Game Mods

Modifications to the core game engine. Modifications that are designed to circumvent DRM are not permitted.

212 files

  1. Project Orion - 3k Extended Boundary

       0 reviews
    For Offline use only.
    How to Install
    Download filesOnce download is complete, extract rar files. (right click > extract)Simply copy and paste OFFLINE-ONLY_Project_Orion_3k_Extended_Boundary.package in C:\Program Files (x86)\Origin Games\SimCity\SimCityDataStart SimCity > Play new map > Choose city tile > Save > Quit SimCity (not work if exit to Main Menu)Re-Start SimCity > Resume GameWonders Must have Mods for Orion
    Project Akar : UI Enhancements UniDirectional NetworksCoastline and Waterways ToolsRegional BridgesRegional TunnelsRegional Water RoadsRegional MaglevsRegional Bulldoze-able PathCamModIssues that have been plagued players since the game's release is now answered. Some says it is the holy grail of all mods. Some says this mod + buy game/reinstall. That's right, 3k extended border aka "bigger city".
     



     
    Understanding the mechanics of Orion 3k Extended Boundary.
    1. Upon entering 3k extended map. based on (Image #1), The 3k map extended on North and East. Use right click mouse button or middle mouse button to bring up the compass.
    2. Regional Roads are needed to draw them outside 2k map. Such as Project Akar : UI Enhancements, that offers almost every roads available to be drawn outside 2k.
    3. Regarding Land Value, please refer the image below. There a lot of misunderstanding as well as misconceptions about the land value data, that was viewed in the map data.
    The Actual Land Value EFFECTS are still intact as they are. It does not resized regardless in or outside 2k. Believe it or not. It still the same. There are claims that users may have experiences getting different wealth RCI in certain unwanted areas. These confusions is only because  we can't determine the actual "spot" of land value throughout 3k extended border, and the data from the Land Value map seems false but not entirely false information. It was compressed 4:1This also applied on Pollutions, Ground Pollutions, Futurizations etc.4. Regarding Resources. Unlike Land Value/Pollutions etc That was compressed 4:1. All Resources are stretched 1:4, see Image #3 and #4 to get better understanding on them.
    This 1:4 stretched map data also effects oil, water, coal and ore. 
    Lag and memory issues
    Its common knowledge that lags or frame-rate drops are known for almost every game that pushes its limits unless the users has a high-end computers. It covers almost every aspect from 3D rendering, physics (engine), memory calculations that the game generates etc. Orion (3k Extended boundary) does not lag the game itself, only that the additional space it provides for users to built in and as the city developed and getting dense - it'll stress your computer hardware.
    We cant blame the game for the lags, it just happen that once we push the game to its limit, we might as well be done with better hardware.
    The Game's Limitations
    1. All trees outside the default border cant be remove, because there is no tree, its a facade. Only way to remove them is to edit the region map files.
    2. The game already provide its regional transit, from air to land and water. We can't add Maglevs/Subways/EL and Streetcars to work between two different city vice versa. Please "make do" with the given features of each city tiles carefully.
    3. There's a limit count of how many roads/buildings that can be drawn/build per city tile
    Roads : 1024RCI : 2048Base Buildings : 4096 (not yet confirmed)Special Thanks to SkyeStormes for a video review
     
    For Offline use only.
    105,232 downloads     393 comments

  2. My Online Mods Pack

       0 reviews
    NOTE: Please be sure that you read through the entire page and watch the video for all information on this mod pack.
     
    Hey guys :).
     
    Within this mod pack is the mods that I have created that work in the online mode of SimCity 2013.
     
    Before I list all of the mods, here is the video for this mod pack:
     
    [youtube]https://www.youtube.com/watch?v=wGSxw7QB-4c[/youtube]
     
    Alright, here's the list of all the mods in this pack:
     
