all Buildings in its Region.

How it works
Once you place A Power Hub in the region, it will show you the current total demand for all buildings in that region.
You need to generate power monthly, enough to cover that demand.
Power plants burn raw resources (e.g. wood) to generate power for the Hub in the same region.

You may need to build multiple power plants to satisfy all your needs, but only one Hub per region to control the Power Network.
The power efficiency is calculated and applied at the start of each month. Overproduced power units doesn't carry over to the next month.
It's your responsibility to make sure those new factories you just built have their power needs covered, or else the whole region's efficiency will drop until you do ;)


Modes & Settings
Power Efficency will directly affect the production speed of Gatherers, Farms and Factories..

Boost Mode (Default)
Farms and Factories work as normal without power.
At 125% and 150% Efficiency(faster) respectively with power.

There is also two other presets,
MediumNeeds (Farms 75-100%, Factories 50-100%)
And MajorNeeds or You can even define your preferred values through UserDefined mode.

You can change between different modes with a small text edit in Settings.xml of the Mod.
For Steam, You will find it under:
\steamapps\workshop\content\671440\1510415068\code\


Save Compatability
Save compatible. Can be added mid save, but will have to research Tech in Logistics tree (Unlocked by default for all maps created after running the mod)
To remove it, you need to remove all power plants and hubs from your save first.

(Note: In order to be save compatible, Efficiency defaults to Vanilla (100%) until there is a Hub in the region)

Reporting Bugs
You can report any bugs or issues you encounter Here
Or you can find us on RoI Modding Community Discord [discordapp.com]


What's Next
We have more features in store. But for now, main focus will be on polishing the existing features and keeping up with new mechanics introduced to the core game.


Credits
Special thanks for RoI Dev Team for the support and guidance given to us through this as our first mod.

Latest Update 25/09
- Power Plant can now be supplied by warehouse (Always 2 cycles)
- Power Demand now increases if the building is using a higher efficiency option from the base game. This is referred to as Dynamic Demand. (Can be turned off)
- Added a Demand Factor for those who wish to increase or decrease the demand amount used by buildings in general.
- Added DemandFactor and DynamicDemand fields to the settings file.
- Gatherers efficiency can now be adjusted in settings similar to Farms and Factories.
Popular Discussions View All (2)
23
13 Feb, 2019 @ 7:19am
PINNED: Compatibility and Bug Reports
Hohoz
0
13 Sep, 2018 @ 2:58am
PINNED: FAQ
Hohoz
26 Comments
Obiben27 9 Jan, 2021 @ 12:45am 
Can you update it?
Andreis 19 Mar, 2019 @ 3:58pm 
If you could find a way to make otherwise pollution producing factory buildings produce no (or a lot less) pollution when attached to external power, I think that would give a deeper purpose to this mod.
This would make some sense since the vanilla assumption seems to be that factories produce their own local power to run their machines.
Odin 8 Feb, 2019 @ 9:38am 
Seems like a nice idea. If you could add different methods of making electricity that would add more depth. Solar power, wind turbines etc could have different prices and efficencies.
Sir Devvo 3 Feb, 2019 @ 8:15am 
this just makes the game harder an more complicated than necessary
Hohoz  [author] 25 Oct, 2018 @ 11:02am 
Hmm..Might be something changed in the last game update.
I'll check and see what I can do.
Psychogate 24 Oct, 2018 @ 7:44pm 
having a bit of an issue where power stockpiles but isnt deducted or applied at the end of the month. any tips on how to fix?
Hohoz  [author] 25 Sep, 2018 @ 1:45pm 
New update:
- Power Plant can now be supplied by warehouse (Always 2 cycles)
- Power Demand now increases if the building is using a higher efficiency option from the base game. This is referred to as Dynamic Demand. (Can be turned off)
- Added a Demand Factor for those who wish to increase or decrease the demand amount used by buildings in general.
- Added DemandFactor and DynamicDemand fields to the settings file.
- Gatherers efficiency can now be adjusted in settings similar to Farms and Factories.
GønumeN  [author] 23 Sep, 2018 @ 1:50pm 
Unfortunately no, the demand is based on the building's price (will be changed to upkeep in future update). The only thing you can change now is the base and max efficiency.
TheMinefighter 22 Sep, 2018 @ 3:09am 
Is there away of increasing the energy needs of factories, farms... in the config?
GønumeN  [author] 16 Sep, 2018 @ 9:22pm 
No problem man, I only made the assets anyway :D