March goal: We're almost there! 03/20/2017Hi Community! We're almost there for our March goals! I just wanted to keep the momentum going so if you are able to help, please donate and get some gifts in exchange! Thanks so much to those who have helped out this month, we really appreciate it.
By NAM TeamThe Network Addon Mod (NAM) combines all transportation network-related fixes, additions and new creations that have been released so far. It will add countless new features to the existing network tools, such as new overpasses, highway onramps, intersections, ped-malls, a ground light rail network, roundabouts and turning lanes.
This is the Windows version of the Network Addon Mod, featuring an installer. A Mac version is available here.
NOTE: Due to some technical issues, the file is not directly hosted on the Simtropolis server. The download button presently will take you to an off-site, registration-free mirror at ModDB, which can also be accessed here. We hope to have the file available directly through the STEX again shortly, and apologize for any temporary inconvenience.
Installing over previous versions: NAM 35 should be installed directly over top of any previous NAM releases, to ensure that your previous installation options are retained. A clean install is not recommended. For more information, see here.
Tech Support: Since NAM 35 is now the most recent release, technical support for NAM 34 and earlier is no longer available.
Special Thanks: The NAM Team would like to extend its sincere thanks to all the members of the community for their continued support over the past 12 1/2 years the mod has existed.
By BuggiThe SimCity 4 Extra Cheats Plugin
The SimCity 4 Extra Cheats Plugin was originally an internal SimCity 4 file, used by Maxis during the development phase to test the game before its release to the public. However, in the years following the release of the game, Buggi, a prominent modder resident here at Simtropolis, contacted Maxis and was given permission to release this file to the public.
The extra cheats plugin adds many additional features to the game, such as the ability to plop any building or lot at will, the ability to easily set how much money is in your city's treasury and even the ability to add snow to your terrains, as well as many other additional functions.
However, it should be kept in mind that this file was originally never intended to be released to the public. It was built for testing purposes only. As a result, it should be treated with caution. Using this file incorrectly can lead to game instability and even crashes. No guarantees or comprehensive user guides can be provided with this file, if you choose to use it, you must do so at your own risk.
How to use this file in the game:
After you install (see below), enter a city and press the key combination [CTRL] + [x] to open the cheat box. Right click anywhere within the cheat box, you will see a drop down list appear. You can now select a cheat from the list by clicking on it. After you have selected a cheat, press enter to confirm your selection.
Below is a list of all known cheat codes enabled by this file (as well as the standard game cheats) and a description of their effects. As the effects of some cheats are unknown, not all cheats have available descriptions.
To fill in some unknowns Maxis has given me the details on a few of the missing descriptions.
Barstuck - Once invoked, all of your small commercial services (low-density 1x3 lots) start turning into coffee bars, and then they stay that way forever. WatchMeMove - Enables animation stepping. After it is enabled, control-shift-alt-F11 and control-shift-alt-P implement animation stepping and pausing, respectively. GP <on | off> - Enables or disables game pause when you switch to another application. This is useful for if you go away from the game and you want it to sleep while it is in the background. Flora (on | off) | (preserve on | off) | (propogation on | off) | (blast <splat_count> <per_splat_count> <splat radius>) Controls flora simulation parameters. By default, during city play flora simulation is on, preservation is off, and propogation is off. Preservation refers to the keeping of trees on land when the land is developed. Propogation refers to the spreading of seeds and automatic creation of new flora life in the city. Example(s) Flora on Flora preserve off Flora propogation on Flora blast 5 8 60
Extract the file SimCity 4 Extra Cheats Plugin.dll to the root directory of your plugins folder. This means put the file in C:\...\My Documents\SimCity 4\Plugins. DO NOT put the file into a sub-folder, it will only work if placed into the main directory. Then enter your game and follow the instructions above.
By simmaster07What does this do
Resolves a crash-to-desktop when hovering NAM puzzle pieces over transit-enabled lots. Allows other DLLs to load into SC4's memory without a GZCOM framework. Requirements
This fix is made for versions 640 and 641 of SimCity 4 on Windows. Version 640 is a fully-patched SC4 retail copy, and version 641 is a fully-patched digital distribution version (i.e. Steam, Origin, GOG). Although v641 is supported, it has only been tested on Steam so far. If your version of SC4 is unsupported, an error message will appear with update instructions, and no changes will be made to your game.
Simply unzip the DLL in your My Documents\SimCity 4\Plugins folder.
To see if SC4Fix is working properly, check the title of your game window. If you are playing in fullscreen mode, alt-tab out and hover over the SimCity taskbar icon. The titlebar will show "SC4Fix (version #)" if loaded properly.
Click here for a video showing the ability to hover puzzle pieces over transit-enabled lots with this DLL.
Development Thread and Source Code
Currently investigating other fixes and functionality that might be enabled with this kind of third-party DLL. Please report bugs in the dev thread.
By InvisiChemThis is the Windows installer. The Mac OSX Version is a little to buggy for release right now, so you can run this in WINE or download this in a NAM package with a wineskin wrapper at http://sc4devotion.com/forums/index.php?topic=17344.msg505849#msg505849 Version 2.1.1 is coming soon and will include newly PIM-X'ed buildings, better installers for both Windows and Mac, and other little changes/bug fixes.
