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Game Mods

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

215 Files

  1. WHAT:
    In line with my first "Go the Distance" mod, this mod changes the plop distance for the three modules that are part of the OMEGA CO Headquarters.
     
    WHY:
    I was frustrated with how close the modules had to be placed to the OMEGA CO Headquarters, so I increased their ploppable distance by a lot.
     
    HOW:
    Simply drop the .package file into your SimCityData folder.
     
    * 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.

    1,426 Downloads

       (2 Reviews)

    4 Comments

    Submitted

  2. 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.

    2,111 Downloads

       (7 Reviews)

    6 Comments

    Submitted

  3. Hey all :)
     
    What this mod pack does:
     
    - Reduces construction cost
    - Reduces maintenance cost
    - Increases module count of regular coal mine coal shafts to 16
    - Increases number of jobs
    - Decreases number of workers needed for production
    - Reduces power consumption
    - Reduces water consumption
    - Reduces garbage production
    - Increases resource extraction rate
    - Increases coal storage for regular coal shaft
    - Increases coal production update rate for regular coal shaft
     
    The things above apply to:
     
    - Regular Coal Shaft
    - Advanced Coal Shaft
     
    What I plan to add: Increased coal storage for advanced coal shaft.
     
    And here's a video:
     
    [youtube]https://www.youtube.com/watch?v=437Q4Ee2UDE&hd=1[/youtube]
     
    How to install:
     
    1. Unzip the files after downloading.
    2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityUserData/Packages.
     
    NOTE: If pasting the files into this folder does not work, just put them in your SimCityData folder.
     
    Enjoy! More mods are coming!

    4,777 Downloads

       (5 Reviews)

    7 Comments

    Updated

  4. Hey all :)
     
    What this mod pack does:
     
    - Reduces construction cost
    - Reduces maintenance cost
    - Increases resource extraction rate
    - Increases number of jobs
    - Decreases minimum number of workers needed for production
    - Reduces power consumption
    - Reduces water consumption
    - Reduces garbage production
     
    The things listed above apply to the following modules:
     
    - Augmented Coal Shaft
    - Advanced Augmented Coal Shaft
    - Augmented Oil Pumpjack
    - Augmented Ore Shaft
     
    NOTE: You need to have the Cities of Tomorrow expansion pack in order for this mod to work.
     
    And here's a video:
     
    [youtube]https://www.youtube.com/watch?v=gb47_CIiGoo&hd=1[/youtube]
     
    How to install:
     
    1. Unzip the files after downloading.
    2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityUserData/Packages.
     
    NOTE: If pasting the files into this folder does not work, just put them in your SimCityData folder.
     
    Enjoy! More mods are coming!

    5,264 Downloads

       (9 Reviews)

    5 Comments

    Updated

  5. Hello everyone :)
     
    What this mod pack does (for MegaTowers and their levels):
     
    - Lowers construction cost
    - Lowers maintenance cost
    - Lowers power consumption
    - Lowers water consumption (for some)
    - Lowers garbage production (for some)
    - Raises number of shoppers (for some)
    - Raises number of visitors per day (for some)
    - Raises tax value (for some)
    - Raises tax income (for some)
    - Raises number of jobs (for some)
    - Raises capacity (for some)
    - Raises sewage consumption (for some)
    - Raises power production (for some)
    - Raises amount of MegaTowers that can be plopped to 48 (24 shown in picture, but that is because I had a conflicting mod installed)
     
    NOTE: When I say "for some" in parentheses, it means that those things only apply to certain levels of a MegaTower. These things only apply to certain levels because that's what is logical. An education level can't produce power, for example :).
     
    Levels and MegaTowers these things apply to:
     
    - Elite MegaTower
    - Regular MegaTower
    - Both education levels
    - Both safety levels
    - Both $$ mall levels
    - Both $$ apartment levels
    - $$$ apartment level
    - Low tech office
    - Both medium tech offices
    - High tech office
    - All crowns
    - Nuclear reactor level
    - Fusion reactor level
    - Both waste reduction levels
    - Both park levels
     
    What I plan to add: Both skybridge stations and the $ apartment level
     
    NOTE: This mod pack only works in offline mode and with the COT expansion pack.
     