    Multi Plopper EL Train Addon - http://community.simtropolis.com/files/file/29828-multi-plopper-el-train-addon/
    Large Ambulance Bay for Clinic - http://community.simtropolis.com/files/file/29807-large-ambulance-bay-for-clinic/
    Wind Storage Batteries - http://community.simtropolis.com/files/file/29758-online-and-offline-wind-storage-batteries/
    Solar Storage Batteries - http://community.simtropolis.com/files/file/29750-online-and-offline-solar-storage-batteries/
    Multi Plopper Subway Addon - http://community.simtropolis.com/files/file/29724-multi-plopper-subway-addon/
    School of Education - http://community.simtropolis.com/files/file/29716-100-guaranteed-plop-fix-school-of-education/
    Ploppable Road Interchange Mod - http://community.simtropolis.com/files/file/29714-power-water-and-sewage-update-ploppable-road-interchange-mod/
    Basketball Court for Grade School - http://community.simtropolis.com/files/file/29541-basketball-court-for-grade-school/
    Grade and High Schools Ploppable on Road - http://community.simtropolis.com/files/file/29525-grade-and-high-school-classrooms-ploppable-on-road/
    Garbage Atomizer Ploppable on Road - http://community.simtropolis.com/files/file/29522-updated-garbage-atomizer-ploppable-on-road/
    University Schools and Dormitories for Community College - http://community.simtropolis.com/files/file/29487-updated-university-schools-and-dormitories-for-community-college/
    Garbage Incinerator Ploppable on Road - http://community.simtropolis.com/files/file/29478-garbage-incinerator-ploppable-on-road/
    Two Water Mods Pack - http://community.simtropolis.com/files/file/29472-two-water-mods-pack/
    Lower Schools Mods Pack - http://community.simtropolis.com/files/file/29464-lower-schools-mods-pack/
    Plastic Polymerizer for Oil Well - http://community.simtropolis.com/files/file/29453-plastic-polymerizer-for-oil-well/
    Municipal Bus Garage for Shuttle Depot - http://community.simtropolis.com/files/file/29413-municipal-bus-garage-for-shuttle-bus-depot/
    CapTon's Police Mods Pack - http://community.simtropolis.com/files/file/29412-captons-police-mods-pack/
    CapTon's Medical Mods Pack - http://community.simtropolis.com/files/file/29405-captons-medical-mods-pack/
    CapTon's Fire Mods Pack - http://community.simtropolis.com/files/file/29356-captons-fire-mods-pack/
     
    The links have been included so that, if you want, you can download some of my online mods separately.
     
    NOTE: The files contained within this mod pack are all grouped together in one folder. It is recommended that you copy all the files and then paste into your SimCityData folder. You can attempt to copy and paste the folder itself into your SimCityData folder, but I cannot guarantee that the mods will work correctly.
     
    How to install:
     
    1. Unzip/extract the file.
    2. Copy and paste the files within the "Online Mods Pack" folder into your SimCityData folder.
     
    If you experience any issues with this mod pack, leave a review down below or leave a comment on the video (more likely for me to see).
     
    Special thanks to:
     
    - Johnathan_Tycoon: for requesting the creation of this mod pack.
    - Everyone that helped me create some of the mods listed above.
     
    Thanks for checking this mod pack out! More are coming!
    1,490 downloads     4 comments

  3. Cheat: Education (Single Player Only)

       0 reviews
    The education cheat is comprehensive and requires just the base game. You may experience issues if you have also installed other mods that affect any aspect of education, including the individual buildings of the university, grade school/high school classrooms, and buses.
     
    All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode.
    ** It's recommended that you tear down existing education facilities if you use this mod.
     
    The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same:
     
    Modified instances: (see screenshot for SimCityPak).
     
    Classrooms (grade school)
    Classrooms (high school)
    College Sign
    Community College
    Dormitory
    Extension Wing (Community College)
    Grade School
    Grade School Sign
    Gymnasium
    High School
    High School Sign
    Public Library
    School Bus
    School Bus Lot (grade school)
    School Bus Lot (high school)
    School Bus Stop
    Schools of Business, Education, Engineering, Law, Medicine, Science
    University
    University Sign
     
     
     
    What this mod does:
    Number of workers required to start operating set to 1. No plop or maintenance cost Power and water requirements greatly reduced. Garbage requirements zeroed out. Increases capacity of the library to 1,000. Increases capacity for buses to 300 students per bus. Increases capacity of the school bus stop to 300 students. Increases number of buses per bus lot to 20 buses per lot. Increases capacity for classrooms to a maximum of 9500 for grade school and 10,000 for high school.  Increases capacity for the gymnasium to 50,000. Increases capacity for the university to 8,000 students and 5,000 students per each university school (education, medicine, science, etc.). Increases capacity for the university dorms to 5,000 per dorm building. Increases capacity for the community college to 5,000 and its extension wing to 5,000. Sets university research requirement costs to 1 simolean per researched item. Research for all university projects now only require 1 student each, making research time nearly non-existent.  
    Not affected:
    Job counts Museums Flagpoles University pedestrian roads  
    Note:
     
    High school has a base number of students at 8,000 and each classroom an additional 2,500, but maxes out at 10k.
     
     
    To use:
    Place all files in SimCity\SimCityUserData\Packages.  If you already have the script files, you don't need to put them in there again, just the included package file.
    If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here.
    If you use this file, delete and replop any existing education facilities. Same holds true if you remove the file.
     
    8,729 downloads     23 comments

  4. Cheat: Groundscrubber (Single Player Only)

    The groundscrubber cheat is comprehensive and requires both the base game and EP1 (Cities of Tomorrow).  You may experience issues if you have also installed other mods that affect any aspect of the groundscrubber. All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode.
     
    The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same:
     
    Modified instances: (see screenshot for SimCityPak).
     
