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      Please help us for July   06/30/2017

      This month we're hoping for a little bit of a boost this month or next, in addition to covering the regular bills, we could benefit from some hardware upgrades. STEX Collector's Set gifts can now be sent to you via digital download as well as regular mail if you wish! Every donation dollar goes toward keeping Simtropolis online and humming along. Your contribution counts! Hardware Upgrades As our website community software improves with more and more features, and as we bolt on additional features such as chat, the increased load to handle all these new toys is taking the server a bit to task. You may have noticed that we'd been forced to temporarily disable the chat as we worked out allocating resources for more optimal performance. Following this, we've applied a number of 'soft' changes such as caching options and experimented with server configurations (nginx as proxy, for example), so the hardware aspect is also an area we'd like to focus on. The last time we upgraded hardware was back in 2012, prior to the release of SC13. Your contribution means a lot! Your donation will go toward helping us to 1.) migrate to a newer server or 2.) at least get some ram/cpu/storage updates and any other infrastructure hardware or services. Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins

Game Mods

Modifications to the core game engine for SimCity (2013). Anything designed to circumvent DRM is not permitted.

215 Files

  1. For Offline use only.
    How to Install
    Download files Once 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\SimCityData Start SimCity > Play new map > Choose city tile > Save > Quit SimCity (not work if exit to Main Menu) Re-Start SimCity > Resume Game Wonders Must have Mods for Orion
    Project Akar : UI Enhancements UniDirectional Networks Coastline and Waterways Tools Regional Bridges Regional Tunnels Regional Water Roads Regional Maglevs Regional Bulldoze-able Path CamMod Issues 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 4:1 This 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 : 1024 RCI : 2048 Base Buildings : 4096 (not yet confirmed) Special Thanks to SkyeStormes for a video review
     
    For Offline use only.

    179,671 Downloads

       (100 Reviews)

    404 Comments

    Updated

  2. One Way Roads and Freeways Elevated and Ground Level
     
    NEW USERS TO THE SITE BE AWARE YOU MUST BE REGISTERED AND LOGGED IN TO BE ABLE TO DOWNLOAD THIS OR ANY MOD.  THIS IS A REQUIREMENT I HAVE NO CONTROL OVER.
     
    Will add more detail Later on.. but welcome. Mod was Created so with new data and the use of foundation improvements built into 10.1 (YOU MUST HAVE 10.1 but in offline mode)
     
    9/3/2014 - 1.9 Minor / Major Update from 1.8 to fix some problems with Upgrades and Downgrades that were being explored from version 1.8 with Yayie and HinataaHyuga.  Those have now been completed and seem to be stable enough to update and release to the general public as a fix.
     
    2.0 is currently in planning mode with 5 and 6 lane ave with zone and express ways for greater regional interactions.
     
    8/20/2014 - 1.8 MAJOR Update Release to work with New Akar and Akar Roadsets along with a number of improvements and changes by members of the SUGC.  Icon and Graphic Improvements by Ban, Script and Upgrade Improvements by Yayie and HinataaHyuga with Regional Additions which in Akar now have a new menu structure to make the Regional Aspects easier to understand.
     
    8/22/2014 - 1.9 is in the works to fix some bugs and issues.   Reported problems due to Bi-Level Mod by max due to using an UDON path to create his.  He is working on a fix.  Upgrade and downgrade side effects being worked on introduced in 1.8.  5 and 6 lane roads are being looked at to introduce into version 2.0 .  Instructions are simple drop it into the same folder as it was originally listed and REMOVE the old one.  I keep all my versions of updates online and in the download button so you may go back if you have issues that you find a little overwhelming due to new directions and changes being looked at.  However we are on top of them as a group and working to make all of them play nice with each other which was the whole reason for Akar and the SUGC team being formed to begin with.
     
    8/14/2014 - 1.7 was uploaded and all other files tested ok even though someone reported issues.
     
    Today 7/7/2014 - Version 1.6 has incorporated our new Icons and Images into our mod to make the game easier and more similar to the unification of graphics and style to be that of Maxis and the Original games look and feel.  Thank you Banwashere (Ban) for the hard work and dedication for becoming our community artist and champion of our new efforts in creating an identity as our graphic artist and champion of our new identity and graphic art on this subject and with all our mods that have been release and our future releases to the community.  These will be added to Akar and each individual mod as are required and represent the first update of many in a series that will unify mods and our interfaces.  We are very happy to have him on board and the quality that his talents will bring to our mod community and in general to our future developments. Both Regional and UDONS updated to 1.6 for that specific update.
     
