• Moose

ONLINE - Functional Guides beta5

(4.56)    (16 Reviews)

5 Screenshots

About This File

This is a mod that modifies guides in order to reflect the road functionality.

 

Edge guides always respect the road density: if you're placing a dirt road or a low density street, the edges are at a distance that lets sims build a low density building. If you're placing medium or high density roads/avenues, the edges are at the right distance to build a medium/high density building. If you place train or streetcar rails, the edge guides are near the border.
 

As far as road-guides are concerned, this is what happens: whatever road is already placed, if you draw a new road, you'll have the guide at the right distance to build a building on the existing road and one on the new road, both of the density of those roads.
Rails are treated like the edge of the map: if you draw any type of street near a train/streetcar rail, the guides show you the distance for one building of the right density to be built on the new road.

 

NO-AVENUE-ZONING VARIANT

Chose this variant and use it instead of the normal "Functional Guides" if you usually don't zone on avenues. Using this variant, avenues are treated like rails, so guides are shown at a distance where you can draw a street and build a building on the street only. The guides at the edge are near the border.

 

UDON AND NO-TRAFFIC-LIGHTS COMPATIBILE

Use this mod together with latest versions of UDON and Max' no-traffic-lights streets mods to have functional guides with the new streets. It tweaks snap distances so you can actually follow the new UDON guides I added. Warning: UDON elevated and transition ramps/freeway don't show guides.

If you use functional guides, but don't have those mods, only the snap distance will be lowered, so you shouldn't have problems when playing online (tell us if you have).
 
I need you to test with other mods to show incompatibilities and needs. Of course it is incompatible with other guide mods.


What's New in Version beta5   See Changelog


Released

  • beta5 release date: 2014-08-08
  • added compatibility with max' no-traffic-lights streets mod
  • removed the needs for expansions: all guides are in the same package




User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an Account  

Sign up to join our friendly community. It's easy!  :thumb:


Register a New Account

Sign In  

Already have an account? Sign in here.


Sign In Now

Ciaolo

Unknown date

  • 5
   1 of 1 member found this review helpful 1 / 1 member

Share this review


Link to review
Yayie

Unknown date

  • 5
  

Share this review


Link to review
BIWDC

Unknown date

  • 4
  

Share this review


Link to review
momocan

Unknown date

  • 4
  

Share this review


Link to review
VERMINORD

Unknown date

  • 5
  

Share this review


Link to review
JukEboX

Unknown date

  • 5
  

Share this review


Link to review
PhemNoob

Unknown date

  • 5
  

Share this review


Link to review
  • Announcements

    • Dirktator

      06/20/2017

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

  • Similar Content

    • By RandyE
      Starting New PUBLIC Region, May 4, 2017
      Username: Randy22E
      SimCity 2013, NA release, Digital Deluxe, 10.3.4
      Individual Game Settings:  Disasters disabled
      Text Chat Settings: Origin disabled, In-game enabled
      Server: North America West 1
      Region Map: Viridian Woods
      Region Name: Heavy Trade 2
      All welcome to join. 
      +++++++++++++++++++++++++++++++++
      PROGRESS:  No. 9 on Leaderboard for Simoleons. All cities full May 11. Pop. 965.000
      ================================
      Here's a link to the official site server list and status:
      http://www.SimCity.com/en_US/server-status