    Ground Scrubber
     
     
    What this mod does:
    No plop or maintenance cost. Power and water requirements greatly reduced Controlnet reduced to 1. Processing increased to 900 just under 6600 tons of ground pollution per hour (see screen shots for pollution removed in just a few game-hours). No air pollution. Cleans up all forms of pollution (radiation, ground pollution faster).  
    Note: I did not increase the radius of the ground scrubber.
     
     
    To use:
    Place all files in SimCity\SimCityUserData\Packages.  If you already have the script files, you don't need to put them in there again, just the included package file.
    If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here.
    If you use this file, delete and replop any existing ground scrubbers. Same holds true if you remove the file.
     
    4,585 downloads     29 comments

  5. Cheat: Easy Money / RCI / Freight mod

       0 reviews
    As with my other mods, this mod accommodates my own incorrigible penchant for extreme cheating (cough) ease of play.  Not compatible with other RCI mods (RCI plop mods are fine). Tax building values are high, pollution levels are low, freight quantities and frequency of production are increased. 
     
    -- Offline only --
     
    For all RCI buildings:
    * Tax building value set to 100,000 simoleans.  
    * Minimum workers for operation for all buildings reduced to 1.
    * Garbage reduced to 0.
    * Water capacity set to 15 and water usage to 5 (or left alone if lower)
    * Power capacity set to 15 and power usage to 5 (or left alone if lower)
    * Self-ignite threshold property set to 500, up from either 45 or 90.  


    Additionally, for all industrial buildings:
    * Transmitter amount (volume of pollution) set to 0.  Occasionally, some industrial buildings show as polluting, but nothing comes of it.
    * Transmitter Rate (how frequently a building pollutes) set to every 10 hours (600 in-game minutes).
    * Skill threshold (number of educated citizens needed for tech level) set to 1 for low, medium and high residents. 
    * The delay, in minutes, for producing the next batch of freight set to 15 (down from 36, 48, and 72).
    * Freight production doubled.
    ---> Note:  More than likely, you will need to replop existing industry.

    This mod only affects RCI buildings, so transportation, utilities, trade, landmarks, etc., are not affected.
    Compatible with RCI Plop (003_OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140231_2_1_RCIHCPLOPALL.package).

    Thanks to rzvsividra for identifying the instance ID#s of low tech medium density buildings, freight amount, and freight production delay.
     
    To use:
    Place all files in SimCity\SimCityUserData\Packages.  If you already have the script files, you don't need to put them in there again, just the included package file.
    If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here.
    If you use this file, delete and replop any existing industry.
     
     
     
    4,752 downloads     9 comments

  6. Cheat: Police (Single Player Only)

       0 reviews
    The police cheat is comprehensive and requires both the base game and EP1 (Cities of Tomorrow). You may experience issues if you have also installed other mods that affect any aspect of the police stations, including police drones.  All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode.
     
    The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same:
     
    Modified instances: (see screenshot for SimCityPak).
    Jail Cells
    Jail Cells (Ground Floor)
    LawDroneHangar
    Police Precinct
    Crime Prevention Center
    Detective Wing
    Police Dispatch Tower
    Police Helipad
    Patrol Car Lot (Precinct)
    Patrol Car Lot (Police Station)
    Police Station
    Police Station Sign
     
    What this mod does:
    Number of workers required to start operating set to 1. Drone hangar capacity increased to 500. Power and water requirements greatly reduced. Garbage requirements zeroed out. Starting number of patrol cars increased significantly. Patrol cars per parking lot increased. Jail cell count increased (both starting number of cells and per jail cell plop). Job counts tweaked slightly up in some cases.  
    Not affected:
    Flagpole Premium Content (Dr. Wu, etc).  
     
    To use:
    Place all files in SimCity\SimCityUserData\Packages.  If you already have the script files, you don't need to put them in there again, just the included package file.
    If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here.
    If you use this file, delete and replop any existing police stations. Same holds true if you remove the file. 
     
     
    6,534 downloads     3 comments

  7. Cheat: Transportation (Single Player Only)

       0 reviews
    Transportation cheat requires both base game and the CoT expansion.  This mod zeros out plop and maintenance costs for most forms of transportation. Greatly increases passenger counts and busses per garage. Roads, rails, boats, and the airship are not modified so as to maintain some compatibility with other mods.
     
    What this mod does:
    Increases number of buses per bus garage.
    Increases number of passengers for the bus, train, maglev station.
    Increases number of passengers per bus stop.
    Reduces the amount of ControlNet needed for the maglev station to 1.
    Removes plop and maintenance cost of the airport, passenger terminal, and cargo terminal.
    Increases air cargo capacity from 54 to 540 crates of freight (does not increase the number of modules).
    Removes plop and maintenance cost of the streetcar depot.
    Increases number of passengers per streetcar depot to 2000.
    Increases number of passengers per streetcar to 2000.
    All above elements have had their power, water, and garbage greatly reduced.
    Reduces the number of employees needed to run any of the above to 1.
     