    Here's a video for this enhancement pack:
     
    [youtube]https://www.youtube.com/watch?v=oqLpgxc8V_8&hd=1[/youtube]
     
    How to install:
     
    1. Unzip the files after downloading.
    2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityUserData/Packages.
     
    NOTE: If pasting the files into this folder does not work, just put them in your SimCityData folder.
     
    Enjoy! More mods are coming!

    16,824 Downloads

       (16 Reviews)

    17 Comments

    Updated

  6. 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.

    171,000 Downloads

       (100 Reviews)

    403 Comments

    Updated

  7. Hey all :) it's been a long time, hasn't it?
     
    What this mod pack does:
     
    - Reduces maintenance cost from 300 to 30
    - Reduces construction cost (sorry :) I don't have the numbers with me)
    - Reduces power and water consumption
    - Reduces production of garbage
    - Reduces cost of almost all research projects (some costs for research projects were listed as zero)
     
    You need to choose between these two files:
     
    academyenhancement: Increases number of jobs from 350 to 3,500
    academyenhancement2: Decreases number of jobs from 350 to 35
     
    Both files contain what was listed above (under "What this mod pack does").
     
    I am looking to increase the amount of ControlNet it produces :) it'll be released in a new version if I end up finding what I need to alter.
     
    I am hoping that I can get a video up for this, but I can't promise anything.
     
    Note: You need the Cities of Tomorrow Expansion Pack in order to use this mod.
     
    How to install:
     
    1. Unzip the files after downloading.
    2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityUserData/Packages.
     
    NOTE: If pasting the files into this folder does not work, just put them in your SimCityData folder.
     
    Enjoy! More mods are coming!

    11,844 Downloads

       (11 Reviews)

    8 Comments

    Updated

  8. A complete set of flags from all countries to date, an update I made from Oppie flags and Irdcq Flags.
     
    Personally, I haven't tested all these flags myself but only a few for testing, if by any chance some of it didn't work, please let me know. Also, if I missing out any flags/countries, name them here and I'll add it to the list. Thank you.
     
    14/6/2014 : Added countries flag listed from A to N
    14/6/2014 : Added countries flag listed from O to S
    14/6/2014 : Added countries flag listed from T to Z
     
    List of flags :
    Afghanistan Albania Algeria Andorra Angola Antigua and Barbuda Argentina Armenia Austria Azerbaijan Bahamas Bahrain Bangladesh Barbados Belarus Belgium Belize Benin Bhutan Bolivia Bosnia and Herzegovina Botswana Brunei Bulgaria Burkina Faso Burma (Myanmar) Burundi Cambodia Cameroon Cape Verde Central African Republic Chad Chile Colombia Comoros Democratic Republic of the Congo Republic of the Congo Costa Rica Croatia Cuba Cyprus Czech Republic Denmark Djibouti Dominica Dominican Republic East Timor Ecuador Egypt El Salvador Equatorial Guinea Eritrea Estonia Ethiopia Fiji Finland Gabon Gambia Georgia Ghana Greece Grenada Guatamala Guinea Guinea-Bissau Guyana Haiti Honduras Hungary Iceland India Indonesia Iran Iraq Ireland Israel Ivory Coast Jamaica Jordan Kazakhstan Kenya Kiribati North Korea Kuwait Kyrgyzstan Laos Latvia Lebanon Lesotho Liberia Libya Liectenstein Lithuania Luxembourg Macedonia Madagascar Malawi Malaysia Maldives Mali Malta Marshall Islands Mauritania Mauritius Federated States of Micronesia Moldova Monaco Mongolia Montenegro Morocco Mozambique Namibia Nauru Nepal New Zealand Nicaragua Niger Nigeria Norway Oman Pakistan Palau Palestine Panama Papua New Guinea Paraguay Peru Philippines Poland Portugal Qatar Romania Russia Rwanda Saint Kitts and Nevis Saint Lucia Saint Vincent and the Grenadines Samoa San Marino São Tomé and Príncipe Saudi Arabia Senegal Serbia Seychelles Sierra Leone Slovakia Slovenia Solomon Islands Somalia South Africa South Sudan Sri Lanka Sudan Suriname Swaziland Sweden Switzerland Syria Tajikistan Tanzania Thailand Togo Tonga Trinidad and Tobago Tunisia Turkey Turkmenistan Tuvalu Uganda Ukraine United Arab Emirates Uruguay Uzbekistan Vanuatu Vatican City Venezuela Vietnam Yemen Zambia Zimbabwe  
    Extras :
    Quebec Greenland USSR  
    Note:
    - Non-mirrored flags (such as the United States, Malaysia, Greece etc), will be flipped when looked at from the other side.
    - Replaces all of the various in-game flags (elementary school, fire department, mayor's mansion etc.)
    - Do not install more than one file, this may crash your game.
    - Install at SimCityData folder
    - To use on previous save game, simply destroy and rebuilt the flag pole.
     