There is a lot of myths about CAM out there. For a beautifully written article about what CAM is really about, see the blog by Tarkus here The CAM (Colossus Addon Mod) – Separating Fact From Fiction. This article also give a great idea on some great starter buildings.
NOTE: If you have merged your SimCity_1.dat file with the original CAM 1.0 file, restore your original SimCity_1.dat file before running this installer.
Welcome to the Colossus Addon Mod (CAM). CAM changes the way cities and regions develop. This is possible through the use of Growth Stages(Read in Basics of the Manual). This causes the game to progress from small stores, single houses and farms/small factories to Commercial Office towers, Residential High Rises and Large industrial factories less rapidly and much more realistically.
The altered growth also allows the player better control their cities through the use of zoning density. If the player wanted a nice rural town, zone only light density, with some medium in larger areas. On the other side, the skyscrapers and other large buildings become more balanced and possible with very developed regions. Use of high density zoning will allow these to grow when ready.
As with any new software or mod, be sure to read the Readme’s and this guide before installing or using the mod. Page 4 of the manual contains the specifics of installation. The manuals can be downloaded or read in both English and Japenese here, http://sc4devotion.com/forums/index.php?topic=17318.0
Description of new Styles
• IR Fix Only – Will only Patch the SimCity_1.dat file. This will cause IR to be included in the totals for industry for regular SimCity 4. It will also allow normal industrial connections to work for IR. All other install types include this already. Original SimCity 4 files are backed up in the folder \Documents\SimCity 4\Original SimCity Files\
• Extended (InvisiChem) – This is CAM 2.1.0 Standard with extended stage ranges for larger regions. The growth I feel is more balanced and lifelike.
• Standard – Just like CAM 1.0 stages, just the curves have been smoothed out and the range slightly extended.
• Rural – Stages are set for smaller, rural style growth. Stage 15 can happen, it just will be in very large regions and very infrequently.
• Midrise – Stages are set to place an emphasis on growing midrise stages. This is similar to the way European cities grow.
• Skyscraper – Stages have been set to allow Skyscrapers to grow quickly, even in one city regions.
All stage settings, except for the Extended version, are the values that were originally developed by RippleJet. All the new CAM 2.1.0 fixes have been included in all versions. The only difference between types is the stages for specific play style.
Feel free to add comments here, the CAM General discussions board at SC4Devotion, or if you start a thread here at Simtropolis, let me know so I can be as helpful as possible. Feel free to discuss any myths about this mod that have circulated in the past. I will be more than happy to share what this mod is truly about, including how it helps regional play.
By Cockatoo[b]SimCity 4 Ultimate Dependency Package - April 2012[/b]
[i]Every dependency... ever - all in one simple, easy to install file.[/i]
Over the course of the past eight years, additional files required for the correct functioning of many custom creations, also known as [i]dependencies[/i], have become an unavoidable necessity for anyone seeking to extensively modify their game. However, due to the inability of many to read or understand readme files, very few people can actually boast of a plugins folder containing every dependency file required for their needs.
Today however, thanks to a revolutionary breakthrough in the field of file compression, we plan to once and for all put this issue to rest.
Approximately 10 months ago, RippleTurbine, a prominent member both here at Simtropolis and SC4inmotion.com, discovered a way to drastically reduce the filesizes of the DAT file format - the file format used to store dependency files. In a nutshell, he found that by compressing the Hex value of an exemplar to better suit the games fundamental attributes, code could be shared across various files in incremental stages known as TGI's. It sounds complicated (I know I didn't understand it at first!) but basically what this means is that a DAT file previously weighing in at about [b]85MB[/b] could be reduced to only as little as [b][u]265KB[/u][/b] via this code sharing technique!
The implications of the discovery were huge. Not only would it mean that loading times could be reduced from minutes to seconds, but that dependencies would never again work in the same way.
Over these past 10 months, I, along with various others in the community, have been working together to construct a mega-dependency-package to end all other packages. We've systematically purged every major exchange in the community, along with several of the prominent non-English sites, to bring you a in a single download a file containing almost every dependency ever created. Best of all, uncompressed, this file came to an astounding 2.65GB, but by using our compression technique, we have managed to bring the filesize down to just a little over 1MB!
Got a lot that's missing a base texture... don't know where on earth to find it? Lost the readme? No problems! Chances are, it's included in this download. You'll never have to go hunting again!
Now admittedly, we haven’t got everything. Some creators were reluctant to give us permission to use their files, and others simply could not be contacted. We do estimate however that we have between 96-98% of all dependency files ever uploaded to a major exchange. Perhaps most importantly, the major ones are all there, including all files from the BCS, Network Modd Addons and SimPig teams.
Although, despite our efforts, we know that new dependencies will not stop popping up just because of this upload. To remedy this, we plan to update this file once a year on the [i]1st of April[/i].
By SimFoxThis modd alters the look of both Day (slightly) and Night (in far more drastic fashion)view of the game.