     
    Today 6/23/2014 - Version 1.5 Uploaded Online Beta Testing edition.  (May Cause Roll Backs At 20 Minute Points) Uncertain need more testing have at it.  ( DO NOT USE WITH EXTENDED BOUNDARY OR ALL RCI PLOP AT THIS TIME IT WILL ROLLBACK IF YOU DO). CoTs may be required EP to prevent Roll Backs .. do not yet know for certain.
     
    Today 5/17/204 we have been listening and watching so many people so there have been reports of issues and odd behavior which we have now been able to contribute to some ODD corruption of the actual installation unfortunately.  Some crashes and issues have and are not the mod but brought out by the mod itself.  Uninstalling mods one at a time can temp solve the issue however the ultimate fix was installing a clean copy of the game unfortunately... I would put the percentage at less than .5% of the installed base have reported this drastic step but wished to be as honest as possible with you incase you have any issues.
     
    OMG there is so much that needs to be said and needs to be given out on this mod and its features but MOST of the features speak for themselves.. THERE ARE TRICKS to use
     
    Connections can be tricky.
     
    HOWEVER .. I NEED TO THANK ALOT OF PEOPLE LIKE IT OR NOT OR THIS WOULD NOT BE POSSIBLE.. since that can't happen in the normal way THANK YOU EVERYONE WHOM HELPED MAKE THIS HAPPEN.
     
    10.1 made it possible by adding some foundations that have and were needed to even allow ONE WAY possible.  SO THANK YOU MAXIS and UPDATE TEAMS for adding the core code that make it possible to do this type of mod and make it a reality that took 6 months.  FEW will every realize how much it took or what went on onto make this happen.
     
    AS I have already been reminded there are many many details I need to post on use to help you all and I will over this weekend.
     
    THIS IS AN OFFLINE ONLY MOD DO NOT USE ONLINE
     
    ---------------------------------------
     
     
    CREATIVITY is key.. how you build and what order you build things is what matters
     
    There are some aspects to how you use the direction of drawing as the direction of the one way.  Make sure you build ELEVATED prior to Transitions or it will not connect but practice makes perfect
     
    10.1 added new paths to the game that allowed this to be possible.
     
    As mentioned by Niclistin on Reddit one of the mod testers like buggi and yuttho.. there are ALOT of aspects to this mod that take time to use and understand but the complexity is beyond imagination .. REALISTIC is not the word for it.
     
    2 Lane Roundabout
    4 Lane Roundabout
    2 Lane, Low Density One Way Street
    4 Lane, Medium Density One Way Street
    4 Lane, High Density One Way Road
    1 Lane Freeway Ramp
    1 Lange Ground to Elevated Freeway Ramp
    1 Lane Elevated Freeway Ramp
    2 Lane Freeway Ramp
    2 Lane Ground to Elevated Freeway Ramp
    2 Lane Elevated Freeway Ramp
    2 Lane Freeway
    2 Lane Ground to Elevated Freeway
    2 Lane Elevated Freeway
    4 Lange Freeway
    4 Lane Ground to Elevated Freeway
    4 Lane Elevated Freeway
     
    If you DO NOT use a roundabout but use a 2 or 4 lane ELEVATED you can manually make an Elevated ONE WAY and actually intersect with it (trick)
     
    TIP and Suggestions: Camera Angle, Angle of Road draw and stretching out the draw before going to desired position can help you draw things the way you wish.. going big and back to smaller size in circles and turns.  Going UP with M or DOWN with N can help connectors.  Remember to use your transitions sometimes its just a matter of drawing it a longer distance so the engine thinks its smother than it really is.  We have to work with the engine not against it to get things to work and function.
     
