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About This File

This Mod is now updated for Version 10.0.

 

My first mod adds some much needed trending information to SimCity. Originally this mod was titled GlobalMarket.zip, I have renamed to Trend Pack, since that is more appropriate for the direction I am heading with this.

 

Global Market (Online Mode Only):

The first trend that is made available is the Global Market trend (previously only available from Main Menu).  The Challenges button (top right) will now open the SimCityWorldPanel, instead of the original Challenges panel.  The button icon has been updated to a world icon.

 

History Panel (Online & Offline Modes):

The other trends that are now available are accessible from the Leaderboards button (top right).  This button will now open a new HistoryPanel.  The button icon has been updated to be a trend icon.  These trends show data points only for the currently active session, and the data stored locally.  This data is stored to your local machine so if you switch to a different machine the past data points will not be displayed. Data points are collected every Sim hour (at 15m past the hour) and stored for one Sim year.  So far the following trends are available:

- Population, Commuters, Visitors

- Budget, Mayor Rating, Zones, Government, Destruction

- Power, Water, Sewage

- Garbage, Fire, Health, Crime, Education

- Bus, Street Car, Rail, Boat, Air

- Mining, Metal, Oil, Electronics, Trade

- Casino, Stadiums, Cultural

 

 

I do not currently have plans to add any more trends at this time.  Please post in the comments if there is any specific trend data that you would like to see.

 

The package contains modifications to:

- SimCityUI_min.js

- GlobalUI2.js

- SimCityWorldPanel.js

- GlobalMarketLiveTab.js

- icn-rollover-icons-challenges.png

- icn-rollover-icons-challenges-on.png

- icn-rollover-icons-leaderboard-norm.png

- icn-rollover-icons-leaderboard-on.png

 

To install this mod, unpack the zip file into your SimCityData folder. This mod was made using Oppie's SimCityPak tool.

Please be sure to delete any older versions of the GlobalMarket.package.  The new package name is jTrendPak.package.

 

Warning:

As I have been adding more trends I have started to notice an increase in the amount of time it take to load a city.  Before trends I have seen ~30s load times, now I am seeing ~1m.  I plan to look into the issue, but in the meantime, if you are concerned with city loading time please don't install this mod.

 

(Update 3/23/14):

I have been doing some further investigation into the city load times and can't tie the increase in time to this mod directly.  It seems that the load times are more a function of city age and number of agents present.  If anyone notices any significant increase in load times due to this mod please post in the comments.

 

(Update 4/4/14):

I am currently aware of an issue with the localstorage functionality implemented in the last version.  This occurs when the data being stored exceeded the maximum quota size (~5mb).  Once the quota is exceeded history data will no longer be stored, but is still viewable for the currently active sesssion.  I am in the process of testing an update that would reduce the data size being stored and limit the maximum number of cities to prevent overfilling the quota.  I will release the update as soon as testing is complete.  Sorry for any inconvenience.


What's New in Version 1.1   See Changelog


Released

  • Added 3 new trends. Metals, Stadiums and Cultural.
  • Added localstorage functionality.




User Feedback



You are a genius! Absolutely love this. Don't have to leave the city now to check the Global Market.

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Much needed addition. No idea why this wasn't built into the game by Maxis.

Thanks for making it so.

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When using this the "Escape" key stops bringing up the pause menu for me >.>

I have the same issue, just didn't realise it came from this mod.

It not only stops working for the menu, but also to cancel the currently selected tool (for me, at least).

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When using this the "Escape" key stops bringing up the pause menu for me >.>

I have the same issue, just didn't realise it came from this mod.

It not only stops working for the menu, but also to cancel the currently selected tool (for me, at least).

 

Same issue here. Can't back-out of data layers or access the main menu using the Escape key when this mod is installed. I Installed/Uninstalled (twice) to confirm it was definitely this mod causing the problem. I'm running SimCity on Mac OSX.

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Fixed the issue with the Escape key no longer working, let me know if you find any other bugs. I am still getting familiar with how the javascript UI is setup.

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Fixed the issue with the Escape key no longer working, let me know if you find any other bugs. I am still getting familiar with how the javascript UI is setup.

Thanks for the quick fix, will try it soon.

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nice mod! love how you hacked in SimCityWorldController over the (useless) ChallengeUIHandler. SimCityWorld wasn't fully ported into the in-game HUD so there are a number of things which fail when trying to initialize the SimCityWorldController if you are not in the main menu. I like how you faked in that code from the main menu code to make it work.

