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      Please help us for June & July   06/20/2017

      This month we're hoping for a little bit of a boost this month or next, in addition to covering the regular bills, we'd love to be able to do 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 is so meaningful, every dollar counts! Hardware Upgrades We've received a recommendation to consider some hardware upgrades to our ageing server. 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
    • Dirktator

      Chat is back...   06/22/2017

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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.

    176,606 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

    265,642 Downloads

       (208 Reviews)

    466 Comments

    Updated

  3. NOTE: This mod conflicts with the Medical Enhancement Pack, but will not crash your game or ruin any city of yours if installed alongside this enhancement pack.
    Hey all
     
    What this distribution mod does:
    - Allows you to plop hospital ambulances anywhere (still as modules)
    - Allows you to plop up to twelve ambulances
     
    NOTE: This mod is NOT a cheat. It is a trick to be used for the efficient distribution of hospital ambulances in your cities for the ultimate health coverage.
    RECOMMENDATION: Place these hospital ambulances at the corners of intersections to ensure that the ambulances will be able to get out.
     
    Here's the video:

     
    How to install:
    - Install the 00_OFFLINE_CAPTON_citywideambulancedistribution.package file into your SimCityData folder.
    - Install the other two files into your SimCityUserData/Packages folder.
     
    Mod Edit: Corrected the file name in the How to install section.

    4,085 Downloads

       (6 Reviews)

    4 Comments

    Updated

  4. *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.
     

    6,905 Downloads

       (1 Review)

    8 Comments

    Updated


  5. This mod allows you to bulldoze the track made by Maglev Station Bug.
    This mod doesn't fix MSB completely. So it still costs you about §16800 to built a Maglev Station.
    *SIDE EFECT*
    You can bulldoze the track on a Maglev Station. If you bulldoze it, you have to rebuilt the Station.
     

    1,021 Downloads

       (0 Reviews)

    0 Comments

    Submitted

  6. Hello I updated the mod 
    !!U need to start a new game if u want to make the mod work!!

    8,567 Downloads

       (3 Reviews)

    28 Comments

    Updated

  7. 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!

    5,097 Downloads

       (2 Reviews)

    4 Comments

    Submitted

  8. 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.
     

    23,019 Downloads

       (7 Reviews)

    24 Comments

    Updated

  9. 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.
     

    13,991 Downloads

       (8 Reviews)

    30 Comments

    Updated

  10. 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.
     
     
     

    18,494 Downloads

       (4 Reviews)

    19 Comments

    Updated

  11. 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. 
     
     

    17,371 Downloads

       (17 Reviews)

    4 Comments

    Updated

  12. 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.
     

    18,068 Downloads

       (5 Reviews)

    8 Comments

    Updated

  13. 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.
     

    12,490 Downloads

       (13 Reviews)

    12 Comments

    Updated

  14. 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.  

    15,554 Downloads

       (12 Reviews)

    23 Comments

    Updated

  15. 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

    6,432 Downloads

       (16 Reviews)

    4 Comments

    Updated

  16. 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

    6,338 Downloads

       (9 Reviews)

    8 Comments

    Updated

  17. 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..

    40,910 Downloads

       (11 Reviews)

    30 Comments

    Updated

  18. 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

    3,430 Downloads

       (10 Reviews)

    5 Comments

    Updated

  19. 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.
     

    3,848 Downloads

       (4 Reviews)

    7 Comments

    Updated

  20. 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"

    6,872 Downloads

       (16 Reviews)

    14 Comments

    Updated

  21. 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

    18,722 Downloads

       (22 Reviews)

    29 Comments

    Updated

  22. 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!

    13,928 Downloads

       (3 Reviews)

    3 Comments

    Submitted

  23. 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.
     

    14,392 Downloads

       (14 Reviews)

    16 Comments

    Updated

  24. 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!

    11,982 Downloads

       (5 Reviews)

    6 Comments

    Updated

  25. 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!

    13,140 Downloads

       (2 Reviews)

    4 Comments

    Submitted