    XoXiDe
    UdoN Connection Chart.pdf

    271,237 Downloads

       (208 Reviews)

    466 Comments

    Updated

  3. *Download links are back online! Hurray! *
    *Important informations are given at he bottom of the page, check it out!*
    Hello people, my name is Seb !
    Today I am presenting you something you might like a lot; this is the More Trade Depots mod. It alters the Storage Capacity of the storage plates from "100.0 units" to "1000.0 units" and "200.0 units" to "2500.0 units". Also, more workers are now required in order to operate the trade centers (5 employees instead of 3). *All preplaced modules have been deleted!* Placement cost has been reduced from "13.000§" to "7.500§" ; building maintenance cost have been decreased to "450§". Docks and Rail attachment limit for Large trade depot are now capped at "2". All storage plates have now the possibility to be placed twice farther in order to allow you an easier placement.
    What's coming in the "Major update 2.0" ?
    - «New» Storage plates with higher and lower storing capacities.
    - «New» Garages for transportation trucks.
    - «Add-on» Local and Regional rails for trains will be added in the menu when editing the trade centers.
    - «Possibly» Unique and specifically designed rails for Cargo trains.
    » How to install ?
    Files with the sub-extension .data.package have to be placed in "SimCity/SimCityData" folder ;
    Files with the sub-extension .udata.package have to be placed in "SimCity/UserData/Scripts" folder ;
    In order to ensure the mod works properly, bulldoze your original buildings (Trade Depot and/or Trade Port), next step is to save the game. Now, if files aren't already installed just do it ; if they are, or an older version is installed, then simply exit SimCity and re-open the game after you've updated files with the new ones.*
    * I'll mention the steps if new files appears or the names came to be changed.
     
    *Important informations*
    » The comeback 
    Hey ! How is it going ? I'm doing pretty well if you ask me the question. During the summer, I was thinking at the "Good old times". Since the community felt a bit "dead" for SC2013, I decided to give to the game another "life".
    As the days were succeeding, I was developing my modding strategies and diversifying the techniques. Soon, I was able to visualize a prototype of a mod that would have great chances of working because all the concept was based on the game mechanics. After a few weeks, I installed back SimCity and decided to come back among this community.
    » The " Major update 2.0" or "SC2016"
    As you have read, I am back. Yes, it is clearly written B A C K ! And for this comeback, I've decided to create the "Major update 2.0" Now, you might be able to be surprised or mindblown much more often or easily ; I have an idea of how to modify the terrain in a city (I won't spoil anything as long as there are not going to be any "Successful" prototypes).
    » So... What can we expect from this event?
    Pretty much all things that the smartest modders couldn't create in the active modding epoch of the game (the beginning of modding on SC2013).
    Without wasting any more detail-ish sentences and lines of texts, here's a list of things you can now expect to see the day !
    - Megatowers's crowns modding.
    - Megatowers's floors modding.
    - Greatworks modding.
    - Terraforming tools
    - ControlNet implementation in some facilities.
    - Custom rails and transportation tubes for OmegaCo's mining modules.
     

    7,296 Downloads

       (1 Review)

    10 Comments

    Updated

  4. 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.
     
     
     

    18,828 Downloads

       (4 Reviews)

    19 Comments

    Updated

  5. NOTE: needs Maglev as Subway mod by MaxisGuillume and the Regional Freeway mod by SkyeStorme.
     
    This mod makes the subway go out of the city boundary limits like the Regional Freeway mod by SkyeStorme.(link here: http://skyestorme.com/skyes-regional-freeway-mod/)
     
    NOTE: The subway goes above ground, looking for a way to remain like a tunnel like it's supposed to. 

    4,851 Downloads

       (13 Reviews)

    9 Comments

    Updated

  6. WHAT:
    A simple mod that changes the plop-distances for Headquarter modules (Commerce Division, Entertainment Division, Refining Division, Smelting Division, etc).
     
    WHY:
    I was frustrated with the limitations of having to always place the additional HQ modules so close to their respective HQs.  While making a few blocks "[insert name here] HQ Mecca," I thought it'd be a lot more fun if you could instead spread out the HQ throughout your entire city.
     
    HOW:
    Simply drop the .package file into your SimCityData folder.
     
     
    I've only included a few screenshots, but the rest of the HQs were updated too.
     
    * Special thanks to Oppie and everyone else associated with the SimCityPak for making a great tool, as well as CapTon's "Plop Further" mod for providing a cheat-sheet.

    2,189 Downloads

       (7 Reviews)

    6 Comments

    Submitted

  7. Hello everyone. Extending the module from 4 to 60 and increased all prices .and increased capacity of the vehicle from 5 to 10 tonnes.. I hope that you enjoy so much of me ...

    3,252 Downloads

       (11 Reviews)

    4 Comments

    Submitted

  8.  