 

I'm curious, how do you debug your changes? specifically, how do you tell when things like simcity.cLauncher3D isn't defined or when JS throws an error? 

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nice mod! love how you hacked in SimCityWorldController over the (useless) ChallengeUIHandler. SimCityWorld wasn't fully ported into the in-game HUD so there are a number of things which fail when trying to initialize the SimCityWorldController if you are not in the main menu. I like how you faked in that code from the main menu code to make it work.

 

I'm curious, how do you debug your changes? specifically, how do you tell when things like simcity.cLauncher3D isn't defined or when JS throws an error? 

I have to admit, it was all brute force trial and error to get it running.  Modify, try to load city, if (it hangs) {find mistake, rinse, wash, repeat}.  Quite painful, and nail biting to see if the Loading City... would hang or not.

 

I have been working on a better way, building a NetBeans project (eclipse was giving me too many headaches with the json support).  Oppie's latest update to the SimCityPak 0.2.0.0 is great because 99% of the instance IDs have been updated to match the exact .js references, which makes it 100x easier to build the Layouts/ and Graphics/ directories.

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This is a really useful mod and it works on Mac too!

Now to will be easy to see when to produce products or when to not produce.

Thanks!

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Yeah. Challenges panel are useless after Maxis has disabled in-game challenges. Now I can browse Leaderboards!

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Nice update!  Will try it out when I get some time to play again, but very interesting stuff you do here.

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Sorry forgot to mention in the update post, but I did not use 100% localized strings in this version (sorry for those non-english speakers).  I plan to update all text to localized version if possible in the next version.

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just FYI, now that update 10 is out you will need to update this mod to use the latest version of simcityglobalui.js in order to be compatible. Running the mod now will cause issues on offline mode. also, if i remember right the global market prices are fixed in offline mode so this mod may not be all that useful in offline mode anyway.

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Yep, this mod is now causing crashes when you want to play in offline mode, but other than that it's a fantastic mod. I think this mod could still be usefull for it's other functions in offline mode though...

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Thanks for the feedback.  I have updated the Mod description to include the 10.0 compatibility issue.  Even if the global market trending is not applicable to offline mode, I do plan on releasing a 10.0 compatible version that will provide the other trends (as well as some new trends I have been working on) for use in offline mode if possible.

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is there a way of making a high density avenue with a streetcar avenue where the street car part of the road can be raised up and down whilst the road remained at ground level. The reason I ask is because in one of my cities, I end my road with a T junction but continue the street car track (essentially creates a 4th direction of traffic stoppages). Therefore if I could lower the streetcar portion or create a tunnel with the streetcar part it could help traffic problems notorious for this type of road

Thanks

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is there a way of making a high density avenue with a streetcar avenue where the street car part of the road can be raised up and down whilst the road remained at ground level. The reason I ask is because in one of my cities, I end my road with a T junction but continue the street car track (essentially creates a 4th direction of traffic stoppages). Therefore if I could lower the streetcar portion or create a tunnel with the streetcar part it could help traffic problems notorious for this type of road

Thanks

Sorry I wouldn't be able to tell you if it is possible or not, not my area of expertise.   Perhaps try posting on the forum mod request thread you may have better success.

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Where do I find the trends in offline (Single Player) mode? I only have an options button in the top right and can't find any reference to the history panel.

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Where do I find the trends in offline (Single Player) mode? I only have an options button in the top right and can't find any reference to the history panel.

It should be in the same location as in Online mode.  Are you seeing the History Panel button in Online mode?

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Where do I find the trends in offline (Single Player) mode? I only have an options button in the top right and can't find any reference to the history panel.

It should be in the same location as in Online mode.  Are you seeing the History Panel button in Online mode?

 

 

Sorry, my bad. I redownloaded all addons yesterday and something went wrong with unzipping this one (package was 0 bytes). I put it in again and it works fine now.

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is there a way of making a high density avenue with a streetcar avenue where the street car part of the road can be raised up and down whilst the road remained at ground level. The reason I ask is because in one of my cities, I end my road with a T junction but continue the street car track (essentially creates a 4th direction of traffic stoppages). Therefore if I could lower the streetcar portion or create a tunnel with the streetcar part it could help traffic problems notorious for this type of road

Thanks

Maybe in a mod that would completely redesign the High Desinity Streetcar Avenue but not with the current game. You could try to make a bridge or a tunnel with (only) the streetcar tracks, found in the Streetcar submenu within the Mass-transit menu. Just branch off the road, make the tunnel under the T-junction/bridge over the T-junction and reconnect after the T-junction.

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