Days gain richer more natural looking shadows, greater overall contrast and better interaction of terrain and various models (in terms of shading).
Nights are now much darker and less blue/purple. Yet unlike in some other similar modds they aren't completely black-hole, pitch black. The city, vegetation and terrain are all still visible in the night, albeit just so.
Installation is very simple just unzip the content of the archive into your Pluging folder and start the game.
Special Note on truNite buildings.
This modd is tailor made to work with DarKNite TruNite buildings. Normal truNite ones will look overly bright and blue. So look for special DarkNite releases!
Have FUN! Questions and suggestions for a time being may be addressed to BAT4Max thread
By RadicalOneMany people here will probably remember the "Super Demand Ordinances" Mod. This one is more powerful, more controllable, bug-free, and does not use ordinances.
This set of .dat files can either maximize - set to 6000, or suppress - set to 0, demand for R$, R$$, R$$$, Cs$, Cs$$, Cs$$$, Co$$, Co$$$, I-Ag, I-D, I-M, and I-HT individually. It's a bit complex to use - a readme is included - but it works wonderfully. It stomps over demand caps, ignores occupancy availability and growth speed - though desirability is still important - and ensures maximal growth of a city, in your preferred direction. With this mod, cities can - even with only R$$$, Cs$$$, Co$$$, and I-HT - exceed the population of an entire country.
This mod has no dependencies, but is incompatible with:
-Colossus Addon Mod (Perhaps)
-Super Demand Ordinance
-Any other demand-altering mod.
BEFORE YOU POST A "IT DOESN'T WORK PLEASE HELP ME" COMMENT, READ THE README FILE.
By Jeiman2008Persistent Automata Mod Version 2
This simple mod makes automata much more persistent. Cars will no longer fade in and out constantly.
It is a modified version of NAM's automata controller, originally modded by Shadowman131 in 2008.
I have continued to work on this mod and learned a lot about automata in the process. There are now three flavors:
*Persistent_Automata_Low.dat is a low spawn version. It will look better in rural areas and low to medium suburbs.
*Persistent Automata_Med.dat is a medium spawn version. It will look better in larger suburbs or mid to high density cities.
*Persistent Automata_Hi.dat is a high spawn version. It looks best in high density and can make even non busy networks look congested.
To install: * First delete any earlier version - TrafficFixes_.dat*
Extract the version of your choice into your plugins folder, and make sure you either delete NAM's automata controller....
(..Plugins\Network Addon Mod\NetworkAddonMod_Automata_Plugin_.dat)
...or put a Z in front of the file name to ensure it loads after NAM's.
Changes from Version 1
*Fixed UDI problems. There are now very few cars on the roads during UDI. You may have to drive a few tiles to see the effect but the traffic will disappear quickly.
*I've completely reworked commute and occupant trip clocks over all three versions to create a more realistic looking commute and normalize traffic spawn. This took a few hundred tweaks (number of versions that went intothe recycle bin) and I think the result is more realistic.
*Normalized commute times and shortened the commute peak hours.
In the low and medium versions, the commute is still very noticeable but doesn't clog roads as much and clears up more quickly. In the high version there is a more defined commute and a much less congested look during off peak hours.
*Modified the occupant trip clock to act as a counter balance to the normal commute.
There are now a bit more cars going opposite the normal commute direction.
*Bus traffic now will spawn in alternate directions every other tick.
So far, I've been unable to make buses any more persistent. They will not obey the 10 tile minimum distance if there is a bus stop nearby.
*Decreased freight truck traffic during commuter hours.
By torocaThis mod allows you to add jobs to any or all of the Maxis-Made Landmarks, at your own discretion. Your sims can now work in buildings like the Empire State Building, Living Mall, or US Capitol. The buildings still function just like they used to, the only change is the addition of jobs. Please see the included readme for full details, as there are some very important compatibility issues and information.
This is the first complete set of Landmarks with Jobs to be released. Questions should be directed to the Modding - Open Modding forum.
By warriorThis plugin modifies the Mayor Mode Terraforming Menu to include the God terraforming tools.
[/b][/color]NOTE: This is meant to replace the Ctrl-Alt-Shift trick. That is this modd's purpose.
The modd is available in 12 languages: (thanks to the people in brackets!) The game should detect which language to use automatically.
Dutch (Caspervg and Mrtnrln)
Italian (Google Translator)
Spanish (Google Translator)
Polish (Google Translator)
The GTM thread is located here: [url="http://sc4devotion.com/forums/index.php?topic=5164.0"]http://sc4devotion.c...hp?topic=5164.0[/url]
There are no dependancies
Please read the readme, before using, translating or redistributing. (This mod is available here and on the TPPEX, and on the LEX)
By joergThis is a mod to change the bridge height requirements to 0. That means if you draw a bridge at 0 level it will be built with no incline and if you draw it at terrain high enough for a ship to go under it, it will. There may be bugs in this but I dont know of any myself. enjoy -Kary
Starting a New City? Need the Simoleons? A totally new Modd that will lend (perhaps the better word is give) you the Simoleons you need to start your city. Three different modd amounts, giving you the choice of $1M, $5M and $25 (easy, easier and laid back Mayorship) plus an additional Modd that adjusts your RCI Revenue. Just drop it into your Plugin Folder and you will never be short of cash on a New City!! Where else can you get Free Simoleons!! (its an oxymoron!!).