    Hello I updated the mod 
     
     


    !!U need to start a new game if u want to make the mod work!!
     


    simlet.pxm

    8,891 Downloads

       (3 Reviews)

    28 Comments

    Updated

  9. In anticipation of Patch 7 which will allow the easy construction of overpasses I thought it'd be nice to upgrade the look of the streetcar bridge (which before looked identical to the railway bridge for some reason) to that of an elevated railway. While you sadly can't place any stations on the bridge sections, at least it looks a lot better and the transition between ground and elevated streetcar bridge tracks is completely seamless.

    6,856 Downloads

       (12 Reviews)

    8 Comments

    Submitted

  10. A very long time ago, ProcsKalone had the Kalone's Road Pack mod, which was really cool at the time, but it disappeared for what thought to be forever. But now, the moment has come, for the re-uploading of the Kalone's Road Pack!!!
     
    This pack includes:
    1. Green High Density Avenue
    2. Candy Cane (Red/White) High Density Avenue - Side Rails not Complete 3. Grassy (Similar to Medium Density Avenue) 4. Grassy with Bushes in Median - NOT CIRCULAR ROAD FRIENDLY 5. Brown with Yellow median 6. Only Other Roads (NO High Density RECOLOR) You must install the only other roads package. Please only install one avenue modification or else SimCity will crash. Currently, the setup.bat doesn't work, so just copy and paste the files in their correct areas.   This Mod also includes: Two lane tram and train avenue- NO UPGRADE Three lane train avenue- NO DOWNGRADE   Not Compatible With: Felgard's Service Road   Credit to ProcsKalone for giving me the files and creating this wonderful mod.   EDIT: Re-starting SimCity after the first load into a city to ensure streets are bulldozable is recommended! EDIT: There so far are two known bugs: The expo center and the pro stadium's roads to get in are glitchy two lane tram and train tracks.

    9,007 Downloads

       (15 Reviews)

    21 Comments

    Updated

  11. Hello everyone ... I'm very excited this is my sixth mod and I hope you will like it .... what this mod works I added 13 modules and is now city utility ready )) if you have any comments or wishes feel free to let me know...

    4,416 Downloads

       (10 Reviews)

    17 Comments

    Submitted

  12. 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!

    12,269 Downloads

       (5 Reviews)

    6 Comments

    Updated

  13. Hey guys uploaded this in a rush, so I apologize.
     
    What this mod does for the drone assembly line:
     
    Increases amount of jobs
    Lowers maintenance and construction costs
    Lowers power and water consumption and garbage and pollution production
    Increases resource extraction rate
     
    What this mod does for the drone hangars:
     
    Increases number of jobs
    Lowers construction and maintenance costs
    Lowers power and water consumption and garbage and pollution production
    Increases drone capacity
    Made response time better (sorry, couldn't find better word usage)
     
    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!
     

    7,780 Downloads

       (11 Reviews)

    5 Comments

    Submitted

  14. 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.
     

    14,175 Downloads

       (6 Reviews)

    5 Comments

    Updated

  15. Adds a new street that can only be used by:

    Base
    Pedestrians Buses Police Trade & Delivery Trucks Garbage Trucks Mayor Power Water Advance
    Pedestrians Buses Police Trade & Delivery Trucks Garbage Trucks Mayor Power Water Trains Street Cars NOTE: If claiming a city after the mod has been install it can require a full restart of SimCity before the mod works in that city

    Install Instructions:
    Download the mod http://community.simtropolis.com/files/file/28744-street-for-busses/
    Unpack the file  Copy the "1_Universalstreet_Menu.package" to the "..\SimCity\SimCityData\" folder Chose if you want the basic or advanced version Copy the the file located in Base or Advanced folder to "..\SimCity\SimCityUserData\Packages\" The mod is now ready to be used but additional steps can be taken to get more out of it
    In the "..\SimCity\SimCityUserData\EcoGame\" you'll find some files named "SimCity-Scripts_#.package" copy the file with the highest number to "..\SimCity\SimCityUserData\Packages\" Rename the copy of the file you just copied by prefixing it with "z_" so its name is "z_SimCity-Scripts_#.package" Note: only copy one file
    Note: The  z_SimCity-Scripts_#.package needs to be changed if SimCity upgrades
    Doing the above two steps will allow you to build stuff along the street
     

    Base
    Parks Bus stops Advance
    Parks Bus stops Buildings Zone Wind Turbines Garbage Dumps Some Garages  
    Addons:

    The addons folder contains file that will allow a certain group of Vehicles to use my street.