    [hr]
     
    Click Here for : by Oppie
    Australia Brazil Canada France Germany Italy Mexico Netherlands Spain United Kingdom United States Click Here for : by Irdcq
    China Hong Kong Japan Korea Macao Singapore Taiwan  
    [hr]
     
    Gallery Reference :
    http://en.wikipedia.org/wiki/Gallery_of_sovereign-state_flags http://en.wikipedia.org/wiki/Flag_of_Greenland http://en.wikipedia.org/wiki/Flag_of_Quebec

    13,246 Downloads

       (11 Reviews)

    25 Comments

    Updated

  9. The purpose of this mod is to reduce space needed to provide its services to large populace/Industrious cities.
    This Mod will increase sewage consumer rate for Sewage Treatment Tank module from Sewage Treatment Plant and Increase the Water produce for Filtration Pump module from Water Pumping Station.
     
     
    Side Note :
    Water Filtration Pump capacity are still bound/depended by the amount of water underground (amount are differ in plop-able points). Over time with "Infinite Water Trick" which fills the area of placement with water, with this Mod, it will produce a large quantity of water. It also won't dry up the water table area quickly - Unless you plop all filtration pump module in its base - Highly Recommend to use only one or two module max. You may get to see the maximum amount of water it could produce once you plop the Filtration pump, once it up and running, it will calculate the variable of water table for it to provide at its maximum capacity.  
    Sewage Treatment Tank will fill up the water table quickly. In time, making the whole city tile fills up with water.  
    Always build both Water Treatment Plant and Sewage Treatment Plant side by side to ease continuous flow of water.  
     
     
    For offline use only.
    It may not work properly with other water/sewage mods. Didn't test those personally but if by any chance it contains a bug that needs to be updated, please let me know. Thank you.

    12,185 Downloads

       (16 Reviews)

    34 Comments

    Updated

  10. Increases the limit of passengers waiting at park and rides to 500. I noticed that it help traffic a bit for those students, workers as well as shoppers. If by any chance encounter any bugs, please let me know and if you like this Mod, please give it a rate. Thank you. :bunny:
    For offline use only.
     
    Work best with HyugaHinata's Public Transport

    5,962 Downloads

       (13 Reviews)

    9 Comments

    Updated

  11. This mod adds a new set of Coastline and Waterways path and tools.  These paths can be used to place the trade port's docs or ferry docs where ever you want.  They are most practical when used in conjunction with mods that let you change where the water graphics are (ie Sky Storm's Regional Freeway Mod) and you want the functionality to match.
     
    The coastline paths are needed to be drawn from left to right when looking towards the land.  This is to ensure proper orientation to the docks.
     