     
    Unaffected:
    Price of roads, rails, and maglev rails.
    Boats
    Airship
     
    Note: Experiment with how many garages you need at first. With 30 buses per garage, you can clog your streets really fast if you plop all of the garages. Two garages is a good number to start out and see from there. Also, because the number of buses are increased per bus garage, this mod may conflict with any mod that claims to reduce the number of agents.
     
    Note: If you do not destroy and then replop transportation facilities, and you have mods that increase the number of modules per facility, you may get weird plopping errors.  Have not tested against any mods that increase number of modules per transportation type.
     
     
    I do NOT have SUGPAK installed and therefore have not tested this against SUGPAK.
    However, this mod is compatible with the following, separate installations of:
     
    000 - OFFLINE - Roads -  Roads With No Traffic Lights - 1.5 - MaxvSk - 20140823.package
    000_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_2_0_Akar.package
    000_OFFLINE_Roads_Bi-level Streets Pack_2.0.175_MaxvSk_20141024.package
    001_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1.0.5_AkarRoadsSet.package
    001_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1.0_AkarDecoration.package
    002_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1_2_Avalon.package
    002_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_2_0_RegionalBridge.packag
    003_OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140231_2_1_RCIHCPLOPALL.package
    6A-Buildings-HomelessTent-1.0-Offline-SUGC_TEAM.package
    Oppie_OFFLINE_CentralTrainStation.package
     
    To use:
    Place all files in SimCity\SimCityUserData\Packages.  If you already have the script files, you don't need to put them in there again, just the included package file.
    If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here.
    If you use this file, delete and replop any existing transportation facilities. Same holds true if you remove the file.
     
    4,293 downloads     7 comments

  8. Cheat: Fusion Power Plant (Single Player Only)

       0 reviews
    The fusion power plant cheat is comprehensive and requires EP1 (Cities of Tomorrow). You may experience issues if you have also installed other mods that affect any aspect of the fusion power plant.
    All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode.
     
     
    The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same:
     
    Modified instances: (see screenshot for SimCityPak).
     
    Advanced Fusion Reactor
    Fusion Reactor Level
    Fusion Power Plant
    Standard Fusion Reactor
     
     
     
    What this mod does:
    No plop or maintenance cost Water requirements greatly reduced (from 38,000 to 38). Garbage requirements zeroed out. Controlnet set to a requirement of 1 for each component (for a maximum of 4). Amount of power needed to jump-start the plant set to 1 watt. Power plant output is at default levels  
    Not affected:
    Wave fusion power plant  
    Note:
     
    You will experience the normal duration (~ 30 seconds) for your city to recover from charging the plant, despite power jump-start requirement being only 1 watt, with the surrounding buildings losing power, etc.
    You will also still experience the plant's negative effects on desirability in the area.
     
     
    To use:
    Place all files in SimCity\SimCityUserData\Packages.  If you already have the script files, you don't need to put them in there again, just the included package file.
    If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here.
    If you use this file, delete and replop any existing fusion power plants. Same holds true if you remove the file.
     
    7,434 downloads     12 comments

  9. RCI-Mod

    Firstly, here are the aspects of the game that I think need some tweaked.   1. Why tax income are very low, whereas country's revenue mostly come from tax.   2. Why goods are too few while shoppers are so many?   3. Why there are too many unfilled jobs?   4. Freight output seems can't fulfilled commercial needs. (Too many factory mean you need more workers/or zoning more residential, which mean zoning more commercial that need more freights, which mean zoning more industrial. This is a broken system.)   So... guys, I made this mod, intended to make a balance to the game. I hope you like it.   UPDATED TO : Version 1.2 Previous versions with some fix: 1. The population inside Medium Density Residential building has been slightly increased ( New Version : Default x1.5) .   2. Improved speed an acceleration of Industrial Freight Trucks / Heavy Trucks.     HOW TO INSTALL :   1. Backup your previous saved games.   2. Delete your saved games located in "C:\Users\.........\Documents".   3. If you have any RCI mod or previous version of my mod inside your SimCityData folder, remove it.   4. Unzip / Extract v1.2-RCI-Mod.zip   5. Copy file "0FFL1NE-v1.2-[Papa_Bear]-SimCity2013-RCI-Mod.package" to "\Origin Games\SimCity\SimCityData" folder.   6. Copy file "SimCity-Scripts_287520926.package" to "\Origin Games\SimCity\SimCityUserData\Packages" folder.   IN ORDER FOR THIS MOD TO WORK, YOU NEED TO : START ON A NEW REGION, CLAIM CITY/CITIES, PLAY (DON'T ZONING YOUR CITY YET) . SAVE, QUIT GAME, RELAUNCH YOUR GAME, LOAD YOUR SAVED GAME (YOU CAN START ZONING YOUR CITY) .   THIS MOD ARE INTENDED FOR OFFLINE PLAY. PLAYING ONLINE MIGHT LEAD TO CITY ROLLBACKS!     HOW TO REMOVE :   1. Delete "0FFL1NE-v1.2-[Papa_Bear]-SimCity2013-RCI-Mod.package" along with "SimCity-Scripts_287520926.package" from the installation directory.   2. Delete your saved game.  
    4,748 downloads     22 comments