Modd courtesy of Tropod
By niloluizDiscution of this mod, suggestions, etc... can be done on this topic:
RCImulti - MODpack for SimCity 4 Deluxe / RushHour by Nilo
Release date: 05/03/2008
The mods included in this pack was derived from findings that I made to the game´s mechanics involving
Demand, Jobs, Workforces, Capacities, Caps and its relations.
Look bellow for more information. Since English isn´t my primary language, please disregard eventual mistakes.
I´ve tested extensively all the mods here, encontering no problem, crash or performance issues.
Anyway, I'am not responsible for any problems that my arise from the use of the mods provided here, bla bla... you know the drill so use it at your own risk.
Features and instalation:
This pack contains several files under 4 folders:
* CHOOSE ONLY ONE file to install from these folders.
**YOU CAN install one or more files from these folders.
To install just copy the file(s) to your plugin folder (usually under \My Documents\Simcity 4\plugins\)
::JOBS (CHOOSE ONLY ONE FILE FROM THIS FOLDER)
The files in this folder deals with jobs generation from the Comercial and Industrial buildings of your city.
IMPORTANT: The query window will show the original building capacity, but using the TRAFFIC QUERY TOOL you will
see that each building will have more workers (up to 3 ou 6 times depending on the mod installed) for each I/C building.
Works on new and existing cities.
jobs_xx.dat - Creates x times more jobs for ALL comercial and industrial buildings.
jobs_xx_uncapped.dat - the same with no caps to growth (no need to create connections, plop rewards, etc...)
jobs_standard_uncapped.dat - just the uncap effect (it fixes the IHT bug - see below for more info)
jobs_nominal_uncapped.dat - Each building will generates only jobs of the same wealth level, so what you see in the query
window (for example IHT building with 60 jobs) is what you get (60 $$$JOBS). With no caps.
jobs_rebalanced_uncapped.dat - Rebalanced version. Each $$ building creates 20%$$$jobs, 50%$$jobs and 30% $jobs.
Each $$$ building creates 30%$$$jobs, 50%$$jobs and 20% $jobs. And industry Dirty will create 10%$$$jobs, 20%$$jobs and
70%$jobs. With no caps.
NOTE ON UNCAPPED: This mod prevents the cap to increase, but does not eliminate existing cap in your city.
::HOMEJOBS (CHOOSE ONLY ONE FILE FROM THIS FOLDER)
The files in this folder deals with residential caps and residential JOBS (SiMs work at home, a.k.a residential jobs)
Note that the residencial capacity remains unchanged. A building with capacity for 200 sims will continue to support
200 sims, but will at the same time (in addition) provide jobs (the number of jobs is a percentage of the building capacity).
The jobs created will be of the same wealth level of the building ($JOBS for R$, $$JOBS for R$$, $$$Jobs for R$$$).
10pct_homejobs_uncapped.dat - provides 10% of the building capacity in jobs
25pct_homejobs_uncapped.dat - 25% jobs
100pct_homejobs_uncapped.dat - 100% jobs - in effect you will not need any industrial or commercial building in your city
since all sims will work at home.... (the demand for Industrial and commercial will still be there...)
r_standard_uncapped.dat - no jobs(normal residences) - only the uncap effect.
*UNCAPPED = removes the cap to growth (no need to create connections, plop rewards, etc...)
NOTE: Doesn´t affect TAX CAPS. For each population range you MUST lower taxes to a certain level, otherwise the active demand will be capped at ZERO and nothing will grow.
::RCIdemand (YOU CAN COMBINE OR INSTALL ALL FILES FROM THIS FOLDER)
The files in this folder can be combined. Each one will LOCK the respective demand in the max value possibile. No matter what
you do in the game, the demand will remain still....
If you want for example, max R$$$ demand and max IHT demand, just put theses 2 files in your plugin folder. To supress unwanted
demand (to filter) just raise taxes of the unwanted developer to maximum. That way you can create specific types of cities.
Co$$$_activedem_ON.dat - Comercial Office $$$ max active demand ON.
Co$$_activedem_ON.dat - Comercial Office $$ max active demand ON.
Cs$$$_activedem_ON.dat - Comercial Service $$$ max active demand ON.
Cs$$_activedem_ON.dat - Comercial Service $$ max active demand ON.
Cs$_activedem_ON.dat - Comercial Service $ max active demand ON.
ID_activedem_ON.dat - Industry Dirty max active demand ON
IHT_activedem_ON.dat - Industry High Technology max active demand ON
IM_activedem_ON.dat - Industry Manufacture max active demand ON
IR_activedem_ON.dat - Industry Resource max active demand ON
R$$$_activedem_ON.dat - Residential $$$ max active demand ON
R$$_activedem_ON.dat - Residential $$ max active demand ON
R$_activedem_ON.dat - Residential $ max active demand ON
::EXTRA_TOOLS (YOU CAN COMBINE OR INSTALL ALL FILES FROM THIS FOLDER)
These extra features provide more control over your cities.