    7/7/2014 - Version 1.1 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 game look and feel.  Thank you Banwashere (Ban) for the hard work and dedication for becoming our community artist and champion of our new identity and graphic art on this subject and with all our mods that have been released and our future release to the community.  These will be added to Akar and each individual mod as are required and represent the3 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
     
     
    THe waterways paths need to be connected to the regional path that's located outside the city in order to bring the boat traffic.  These paths come in 2 flavors, a narrow, 80 meter path and with one boat lane going each direction and the wide, 100 meter path which two boat lanes going each direction (so two boats can go on it side by side passing each other)
     
    the coast line paths will show as wide green lines while the coast line tool is active, and so will the waterways paths when the waterways tools are active.  You need to make sure that the greens for the coastlines and the waterways don't intersect or you won't be able to place docs on the coastline.
     
    To install this mode extract the rar into your simcitydata folder.
     
     
    NOTE  / TIP.. There are routes always in place already when you are on any map with water that exists.  Is not always seen in the map your actually editing but can and is there outside the map area.   These Waterways act as visual guides and route guides for the ships and boats.  They are more visual than anything however to impact and have value for trade and visitors.
     
    You must connect to these routes that pre exist just like you would a regional road or else traffic would and will not flow down the path you create for these new routes.
     
    As demonstrated by someone already you will notice that the boats do not care if you are on LAND or WATER they will go under ground if needed to get to a port if you plop one.  Visually its not what we want but functionally its very much what everyone wants in some ways. 
     
    Water is not always where you want it and neither are plop points for ports and other such harbors. 
     
    We are working on better ways to create waterways that will allow a more realistic perspective of water as you plop ports and docks.
     

    49,773 Downloads

       (53 Reviews)

    33 Comments

    Updated

  12. 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

    254,458 Downloads

       (208 Reviews)

    466 Comments

    Updated

  13. I've been working on this one for weeks, but it's finally here; the elevated railway based on MaxisGuillaume's 'Maglev as Subway' mod (http://community.simtropolis.com/files/file/29428-maglev-as-subway/). This mod uses the maglev network to create a Chicago/New York style "EL-Train" with tracks and stations that can be placed above roads.
     
    Can I still use the maglev?
    Yes, this mod exists as a completely new network - however, due to how the game is implemented, the EL-train vehicles replace the default maglev ones. So, you can still build the vanilla maglev tracks and stations, but the vehicles that will travel on them are EL-Trains.
     
    Can I use this in combination with MaxisGuillaume's Subway?
    Yes - while this mod is inspired by his, it exists as a completely separate entity, although just like with the maglev, the new EL-Train vehicles will travel on the paths - of course, in case of the subway this might actually be preferable if you want a more realistic subway. For the time being you can't connect the two networks together yet, but I'm planning on making this possible.
     
    (Many thanks to MaxisGuillaume for helping me to get this to work)

    37,720 Downloads

       (63 Reviews)

    74 Comments

    Updated

  14. hi all to day i give you the regional dirt road mod this is a hidden road in the game as like with the regional freeway i put it in the roads menu for all to use i know this may have been done with BOC or somthing.
     
    enjoy
     
    How to install
     
    extract the RAR
    and place the package file in
    C:\program files(86)\origin Games\SimcityData
     
    i am not responsible for any damage or errors caused to the game or PC
     
    please tell me if there is anything wrong
     
    P.S
     ignore the item next to the road in the menu in the screenshots  ;) 

    1,443 Downloads

       (5 Reviews)

    10 Comments

    Submitted

  15. With some help I finally managed to fix a problem that has plagued me for a long long time. Three buildings had this problem of clumping agents as they entered the lot which heavily restricted how many agents that building could handle.
     
    This mod alters the University, Community College, and pro Stadium entrance paths enabling agents to be consumed immediately, eliminating the clumping effect. Now the number of agents the building can process is only limited by your road networks leading to the building and not the building itself. In testing, I've had four lanes all dumping into the University at the same time and it handles them all easily.
     