  10. COT Free Mod

       0 reviews
    Hello there , this is my second mod, this mod is related to the recent free mod.
     
    this mod makes all cost for building and monthly vanish.
     
    this is the free mod but for COT now. note it is only the COT file, and you need the other download too for Everything to be free.
     
    there is no known incompatibilities known yet,
     
    you do need The COT Pack OR Complete edition to work.
     
    just put the file in Simcity/SimcityData NOT Userdata.
     
    thanks
     
    GP22
    4,158 downloads     4 comments

  11. Simcity Free Mod ,Specials

       0 reviews
    ah yes, welcome . this mod allows all construction costs and further costs vanish
     
    in this mod its like the other 2 but now for others, (foreign cities, heros/villans, amusement park, ect..)
     
    this mod is broken down for different packs, for example the British city set has its own folder, and so does the hero pack.
     
    just follow the folders in the downloads to find where to REPLACE files, do NOT merge , COPY and REPLACE.
     
    thanks enjoy
     
    GP22
    3,752 downloads     8 comments

  12. Kayaba's Patch (Debug) (FULL Offline Mode)

       0 reviews
    A fully working developer mode with the latest patch! Currently working on both Single Player and Multiplayer!
     
    Note: This mod was INSPIRED by TrixisOwned, however uses NONE of his work!
     
    I was at first trying to get Trix's mod to work but it seemed to not work anymore.. Therefore I spent a couple hours putting this together and with some effort, even fixed the connection loading issue! Please give credit to me if you decide to mirror or re-post this.. I would like any re-posts to have a link to this thread.. And now without further ado... I give you Kayaba's Patch.... with pics obviously!  :P
     
    I moved it to this instead of my mega for several reasons... Sorry guys
     
    THIS WORKS ON THE NEWEST PATCH... :)
     
    If you need help, join the site's Live Chat and I'll be glad to help you..
    2,505 downloads     30 comments

  13. Simcity Free Mod

       0 reviews
    Hello there. This is my first upload.This mods makes all construction costs and maintenance costs disappear.This only applies to the base version. Does not count COT or others.I don't know of any incompatibilities or issues but if so , let me know.Thanks and enjoy
    1,497 downloads     5 comments

  14. Cheat: Worship (Single Player Only)

       0 reviews
    I wanted to remove garbage production from houses of worship.  Affects church, mosque, temple, new temple. 
    Reduced garbage, required workers reduced from 2 to 1, worshiper count increased from 200 to 500.  No other changes.
     
    ** Replop existing houses of worship.
     
    -- Does not affect any other cultural items (landmarks, etc.).
    -- Does not increase number of ploppable houses of worship (default left alone at 4).
     
    Houses of worship already had no associated maintenance or plop cost.
    Install in SimCity\SimCityUserData\Packages.
     
     
    * I turned off my garbage dump and walked away from my city for an hour and let it run at full speed, and the churches eventually produced garbage.
    I'll see what else will need to be done.
     
    * The increased worshiper count and required worker count is fine.
     
    1,502 downloads     7 comments

  15. All Roads In Road Menu

       0 reviews
    Very simple mod that just adds the following roads to the Road Menu (for those like me that don't want to click through a bunch of menus looking for stuff)
     
     - Pedestrian Path
     - Oil Service Roads (trade trucks)
     - Windmill Service Roads
     - Garbage Service Roads (garbage trucks)
     - Heavy Railroad Tracks
     - Streetcar Tracks
     
    Road Menu Should Look like this (as seen in screenshots):
    Low Density Dirt Road Low Density Street Medium Density Street High Density Street Medium Density Avenue High Density Avenue High Density Streetcar Avenue Heavy Rail Tracks Streetcar Tracks Pedestrian Path Oil Service Road Wind Service Road Garbage Service Road  
    Install Instructions:
     - Place .package file in "\Origin Games\SimCity\SimCityData"
    4,467 downloads     14 comments

  16. Project Agua v1.2.3 - Rivermaking Gone Insane!

       0 reviews
    Welcome to the world of riverforming! With this mod, you can make rivers and canals very easily. It's very simple to use, and very simple to master. This opens up a whole new realm of gameplay in SimCity! You don't even need Akar or Skye Storme's Regional Freeway!
    But really, imagine how cool terraforming is in SimCity (2013)!
     