-desire_override.dat - Change the park and landmark effect in the overall desirability, overriding others factors such as
traffic, pollution, crime, education, garbage, etc..... in effect you can manipulate the overall desirability using parks.
-easymoney.dat - Multiplies the monthly income of your taxes by 10 so you can lower taxes to 1% and still run your city easily.
-no_fire.dat - Elininate all fires occurrences, including arson crime so you will never be interrupted again by a random fire...
-NO_TRAFFIC.dat - Transportation won´t generate traffic. I used this to make ultra-population experiments (3.600.000 sims in
the smallest city) and other "stress tests" that required the elimination of traffic from the equation.
-Super_waterpipe.dat - Improve water pipe radius, requiring LESS pipes to cover your city. Especially useful in the larger
cities due to performance issues.
-parktools.dat - The first 4 itens in the "park menu" have the follow effects:
1) basketball court: Creates 10.000.000 JOBS for low wealth sims (R$).
2) ranger cabin: creates 10.000.000 jobs for medium wealth sims (R$$).
3) tennis court: creates 10.000.000 jobs for high wealth sims (R$$$).
4) small plaza: If you install the "desire_override mod" plopping this item will Max out desirability for the entire city,
for all developers(residential, commercial, industrial - including Farming which will grow anywhere you place them....)
I´ve used this tools to make super-population experiments, among other things.
Detailed Explanation on the Concepts behind this mod
Before ugins this mod, it´s important to quickly review how some things
works in SimCity 4 so you can understand what the mod changes.
Every commercial or industrial building in SC4 has a capacity that indicates how many SIMs can work in it. What not everybody
knows is that Capacity does not equal JOBS. The game's engine will derivate the JOBS based on the CAPACITY of the building.
It´s important to know that there´s only 3 types of JOBs:
It can look pretty obvious since there´s only 3 types of SIMs: R$, R$$, R$$$. But we have different type of workers based
on the level/quotient of Education (EQ). Internally the games splits the workforce in 4 levels for each wealth type, based
on the EQ. So in the end we have 12 different "types" of workers. Actually this "workforce subsystem" has only one fundamental function in the game: Each type of the 12 workforce type will dictate what type of "developer" commercial (service or office) or industrial (dirty, manufacture or high-tech) to build by increasing its respective demands.
So if you have a city with no shools (low EQ) there will be little or no demand for IM, IHT or even commercial offices.
But in the end, there´s only 3 types of JOBS as stated before. So once a industrial or commercial building appears in the game (grows or if you plop) it will provide JOBS, and SIMs regardless of the EQ level, WILL work on it.
Now that the workforce role is clarified, lets Back to Jobs x Capacity.
Each Industry or Commerce pertains to a wealth level ($, $$ or $$$) BUT as stated before, the capacity of the building does
not translate into JOBS. Wich means that an Industrial building wealth $$$ with capacity = 40 DOES NOT generates 40 $$$JOBS.
For each type of commercial or industrial, the game engine will derivate $, $$ and $$$ JOBS for each building, using the
capacity as reference. So in the previous example, the IHT building with 40 capacity will generate, based on the default game
settings, 4 $JOBS(10%), 32 $$JOBS(80%) and 4 JOBS$$$(10%)*.
* BUG: The game engine have a BUG that prevents the JOBS$$$ and JOBS$ for Industry Hi-tech for being created. If you ever
wonder why wealth sims ($$$) NEVER work on IHT building, now you know why. This bug occours when you try to use(when modding the game) similar % for each JOB type. Since the default game specs dictate 10% for BOTH JOBS$ and JOBS$$$ on IHT industry,
the game engine will truncate theses values and will generate noone.
So it´s possible to change the amount of Jobs generated for each developer type.
The overall and resumed demand cycle works as follows:
1) Industrial or Commercial building grows generating JOBS. (as explained above, it´s possible to change which type and how many JOBs each type of developer will generate).
2) For EACH JOB ($, $$ or $$$) created, the game adds TWO "points" (200%) of the respective ($, $$ or $$$) RESIDENTIAL DEMAND. - do not confound building capacity with JOBS!!! a single building usually generates all tree type of jobs, regardless of the wealth type of the building (exception for I-D, I-R and Cs$ which for balance/concept reasons, only generates $JOBS)
3) Residential buildings grows, generating Workers (usually 30 to 40% of residential occupancy is of workers)
4) School (EQ) factor splits the workforce into 4 categories for each wealth level.
5) Each one of the 12 "types" of workforce will increase the demand for certain developer types (Industry and Commercial)
6) The new added commercial/industrial demand allows more buildings to grow, closing the cycle which then restart at step 1.
This is the overall cycle. In the "in-betweens" other events occurs and it's possible to "hook" some commands such as increase or decrease demand, caps, etc.... every time a certain build grows, it satisfy the respective demand by 100% (changeable) of the added capacity... it also CREATES or ALLEVIATES CAPS (which can be modded too) among other possibilites.