    There are two different versions of each file as I had to edit the same files that Guillaume edited with the Extended data in Rollover mod. One version should be used if you use this mod and one should be used if you do not use his mod.
     
    The files with "_Rollover" in the file name should be used if you have the rollover mod. Currently only the stadium doesn't have a rollover option and am hoping Guillaume updates the mod to reflect stadium values.
     
    Place the selected files in your SimcityData folder, NOT SimCityUserData.
     
    This mod will work fine in both offline AND online use.
     
    Enjoy!

    6,688 Downloads

       (16 Reviews)

    11 Comments

    Submitted

  16. NOTE: THIS MOD WORKS OUTSIDE OF SANDBOX MODE!
     
    Hello all :)
     
    ProcsKalone has done what I thought was impossible; he has allowed you to plop 10 of the same landmark in one city.
     
    I have updated my More Landmarks for Your City Mod to allow you to have up to 230 landmarks in your city (to match up with amount of landmarks): http://community.simtropolis.com/files/file/29424-more-landmarks-for-your-city-mod-offline-only/
     
    P.S. MY MOD WORKS IN ANY OFFLINE MODE (regular or sandbox)!
     
    NOTE: If you plop more than one of the same landmark, you MAY not be able to bulldoze it. For some people, they can bulldoze it, while others, they cannot.
     
    How to install:
     
    1. Unzip the files after downloading.
    2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityData.
     
    Enjoy! I take no credit :)

    7,788 Downloads

       (12 Reviews)

    15 Comments

    Updated

  17. Hello all :)
     
    What this mod pack does:
     
    For all landmarks:
     
    - Lowers hourly cost
    - Lowers construction cost
    - Increases visitors per day
     
    For most landmarks:
     
    - Increases total number of jobs
    - Increases tax income
    - Increases amount of shoppers
     
    For some landmarks:
     
    - Increases amount of people that can live there
    - Increases stadium capacity (for places such as opera houses)
     
    I may update this mod pack as time progresses.
     
    NOTE: THE BIG BEN, BRANDENBURG GATE, AND EIFFEL TOWER LANDMARKS COULD NOT BE INCLUDED. I AM WORKING TO INCLUDE THEM.
     
    I will post a video for this mod pack soon.
     
    How to install:
     
    Just run the application :)
     
    Enjoy! More are to come!

    10,234 Downloads

       (14 Reviews)

    10 Comments

    Updated

  18. Hello all :D
     
    What this mod pack does:
     
    - Increases module count of everything except for the VTOL pads
    - Decreases air pollution (not all of it)
    - Decreases ground pollution (not all of it)
     
    NOTE: You have to choose between two different files when unzipping them to the SimCityData folder:
     
    OmegaFactoryenhancement: Increases jobs from 1,000 to 10,000
    OmegaFactoryenhancement2: Decreases jobs from 1,000 to 500
     
    I may update this mod pack, and a video will be posted here soon.
     
    How to install:
     
    1. Unzip the files after downloading.
    2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityData.
     
    Enjoy! More are to come!

    13,359 Downloads

       (12 Reviews)

    21 Comments

    Updated

  19. hi all
    This mod make the side of the region more colorfully
    it shows more data layers\table
    this mod is a early start to editing the region in ways of grass. water and doing retextures
    hope all will enjoy 
     
     
    How to install
     
    extract the RAR
    and place the package file in
    C:\program files(86)\origin Games\SimcityData
     
    i am not responsible for any damage or errors caused to the game or PC
     
    please tell me if there is anything wrong

    1,192 Downloads

       (9 Reviews)

    5 Comments

    Submitted

  20. Hey all :)
     
    What this mod pack does:
     
    - Increases module count of park modules (when you plop a park that attaches to a park you've already plopped) from 15 to 50
    - Increases capacity of park from 20 to 200
    - Increases total jobs from 7 to 70
     
    I will soon have a video up for this mod pack, and I may update it. I do not know yet.
     