    (This is my first mod. :party:)
     
    Just be sure to read carefully.
    _____________________________________________________________________________________________________________
     
    Showcase :golly:
    Mayor Yuttho actually used Riverformers in his new channel video with Project Shinjidai to make some canals/moats around the city-on-a-hill. Check it out!
    [media]https://www.youtube.com/watch?v=Cwrmt6aXyP8&list=UUUtPBUczkqCmFl3rJG3CvRw[/media]
     
     
    What's a Riverformer? :yes:
    You should really be asking what this mod does, but -
    The Riverformer, the tool you will use to create rivers and lakes and such, is a UDoN freeway ramp statically set to be drawn 45 meters below sea level, but since roads can naturally transform the terrain, water appears above to satisfy the game's engine. The tool is very precise, especially more than Skye Storme's Regional Freeway, and you don't have to use special tricks to get water to appear! Just simply click and drag in a plot with water!
    You would use the Riverformer primarily for, obviously, forming rivers, but this tool requires UDoN, a mod you don't have to download to use the mod.
     
    The Oceanformer is just like a Riverformer, aside from the fact that it is really a low density street burrowed 50 meters below sea level.
     
    Try to experiment and see what effects you can make out of the mechanics of the mod!
     
    Oh, and make sure to read about the compatibility before using the mod.


    Compatibility :ooh:
    Game Compatibility
    Only certain city plots, around 30% of them, can be used with this mod and be successful at riverforming. Even the ones which are successful are subjected to the game engine, and they are limited to a certain range. Just be aware: if region has no water in it, you probably can draw magic freaking rivers through a city.
    Simply put, if a city doesn't have water near it, you can't use the mod there, but if you can, there are some limitations.
     
    Mod Compatibility
    As far as I know, there are no issues with the mods 90% of the users on this site use. Go wild with your cities and know almost nothing can mess them up!
    As for Project Akar, you don't particularly need it. If you use it, the Riverformer will be in the Waterways menu.
    For the non-Akar users, it will be somewhere in the Roads menu. [I set the variable to 500.] ;)


    How to Install (Always Updated!) :ohyes:
    Download the file named "Project Agua - v1.2.3 - January 2, 2015". Once download is complete, extract the .zip file. (Just right click on the .zip file, then click "Extract All".) Copy and paste 1-1B-Game_Mods-Project_Agua_1.2.3-Offline-TheCraftKid.package in C:\Program Files (x86)\Origin Games\SimCity\SimCityData (Your SimCityData folder.) ____________________________________________________________________________________________________________
     
    For the Optimistic :)
    Now I'm not making promises, but I might do these things.
     
    $$$ The Money-Making Additions $$$
    As a first, I will polish the mod with a new new icon image and marquee image. I just need someone on SUGC to help with that.
    I will find a way to make the road invisible, so your canal screenshots won't look like you cheated on the plot to make a city.
     
    %%% The Optimal Additions %%%
    Some higher roads, like only 7m below the water, might be added, along with the said roads being invisible.
    I know I would appreciate some dual-function waterways that act as boat-carrying paths and canalways. In fact, that will be the name. :)
    A new idea, Project Venice, may include:
    SUGC in-planning mod. On-the-water buildings. Multichannel shipping canals. New forms of gameplay (like MegaTowers, except different). More forms of river terraforming. This mod being merged into it! Much more I can't remember. ### The Unlikely Additions ###
    I don't think I can fix the water plot bug where the water only appears on certain parts of the map. That's probably hard-coded. Sorry! :(
    With that being said, waterfalls and water above the coast might only be a dream.
    To be optimistic, if I do find the properties which create the water plot bug, I will find a way to have water in high elevations.
     
     
    Coastline Tools :kitty:
    You don't need these, but if you're working near the water, you might want to use some of these mods to enhance usability.
    HintaaHyuga's Coastline Roads
     
    HintaaHyuga's UDoN Coastline Roads
     
    HintaaHyuga's Elevated UDoN Bridges (For water as well!)
     
    HintaaHyuga's Regional Ped. Path Coastline Roads
     
    _____________________________________________________________________________________________________________
     
    Acknowledgements ;)
    Xoxide101 - Oh my God this man. He is too amazing to pass up. Xoxide has helped me from my beginnings on DevTest to being an active moral supporter of SUGC. He has kept me going and away from death. I love him (not in that way :D), and I know how long he's wanted me to do this. Hugs to that man. Go give him a hug, everyone!
    Yayie - As much as I wish I was great at adding things at he was, he really tried to make an effort by helping me with some properties and giving some help when I needed it.
    HintaaHyuga - She's one of the only girl modders for this game, and she deserves some credit. Julia has given me all I need from testing the mod to what I should refer to when messing with paths. I'd be happy to work with her on future endeavors!
    So many more people from SUGC have unknowingly helped me in my quest to create my first mod. I hope for more, and best of luck to everyone!
     
     
     
     
    - The Craft is here. No need to fear
    11,693 downloads     29 comments

  17. (Offline Only) Water Enhancement Pack

       0 reviews
    Hey guys :).
     
    What this mod pack does:
     
    - Increases number of jobs
    - Reduces maintenance and construction costs
    - Reduces minimum workers needed for production
    - Reduces power consumption
    - Reduces garbage production
    - Increases water production
    - Increases module count (Water Treatment Plant only)
     
    The things listed above apply to the water tower, the hydro pumping station, and the water treatment plant and its modules.
     