TO be brief, The demand cycle is very segmented and allows a great deal of customization.
Ah and it´s worth to note that due to this segmentation, each demand type is a isolated variable and it´s possible to set the minimum and maximum values for each one at will (including regional demands)
Look for more info on the Simtropolis.com and Simcity4Devotion.com FORUMS (modding section) for more information.
By rivitIt has been my intent in making this texture mod to unify the 4 basic Rail Sets - MAXIS (Core), NAM (Extensions), NAM-WRC (Wide Radius) and RAM-STR (Single Track) by redrawing every rail tile in a single style which is a combination of all of them and which allows partial replacement if so desired.
Applying this mod will change every Rail Tile (up to and including NAM Aug 2010) to a single look and feel.
It is inevitable that this may not appeal to some, however rail fanatics everywhere should welcome this upgrade as the means by which the rail network comes to look as consistent as the other networks.
The ZIP contains an installer and extensive documentation that will display as the installer runs. Please read this as it contains important information about how the files need to be installed.
This set needs to load after my other mods and is conveniently packaged in one directory "RVT zRail Upgrade Mod" for this reason. The Z__EuroTex_Crossings.dat file will need to be placed after any Euro Rail
Textures you have.
All up there are over 577 rail tiles represented, and there are over 3000 fsh files in these archives. This is the 4th iteration after starting in Dec 2009. All were made with Photoshop, GoFSH and Reader. Extensive time was spent testing over the last year.
Not suprisingly then, it's distinctly possible that something has come unstuck during the process or that tiles are missing - please let me know of oddities, preferably with a tile id or picture of the tile in game that is wrong.
I have deliberately left custom lot base and overlay textures alone - there are too many used too many ways - I'll leave that to the lot makers to decide. However I have included in the Dev subdirectory examples of the core pieces as bitmaps which can be used to roll your own.
Look for a support thread in Simtropolis Forums - Modding Transit Networks - rivit Street and Rail Mods
rivit Feb 2011
SPECIAL NOTE: The Installer has not been updated to take account of changes since NAMv31. In particular this mod should come to rest in
Plugins:\Z___RVT Modds in its entirety. After installing move the entire RUM installation into this directory. It must load after NAM and RVT Street mods.
I am intending to update the Installer in due course.
By jondor[s]This mod utilizes a workaround to show the RHW on the Regional Transport Map. Please see the included readme file for more detailed info.[/s]
[b]Edit:[/b] Thanks for all your support! This mod has been included with the RHW v5.0 and above as an optional plugin and is no longer available separately.
By ucokmarucokLegalize Medical Marijuana is an ordinance
Positive effect :
It will increase Health Quotient.
It will also increase Education Quotient.
Increase demand for CS$, CS$$ and I-Ag.
Eventually lead to poor mayor rating.
Overwhelming abundance of happiness for your sims!
Since there can only be 16 ordinances to be displayed in game, it will not be compatible with CPR ordinance
It is, however, compatible with other ordinances that is not modifying CPR ordinance.
more details are written in the ReadMe! including installation process!
By BuggiNo story with this mod. This is the first Radical mod I've done for mainstream release.
Please do not use this mod if you want your city to grow and develop as the original game
would allow. This mod is designed to do one thing, and that's to allow your city to grow
at an exponential rate.
Modified all Comercial Service, Commercial Office and Industrial zone demand to skyrocket to 500% of what it was. Small income of
By qurlixThis mod changes the standard street ends into cul-de-sacs or circular endings. It changes the textures, paths, and props that are part of the traditional street end.
Please read the readme file. It contains important usage instructions. After all, that's why they call it a readme!
There are currently no known compatibility issues with this mod & any other mods. Therefore there should not be any problems with using this with other mods.
For more info &/or any problems, please see the Modding - Open Discussion Forum & look for the appropriate thread.
By Logic_BombSC4Launcher allows certain settings and stability issues to be set/solved before the game is launched.
The features are as follows:
- Borderless/Seamless Fullscreen Mode.
- Auto-Update Feature to negate the need to constantly check the STEX.
- Quick Launch (Launch instantly with the latest settings).
- Auto-Save Feature with Interval selection.
- Resolution Selection. (Auto-Detected).
- Color Depth Selection.
- Ability to change the number of Logical Cores used. (Auto-Detected).
- Loading & Saving of last used Configuration.
- Ability to set the CPU Priority.
- Render Mode Selection (DirectX, OpenGL or Software).
- Ability to turn audio On or Off.
- Intro Screen/Movie Disable/Enable; and
- The all important Force Draw On Scroll Fix.
- Mod Manager to enable & disable mods on the fly.
The 'Force Draw On Scroll Fix' fixes a compatibility issue that exists between SC4 and AMD cards, the fix utilizes the 'Graphics Rules.sgr' file in order to force SC4 to draw details when scrolling, regardless of AMD/ATI hardware.
Please note: The file within the Zip/RAR Archive is an installer, please run it and point it to the root of your Simcity installation and DO NOT simply add it to you plugins folder.