    How to install:
     
    1. Unzip the files after downloading.
    2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityData.
     
    Special thanks to:
     
    Johnathan_Tycoon for giving me the suggestions for this mod pack.
     
    Enjoy the mod and be on the look out for more!

    6,573 Downloads

       (8 Reviews)

    10 Comments

    Updated

  21. Hey guys, I'm back with another mod. This time its the VTOL pad for the trade depot. You can only plop one, which makes this mod kind of similar to Skystorme's Drones Galore mod (I even requested this, but now I know how to mod). This mod is offline only, and you install this in SimCityData.
     
    Special Thanks To:
    Skyestorme, for teachng CapTon how to mod, and also giving me the inspiration to do this.
    CapTon, for teaching me how to mod.
     
    Enjoy! More to come!  :D

    2,231 Downloads

       (8 Reviews)

    6 Comments

    Updated

  22. Hello all :)
     
    I come to you with a new mod. Here's what it does:
     
    - When upgrading a dirt road, it will upgrade to a medium density street
    - When upgrading a low density road, it will upgrade to a medium density avenue
    - When upgrading a medium density road, it will upgrade to a high density avenue
    - When upgrading a high density road, it will upgrade to a high density avenue
     
    This mod will be updated :) guaranteed.
     
    Here's a video showing a demonstration of the mod:
     
    [youtube]https://www.youtube.com/watch?v=9ZZVrmF8B2U[/youtube]
     
    How to install:
     
    1. Unzip the file after downloading.
    2. Place all files in zip file into your SimCityUserData/Packages folder.
     
    NOTE: If this installation method does not work, try to place the files in your SimCityData folder.
     
    Enjoy the new mod!

    2,876 Downloads

       (8 Reviews)

    14 Comments

    Updated

  23. Hello, this is my next mod, that I was going to upload yesterday, but something happened in real life (look at my wall to see what). This mod adds most of the precinct stuff to the french police station. The large patrol car lot, police dispatch tower, police helipad are able to be plopped right now. However, you can only plop the police helipad and the police dispatch tower on the jail cells ploppable in the back of the station.The detective wing and the crime prevention center are in beta, so feel free to make a mod to add those plop points. My other mod adding the lawdrone hangar is included. This mod is OFFLINE ONLY. Install in SimCityData.
     
    Special Thanks to:
    CapTon, for teaching me how to mod and giving me the inspiration to do this. :D
    Oppie, creator of SimCityPak
     
    Enjoy! More to come!

    2,084 Downloads

       (5 Reviews)

    2 Comments

    Submitted

  24. This mod adds the lawdrone hangar to the french police station , and I plan on doing more with the french police station as well. You can only place one hangar. This mod has no known incompatibilities. This does require the French set. This mod is OFFLINE ONLY. Install in SimCityData.
     
    Special Thanks to:
    CapTon, for teaching me how to mod. :D
    Oppie, creator of SimCityPak
     
    Enjoy! More to come! (Possibly another mod today (5/4/14))

    874 Downloads

       (4 Reviews)

    2 Comments

    Updated

  25. Hey all :)
     
    With this mod, you can plop basketball courts as modules for the grade school. You can plop them on the road, and they can be plopped very far away from the school.
     
    Since the basketball court was not a module before, it didn't have any module count limits. So you can plop as many basketball courts a you want!
     
    I'm going to do more mods such as this in the near future, so be on the look out!
     
    To get a full look at this mod, watch the video below:
     
    [youtube]https://www.youtube.com/watch?v=5MiUTVW6xfU[/youtube]
     
    You can still plop it as a regular park by going to the park menu :)
     
    How to install:
     
    1. Unzip the file after downloading.
    2. Copy and paste the .package file into C:\Program Files (x86)\Origin Games/SimCity/SimCityData.
     
    Enjoy the mod! I am sure that there will be more to come!

    1,882 Downloads

       (3 Reviews)

    9 Comments

    Submitted