    NOTE: You need the Cities of Tomorrow expansion pack in order to use this mod.
     
    How to install:
     
    Unzip the file.
    Place the regular .package file into your SCData folder and the two scripts files into your SCUserData/Packages folder.
     
    Enjoy the mod! More are coming!
    5,847 downloads     3 comments

  18. Cheat: Sewage (Single Player Only)

       0 reviews
    The sewage cheat is comprehensive and requires both the base game and EP1 (Cities of Tomorrow). You may experience issues if you have also installed other mods that affect any aspect of sewage, including the sewage sanitizer.
     
    All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode.
     
    The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same:
     
    Modified instances: (see screenshot for SimCityPak).
     
    Sewage Outflow Pipe
    Sewage Treatment Plant
    Sewage Sanitizer
    Sanitizer Tank
    Sewage Treatment Tank
     
     
    What this mod does:
    Number of workers required to start operating set to 1. Jobs tweaked slightly upward in some cases. No plop or maintenance cost. Power and water requirements for all parts of the sewage treatment plant and sanitizer greatly reduced. For the sanitizer, controlnet reduced to 1 controlnet per sanitizer tank plopped (probably will never need more than 1 tank). Increased the amount of sewage treated to approximately 1,500 kgal/hour for the treatment plant (lists as 200). Increased the amount of sewage treated to approximately 4,500 kgal/hour for the treatment plant (list as 600). Ground pollution on the outflow pipe reduced to 0.  
    Note:  I set the amount of the water pumped equal to the amount of sewage treated, but there is a percentage factor that reduces water pumped slightly, and I did not change this percentage. It's still far higher than normal.
     
     
    To use:
    Place all files in SimCity\SimCityUserData\Packages.  If you already have the script files, you don't need to put them in there again, just the included package file.
    If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here.
    If you use this file, delete and replop any existing sewage treatment plants or sanitizers. Same holds true if you remove the file.
     
    5,244 downloads     13 comments

  19. (Offline Only) Sewage Enhancement Pack

       0 reviews
    Hey guys :).
     
    What this mod pack does:
     
    - Reduces construction and maintenance costs
    - Increases number of jobs
    - Reduces minimum workers needed for production
    - Increases sewage outflow rate
    - Increases module count (for Sewage Treatment Plant and Sewage Sanitizer only)
    - Reduces water consumption
    - Reduces power consumption
    - Reduces garbage production
    - Reduces ground pollution production (for Sewage Outflow Pipe only)
    - Reduces ControlNet usage (for Sewage Sanitizer only)
     
    The things listed apply to the following (unless stated otherwise within parentheses): Sewage Treatment Plant, Sewage Treatment Tank, Sewage Outflow Pipe, Sewage Sanitizer, Sanitizer Tank
     
    NOTE: You must have the Cities of Tomorrow expansion pack in order for this mod to work.
     
    How to install:
     
    Unzip the file.
    Place the regular .package file into your SCData folder and the two scripts files into your SCUserData/Packages folder.
     
    Enjoy the mod! More are coming!
    5,368 downloads     4 comments

  20. (Offline Only) Cities of Tomorrow Power Enhancement Pack

       0 reviews
    Hey guys :).
     
    What this mod pack does:
     
    For the fusion power plant and its modules:
     
    - Reduced construction and maintenance costs
    - Reduced ControlNet usage
    - Increased power production
    - Increased number of jobs
    - Reduced minimum workers needed for production
    - Reduced water consumption
    - Reduced garbage production
     
    For the wave power plant and its modules:
     
    - Reduced construction and maintenance costs
    - Reduced ControlNet usage
    - Increased power production
    - Increased module count (for power plant itself)
    - Increased number of jobs
    - Reduced minimum workers needed for production
    - Reduced water consumption
    - Reduced garbage production
     
    NOTE: The mod is not compatible with Danny's WTC Pack. Make sure that you have that mod uninstalled if you wish to use this mod.
     
    How to install:
     
    Unzip the file.
    Install the regular file into your SCData folder and install the scripts file into your SCUserData folder.
     
    Hope you enjoy the mod!
    7,151 downloads     3 comments

  21. Cheat: Hospitals (Single Player Only)

       0 reviews
    The hospital cheat is comprehensive and requires both the base game and EP1 (Cities of Tomorrow). You may experience issues if you have also installed other mods that affect any aspect of the hospital, including drones, ambulances, ambulance bays, and other facilities. All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode.
     
    The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same:
     
    Modified instances: (see screenshot for SimCityPak).
     