Bugs: Please report any bugs via PM or the Official thread (Link Below).
Official Thread: http://community.simtropolis.com/topic/54082-simcity-4-launcher-sc4launcher/
This is a preliminary workaround for a game bug that I recently found thanks to another discovery by sumwonyuno, all of which is documented over at http://sc4devotion.com/forums/index.php?topic=8870.msg284035#msg284035. You should have at least some basic understanding of the inner workings of the simulator to make a sense of it.
Short summary: due to a presumable rounding/arithmetic error, almost every IH lot in the game didn't offer any high wealth ($$$) jobs so far, while still creating demand for R$$$ residents though.
This fix changes it so IH lots offer 12% $$$ jobs instead of the originally designed but missing 10% $$$ jobs, reducing $$ jobs by 2% to 78% at the same time so the sum remains 100%. 12% was the number that I found which is the closest to 10% and at which the error is gone.
This also affects the demand for R$$ and R$$$ (through the industry census drive), only by the same small margin of +-2% of your IH population though. I don't think that effect would be noticed in any established city. What you should notice though with this fix is R$$$ sims finally working at IH lots.
Apart from the IH, there are also three ploppable Maxis buildings affected by this bug; the Medical Clinic, the Solar Power Plant and the Nuclear Power Plant. I refer you to the SC4Devotion thread for those.
I'd be glad to get your feedback. BATers and LOTers who design ploppable buildings should be aware of the fact that this game bug can potentially kill jobs at their creations, too. Please read the linked SC4Devotion thread till the end, you might have to test your buildings if they're affected.
Installation instructions: unzip this file and put the contained .dat file into your SC4 plugins folder. Existing IH lots will be fixed, too, so you don't need to bulldoze anything. It might take a little ingame time though before the change takes place.
Update: Credit where credit is due. I just found a STEX entry by niloluiz, here: http://www.simtropolis.com/stex/details.cfm?id=22255, which does contain a fix for this, too (you need to read the description, it's a bit hidden). As I had posted in the thread on SC4D, I couldn't believe no one had noticed this bug yet - so I was right to doubt that. Unfortunately, I couldn't find information regarding that bug before though. There's still some reason to use my version though, because the ratio I used (10/78/12) is closer to the game design than niloluiz's (10/75/15) (and I didn't uncap demand). It seems niloluiz approached this ratio coming from 10/70/20, which he uses in the 3x jobs version. I'll notify him of this inconsistency and that he can set the ratio even closer to the original design.
Update 2: LunarMongoose brought a typing error to my attention that sadly slipped into my original IH census exemplar. Instead of 10/78/12, I had used 10/77/12, so 1% $$ jobs were missing. I'm sorry for this. Please re-download the updated file and overwrite my previous version with it.
Compatibility: This mod is fully compatible with toroca's Industry Quadrupler mod (http://www.simtropolis.com/stex/details.cfm?id=21293) and bones1's Industry Doubler (http://www.simtropolis.com/stex/details.cfm?id=15758) since those two mods use different properties than mine. Their mods work directly on the building properties, whereas mine is on a higher level, controlling job distribution for the entire class of IH lots.
If you use one of the jobs_xx files from niloluiz's RCImulti-MODpack (http://www.simtropolis.com/stex/details.cfm?id=22255), you don't need my mod because it's already fixed.
I'll add more compatibility information as I learn about it.
Updated 07/10/2004 to include AutoToggleOrdinance, using LUA scripts, to automatically set your ordinances as you need them.
Updated to include Clean Air/Water/Traffic Pollution Ordinance (curtesy of Tropod finding the traffic pollution ordinance property). Most radical modd ever from the Modd Squad. Taking all the knowledge that we have on Ordinances, everything has been re-combined for the ultimate radical ordinance package ever.
The ordinances now provides control over the Mass Transit Strategy. You can now force all the sims to use one of the following strategy to commuting to work.
MT Strategy Fastest
MT Strategy Carpool Incentive
MT Strategy Mass Transit
The Super Demand ordinance didn't allow you to control the demands. We have separated the demands into four ordinances, giving you finer demand controls. In addition, the demands are set high for extremely large cities.
Increase Demand - Agriculture
Increase Demand - Industrial
Increase Demand - Commercial Services
Increase Demand - Commercial Office
Your Sims HQ/EQ can now get an extreme boost from an ordinance. Radical increase in HQ/EQ is only a click away. The water and power conservation ordinance cuts your sims usage down to 5%, which means you can run a very large city on only a windmill power generator and a water tower. Radical Pollution control are now incorporated in Clean Air and Waste to Nothing Processor; reducing all pollution down to nothing (except for road pollution).