    1_Construction&moving trucks.package - Construction & Moving Trucks
    1_Fire_services.package - Fire, HazMat and Fire Marshal
    1_Health_Services.package - Ambulances and Wellness vans
    1_sewage.package - Sewages
    1_tech_pipe.package - Tech from Universities

    To install the addons copy the file/s of your choice to "..\SimCity\SimCityData\"
     
    How to find Origin Install folder
    Start Origin Press "Origin" in the left top corner Press "Application Settings" Change the tab to Advanced The top most grayed out field contains the path to you origin install folder

    9,655 Downloads

       (27 Reviews)

    39 Comments

    Updated

  16. megatower



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    <p> </p
     
    Installation notes
    Extract Files to . .\SimCity\SimCityData

    Copy Files from . .\SimCity\SimCityUserData\

    “SimCityDLCEP1-Scripts_287520926.package”
    “SimCity-Scripts_287520926.package”

    Paste Files to . .\SimCity\SimCityUserData\Packages
    Not working? use . .\SimCity\SimCityData



    32,503 Downloads

       (27 Reviews)

    42 Comments

    Updated

  17. Hello everyone I hope you will like the new mod. I enlarge the module Garbage Truck from 8 to 40 Garbage Incinerator with 4 to 12 modules. Volume Garbage Truck is 10 tons. Storage capacity has been increased from 70 to 500 tons. Pay attention to the details, everything is as it says there is no deception. The trick with the second row of Garbage Atomizer, you need to make road put Atomizer then delete the road and they will remain to substitute for the snap point.of course changed the price and price per hour. enjoy...

    13,379 Downloads

       (14 Reviews)

    8 Comments

    Updated

  18. Hey guys .
     
    This is a pack that consists of all of my city wide distribution mods. It will be updated as new city wide distribution mods are created.
     
    Contains the following city wide distribution mods:
     
    City Wide Distribution Enhancement of Recycling Vehicles City Wide Distribution Enhancement of Drone Hangars City Wide Distribution Enhancement of Garbage Vehicles City Wide Distribution Enhancement of Bus Vehicles City Wide Distribution Enhancement of School Vehicles City Wide Distribution Enhancement of Fire Vehicles City Wide Distribution Enhancement of Police Vehicles The mods in this pack are all up-to-date. The screenshot used for this pack is the one for the recycling distribution mod, which was the latest one released.
     
    Here's the video for it:
     


     
    Installation Instructions:
     
    1. Install any file in the zip file that begins with 00_OFFLINE_CAPTON into your SimCityData folder.
    2. Install every other file in the zip file into your SimCityUserData folder.
     
    I apologize if installation is confusing. I tried to group the files into folders, but my zipping software wasn't working correctly.
     
    I hope you enjoy the mods inside this pack!


    4,842 Downloads

       (10 Reviews)

    10 Comments

    Updated

  19. This mod adds a new set of Pedestrian Paths to the parks palettes.  This paths carry pedestrians, power, water and sewage.  As a result, the lamp  posts on the park light up at night.
     
    You can plop all the parks that don't have parking lots along these paths, along with trees and university modules
     
    you may also build bridges and Tunnels with this path.  The paths do futurize as well when CoT park is placed along or near them.
     
    To install this mod, just extract the rar file into your SimCityData  Folder.
     
    THIS IS AN OFFLINE ONLY MOD and will cause rollbacks if played online.  Make sure you remove your package before playing in multiplayer games.
     
    New version allows for Double Wide Service Road with ability to protect Sims walking and give a clean MALL look


    48,934 Downloads

       (89 Reviews)

    63 Comments

    Updated

  20. 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.
     

    18,350 Downloads

       (5 Reviews)

    8 Comments

    Updated

  21. The garbage 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 garbage, including the garbage trucks, atomizer and incinerator. 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).
    Garbage Dump
    Garbage Atomizer
    Garbage Truck Garage
    Garbage Incinerator
    Garbage Truck
    Dump Zone
     
    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 garbage dump greatly reduced. Garbage capacity increased to approximately 6,000 tons (5.9k) per garbage dump zone (lists as 600). Atomizer controlnet requirement reduced to 1 with a capacity of 900 tons per hour. Incinerator capacity increased to 900 tons per hour.   Air pollution still lists as high but actually isn't. Dump truck capacity increased to 50 tons. Unaffected:
    Garbage dump roads  
    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 garbage dumps. Same holds true if you remove the file.