    Ambulance Bay
    Diagnostic Lab
    Emergency Center
    Hospital
    MediDrone Hangar
    Patient Rooms Wing
    Hospital Sign
    Surgical Center
    Wellness Center
     
     
    What this mod does:
    Number of workers required to start operating set to 1. No plop or maintenance cost Drone hangar capacity increased to 500. Power and water requirements greatly reduced. Garbage requirements zeroed out. Job counts tweaked slightly up in some cases. Hospital's base number of patient rooms increased to 500 and its waiting room capacity increased to 400. Patient Rooms Wing capacity increased to 750.  
    Not affected:
    Clinics (separate cheat mod)  
     
    To use:
    Place all files in SimCity\SimCityUserData\Packages.  If you already have the script files, you don't need to put them in there again, just the included package file.
    If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here.
    If you use this file, delete and replop any existing hospitals. Same holds true if you remove the file.
     
    6,402 downloads     15 comments

  22. Cheat: Water (Single Player Only)

       0 reviews
    The water cheat is comprehensive and requires both the base game and EP1 (Cities of Tomorrow).  You may experience issues if you have also installed other mods that affect any aspect of water.
     
     
     
    The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same:
     
    Modified instances: (see screenshot for SimCityPak).
     
    Basic Water Pump
    Filtration Pump
    Hydro Pumping Station
    Water Pumping Station
    Water Tower
    Water Treatment Plant
     
     
    What this mod does:
    If you plop the water pumping station and add a single filtration pump to it, then over time, the water table will first stabilize, and then grow.  See screenshots. Greatly increased the pumping station's output. Number of workers required to start operating set to 1. No plop or maintenance cost for any other water facility (tower / hydropump).  
    To use:
     
    Place all files in SimCity\SimCityUserData\Packages.  If you already have the script files, you don't need to put them in there again, just the included package file.
    If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here.
    If you use this file, delete and replop any existing water facilities. Same holds true if you remove the file.
     
    5,606 downloads     4 comments

  23. Electric Power Lines

       0 reviews
    Build Electric Power Lines with this mod! Make your city even more realistic and functional! 
     
    Features:
    - Medium voltage Power Line (High voltage Power Line coming soon);
    - Create lines any patterns: straight, square, arced, curvy and circle as roads (You can choose a necessary type in menu "Roads");
     
    It is not a decoration! These lines transfer energy. Simply connect it from one road to another.
     
    You can find Medium voltage Power Line in menu "Power".
     
    This is an OFFLINE-ONLY mod.
     
    How to install:
    Unzip the files, copy and paste the .package files into your SimCityData folder.
     
    Enjoy!
     
    Regional Electric Power Lines should be used only with the main mod "Electric Power Lines".
     
    Also, if you'd like to help my modding, you can donate here. Thank you so much.
    9,152 downloads     20 comments

  24. Cheat: Fire Stations (Single Player Only)

       0 reviews
    The fire station cheat is comprehensive and requires both the base game and EP1 (Cities of Tomorrow). You may experience issues if you have also installed other mods that affect any aspect of fire fighting facilities, including drones, garages, and helipads.  All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode.
     
    The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same:
     
    Modified instances: (see screenshot for SimCityPak).
     
    Fire Dispatch Tower
    FireDrone Hangar
    Fire Truck Garage
    Fire Marshall Office
    HazMat Garage
    Fire Helipad
    Large fire Station SIgn
    Large Fire Station
    Fire Alarm
    Fire Station Sign
    Fire Station
    Fire Station Garage
     
     
    What this mod does:
    Number of workers required to start operating set to 1. Drone hangar capacity increased to 500. Power and water requirements greatly reduced. Garbage requirements zeroed out. Job counts tweaked slightly up in some cases.  
    Not affected:
    Flagpole  
     
    To use:
    Place all files in SimCity\SimCityUserData\Packages.  If you already have the script files, you don't need to put them in there again, just the included package file.
    If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here.
    If you use this file, delete and replop any existing fire stations. Same holds true if you remove the file.
    6,093 downloads     1 comment

  25. Cheat: Clinics (Single Player Only)

       0 reviews
    The clinic cheat is comprehensive and requires just the base game. You may experience issues if you have also installed other mods that affect any aspect of the clinic, including the ambulance bay and other clinic facilities.
     
    All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode.
    You must tear down existing clinics.
     
    The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same:
     
    Modified instances: (see screenshot for SimCityPak).
     
    Ambulance Bay
    Clinic
    Patient Rooms Wing
    Clinic Sign
     
     
    What this mod does:
    Number of workers required to start operating set to 1. No plop or maintenance cost Clinic waiting room capacity increased to 150. Clinic patient capacity increased to 200. Patient Rooms Wing capacity increased to 200. Ambulance bays increased from 4 to 10 (be sure to tear down existing clinics first). Garbage requirements zeroed out.  
    Not affected:
    Job counts Power and water requirements Hospitals (separate mod)  
     
    To use:
    Place all files in SimCity\SimCityUserData\Packages.  If you already have the script files, you don't need to put them in there again, just the included package file.
    If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here.
    If you use this file, delete and replop any existing clinics. Same holds true if you remove the file.
    4,717 downloads     11 comments