By warrior[center][b][color="#ff0000"][color="#339966"]UPDATE: The texture conflict with HSRP and Callagrafx's "The old coach House" lot has now been updated so please reinstall[/color]
[center][color="#ff0000"][color="#000000"]The High Speed Rail Project (HSRP) adds two new "model variations" to the network systems. A models variation is a new set of models for a network in this case for monorail. In the early years of SC4, new technology was found by Smoncrie which allowed us to use a single puzzle piece to create a starter for a new set of textures or models for the same network, there are already a few mods that take advantage of this technology, namely draggable GLR, SAM, and RHW. At the moment, there are two new model variations included in this mod, HSR, elevated, and GHSR, a ground version. The original HSRP replaced monorail, at the time this was the best way of implementation, and was created by 3ddz, founded by Murakamon, on the 24th of February 2006, since then there has only been one release, HSRP Beta 1. This mod uses the original models from that release for HSR, and a lowered version for GHSR, no modifications were made to the models.
[b]Note:[/b]Please remove the old HSRP Beta 1 version that has been published by 3ddz. A Cleanitol file has been included that will do the work for you. [/color][/color][/center]
[center]You can download a compatibilty file for Shinkasen's Bullet train in the SC4D thread.[/center][center]
[color="#ff0000"] [b][color="#000000"]DEPENDENCIES: Latest Network Addon Mod (At Least April 2008, but I suggest you update to the latest NAM if you have an old one)[/color]
[color="#000000"]--- [/color][url="http://www.simtropolis.com/forum/files/file/21355-network-addon-mod-nam-version-29-for-pc/"]PC Version[/url][color="#000000"]---[/color][/b][/color][/center]
[center][color="#000000"]1) The bulk of this mod is draggable.[/color][/center]
[center][color="#000000"]2)This replaces the old HSRP. The 2 are [b]incompatible[/b][/color][/center]
[center][color="#000000"]3) You will have to redraw monorail/HSRP tracks that we constructed before you installed this modd. You won't have to do this again.[/color][/center]
[center][color="#ff0000"][color="#000000"]4) Any questions should be asked in the new[/color] [color="#000000"]HSRP thread at[/color] here at ST [color="#000000"]or[/color] SC4Devotion.com[/color][/center][center] [/center][center]5) A Mac version (no installer) is also available; here on the STEX.[/center][center] [/center]
By plundereRail Catenaries mod V3 HD version for NAM june2009
This version using the ehbk2006's High Definition cantanery props
Fixed some bugs and missing
1. Be sure delete the old version and "NL-Special-Cantanery-props.dat"
2. Extract the "z_Catenary_Mod" directory from zip file into the NAM installed folder.
please don't rename the default directory name
just delete all the Catenaries mod files.
Network Addon Mod June 2009.
If you found any missing, let me know.
Any question or suggestion, please post on the topic in SC4D forum:
Credits & Special Thanks:
ehbk2006, for HD-NL-Special-Catenary-props
As featured in [url="http://www.simtropolis.com/forum/messageview.cfm?catid=36&threadid=92210&highlight_key=y&keyword1=san%20senderiz"]San Senderiz[/url]...
[u][b]SMP Yellow pause thingy remover[/b][/u]
[b]by the boy formally know as [/b][s]evil m...[/s][b] err... mjig_dudy[/b]
This mod removes the yellow thing that appears around the screen when your game is put on pause. Can be useful for taking snapshots for your CJ.
Whats more it is certified by the hotdog man himself [b]'Ilikehotdogsalot[/b]' When asked for a quote on this mod he said "[i]what should i say, i'm not feeling too witty today[/i]" So i think we can all be in agreement this proves it is an awe inspiring piece of work... that took me the whole of 10 seconds to make.
[b]Modding[/b] by [b]mji[/b]... err.. [b]TheQuiltedLlama[/b]
[b]Testing[/b] by [b]the people who tested it[/b].
[b]STEX pictures [/b]by [b]Glenni's monkey BAT slaves.[/b]
Instruction for use:
1. Click the 'Download' button.
2. Unzip file into MyDocuments-Simcity-Plugins folder
3. Start Simcity
4. Load city
5. Pause game
6. Marvel at the absence of the yellow pause thingy.
7. Grate some cheddar[sup].1[/sup]
This last step is not strictly necessary, but i implore you to carry it out all the same.
[sup]1.If you have no cheddar, you could try grating another variety of cheese, however you do so entirely at your own risk. [/sup]
By Teirusu[size=3][b]Teirusu "Rain Tool" Additional God Mode Terrain Tools 2[/b][/size]
This plugin file contains the 'Rain Tool' that is needed to construct landbridges or plop water lots above sea level.
The water created by the rain tool will only last for a single game session.
When the city tile is reopened the rain water will no longer be there.
The blank terrain can then be filled in with any ploppable water as desired.
To use these tools, extract the file and place the folder in Documents\Simcity4\Plugins.
To access the God Mode tools in game you need to press ctrl+alt+shift and click the God Mode icon.
While the rain tool has no dependencies, an excellent alternative although not essential, is to use the following mod, by Warrior:
God Terraforming in Mayor Mode Compact
This useful mod, places the God mode tools alongside the Mayor mode tools in the Mayor Mode terraforming menu and replaces the need to ctrl+alt+shift to access the God Mode tools.
The Aditional God Mode Terrain Tools 1; by Tropod, is available here:
This plugin file adds four additional terrain tools to the ‘God Mode’ menu.
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