    16,169 Downloads

       (14 Reviews)

    11 Comments

    Updated


  22. Project Great Works is a SC2013 mod that makes the International Airport, Space Station, and the Arcology require no materials if you do not want to wait forever for the great work to be built!
     
    This mod has been a long time coming, and I'm really proud of it. I hope I can make more useful mods like this and if you have any problems, by all means, PM me. And also, yes, I am working on getting the solar farm to be added.

    Does this mod need any DLC or the CoT expansion? No
    Can I modify this mod to change it to my liking? Unless you give me credit for making the mod in the first place, no. This mod is under Creative Commons: Attribution-NonCommercial-ShareAlike
    Can I use this mod online? No, this mod changes certains attributes that will make your city rollback, crash, and much more!
     

    21,873 Downloads

       (26 Reviews)

    29 Comments

    Updated

  23. simcity

    This mod will disable the night cycle - Giving you a continuous daylight cycle
     
    Designed for offline & online
     
     
    I love playing SimCity, but when it passes 9pm, the city plunges into darkness.
    I anxiously await that little window of light that occurs during the 1am full moon, but after that, it's just waiting for that clock to come back to 6 or 7am.
     
    With this mod, you won't have to wait at all, it completely replaces the lighting ID's associated with night time, with daylight ones.
     

     

     

    Installation: 

     

    1. Extract the file

    2. Move the .package file into your C:\Program Files (x86)\Origin Games/SimCity/SimCityData folder

     


     
     
    Mod created by Mechalic & MaxisGuillaume
     
    Originally uploaded 04/04/2014
     
    Please refer to the change log for additional notes.

    3,859 Downloads

       (12 Reviews)

    9 Comments

    Updated

  24. Introduction
     
    NoCarsForLowWealth modifies the Sim and SimCar packages and sets the number of possible sims for a Low wealth and Medium wealth vehicle to be 0 - meaning that driving is no longer an option for low wealth and medium wealth sims.  They will be forced to walk, or use the tremendously hideously broken public transport system to get to their place of work.
     
    While possible to also make High wealth sims to not take their cars, I've found through experience that this makes the game unplayable, since the sims are just too stupid to find a place to work, and you cause more problems than you solve.  Fortunately, High wealth sims aren't as many as low wealth or medium wealth sims, so having their cars on the road won't be an issue.
     
    To make this work effectively, be sure to build a bus depot close to the residential zone so that it will function, and then be able to bus sims to other parts of your city, to provide workers for your far away places like the sewage plants and garbage dumps.
     
    I've tested this mod with a population of over 600,000 with no gridlock issues.  Pictured above is a low wealth sprawl both low density - and later, high density - and as you can see the only vehicles driving around are school busses and shuttle busses - no cars
     
    This mod is for offline only. Attempting to use it online will cause rollbacks.
     
    Instructions
     
    Unzip the zip file, and place the Mods-Sim.package and Mods-SimCar.package into your SimCity\SimCityUserData\Packages folder.  This mod depends on the SimCity-Scripts_287520926.package, which you can copy from SimCity\SimCityUserData\EcoGame to your SimCity\SimCityUserData\Packages folder.
     
    Restart/start your game (be sure your'e playing in offline mode first)
     
    Caveats
     
    Due to the game's Artificial Stupidity, you may will experience a fair amount of frustration watching the sims take the bus from bus stop A to bus stop B, only to walk back to bus stop A, never actually finding a place to work or shop.  You will have a lot of issues filling jobs, and you will have a lot of industries and shops close down due to lack of workers, despite there being more sims than jobs.  This is akin to the problem of segregating cities, and the "solution" to that is to provide both low and medium wealth sims, which seems to increase the chances of sufficient jobs being filled.
     
    The only industry which seems to fail almost all the time is petroleum, because so many workers are required for the refineries.
     
    Additionally, none of your great works will ever work, since it appears that to get workers to them they have to drive.
     
    For a mod that affects Low Wealth Sims only, check out http://community.simtropolis.com/files/file/29765-nocarsforlowwealth/

    2,713 Downloads

       (9 Reviews)

    6 Comments

    Updated

  25. 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.  

    15,778 Downloads

       (12 Reviews)

    23 Comments

    Updated