      Issues related to online game-play:
      ~~~~~~~~~~~~~~~~~~~~~~~~~
      I haven't completed a list of official (non-user-created) DLCs for SC5 (2013), but below are general indicators of what variation there may be in content between players online:
      Editions:
      Limited, Digital Deluxe, Collectors
      Releases:
      Windows: NA, EU, AU, JP, UK, Worldwide, Mac OSX
      Latest Version:  10.03.04.00
      -------------------------------------------------------
      So far I have determined that user-created mods are less likely to cause difficulty in online game-play than the yet 'unfixed' condition of different official DLCs causing the 'unable to reclaim' error. 
      If a city is abandoned by another player and you can't reclaim it, it is most-likely because of the variation in official DLC. 
      Not being able to reclaim an abandoned city is most-likely the difference of which 'release' is being used by different players.  Some content that was available for free and has been discontinued is furthermore likely to cause the error.
      ------------------------------------------------------
      All welcome to join means ALL regardless of geographic location, release or OS.
      From the multiplayer menu you can view a region and visit the cities in the region without having to 'claim' a city to get inside to look around.  This way you can choose from several public regions with active players to join, and then claim a city in one you want to play without immediately leaving behind an abandoned city that can't be reclaimed by others if they have different DLCs.
    • By Bowhunt24
      Hey guys, so I just started playing online. It's fun! However it kept crashing and not saving and reverting my cities back to almost brand new. I figured it was my skyepack mod that I had installed. After uninstalling it seems to be working fine, but I MISS MY ONE WAY ROADS!!!!
      Is there a one way dir street mod that works with online mode? Not having one way roads and roundabouts  is ridiculous! For such a fancy game, it seems like OOB there are some pretty basic things missing :/
      Anyways, if anyone has any tips for modding online game play let me know! Also if you have any regions you are looking for players in, lmk. Looking to build in a "realistic" region with peeps. 
      Thanks again!
      Evan
    • By Bowhunt24
      Hi guys, I've been playing Sim City 5 now for a while (played all previous games) offline with mods, sandbox, etc. 
      I'm not venturing into online mode. I am using the latest skyepack mod as I have been for offline mode. I keep getting errors and city rollbacks, can't write to server, etc, etc. I usually end up having to abandon the city all together. 
      Are all of these issues related to the fact that I'm using a large mod like skyepack? Are there certain mods that are compatible with online mode?
      Thanks for any help! 
      Evan
    • By Haljackey
      Maxis' 2013 reboot of the SimCity franchise will always be remembered for its disastrous launch more than anything else. But now, more than three years removed from that debacle, SimCity creative director Ocean Quigley told Game Informer that he's still proud of the game itself — even if publisher Electronic Arts' decision to require an internet connection ruined everything.
      Like the SimCity titles before it, SimCity was a single-player game, but it was designed as an always-online experience. At the launch of the game in early March 2013, hundreds of thousands of people flooded the servers, and severe connectivity issues created a mountain of problems. Players had to wait in hourslong queues to access SimCity, and Maxis tried everything to rectify the issues, even disabling certain "non-critical" elements of the game in an effort to relieve the load on the servers.
      SimCity originated with Maxis' desire to make a SimCity game in full 3D, and the studio's belief that the technology had finally gotten to a point that would support that, Quigley recalled on this week's edition of The Game Informer Show. EA greenlit the project, with a caveat: It had to be an always-online title, because that's the future that EA believed the gaming industry was heading toward. (Microtransactions were a part of EA's reasoning, said Quigley, but not the main impetus behind the decision.)
      "EA wanted to make it more of a platform, an ongoing platform, that they'd sort of build and develop on," Quigley explained. "And so that [...] mandated, kind of, the server and online stuff. Which, in retrospect — I mean, obviously — was the fatal flaw in it."
      Maxis had to figure out how to turn that onerous requirement into a feature that would deliver something useful to SimCity players. Networking allowed for elements like leaderboards, and opened up "interesting design-space possibilities" such as players being able to connect their cities with their friends' cities in a region. But Quigley wished those features had been optional, considering how SimCity's launch turned out.
      "The tech got ahead of itself," said Quigley, describing a server "meltdown" when a million players attempted to play at once. "We didn't have the back-end infrastructure to actually pull that off, obviously."
      Quigley told Game Informer that as SimCity's creative director, he and the design team were "pretty happy" with the game itself. The developers' pride in the product made the server issues that much more frustrating.
      "The back end of it all, sort of, collapsing in flaming server rooms was, well — it feels a little bit like being somebody on a sinking ship, and you've done a really nice job on your part of it, but it doesn't matter," said Quigley. "It doesn't matter if you've made all these beautiful things, because the rest of the ship is exploding."
      The failed launch became the storyline surrounding SimCity, and even worse, Maxis had to spend so much time fixing the server issues that the design team never got the chance to improve or expand upon the game. One of the major criticisms of SimCity was its limitation on city size, which was much smaller than in previous SimCity titles. Quigley told Game Informer that before launch, Maxis had big ideas for those land plots.
      "The eventual vision was that the whole region — the whole vast, 32-kilometer by 32-kilometer region — would be one potential city, and you could build anywhere in it," said Quigley. He added that while SimCity's simulation engine "would have let us scale, eventually, to larger and larger cities," the back-end server infrastructure was the bottleneck in the system that prevented that grand plan from coming to fruition.
      "I'd say that was pretty much the hardest part of my career, yeah," Quigley said of the SimCity launch. In March 2014, just over a year after SimCity's release, EA added an offline mode to the game.
      Quigley left EA in July 2013 after 18 years at Maxis. He later returned to the company to do consulting work, and departed in October 2015 for an indie studio called No, You Shut Up Games. Quigley is the creative director at the Berkeley, California-based company, which is making a space combat game called Atomic Space Command. He is also an accomplished oil painter, with works that have been showcased in galleries and museums.
      For much more on Quigley and his career, check out the lengthy interview that he did with The Game Informer Show. The full interview begins at 1:13:20, while the SimCity portion starts at 1:56:18.
       
       
      http://www.polygon.com/2016/5/20/11722342/simcity-launch-ea-maxis-ocean-quigley
    • By CapTon
      NOTE: Please be sure that you read through the entire page and watch the video for all information on this mod pack.
       
      Hey guys :).
       
      Within this mod pack is the mods that I have created that work in the online mode of SimCity 2013.
       
      Before I list all of the mods, here is the video for this mod pack:
       
      [youtube]https://www.youtube.com/watch?v=wGSxw7QB-4c[/youtube]
       
      Alright, here's the list of all the mods in this pack:
       
      Multi Plopper EL Train Addon - http://community.simtropolis.com/files/file/29828-multi-plopper-el-train-addon/
      Large Ambulance Bay for Clinic - http://community.simtropolis.com/files/file/29807-large-ambulance-bay-for-clinic/
      Wind Storage Batteries - http://community.simtropolis.com/files/file/29758-online-and-offline-wind-storage-batteries/
      Solar Storage Batteries - http://community.simtropolis.com/files/file/29750-online-and-offline-solar-storage-batteries/
      Multi Plopper Subway Addon - http://community.simtropolis.com/files/file/29724-multi-plopper-subway-addon/
      School of Education - http://community.simtropolis.com/files/file/29716-100-guaranteed-plop-fix-school-of-education/
      Ploppable Road Interchange Mod - http://community.simtropolis.com/files/file/29714-power-water-and-sewage-update-ploppable-road-interchange-mod/
      Basketball Court for Grade School - http://community.simtropolis.com/files/file/29541-basketball-court-for-grade-school/
      Grade and High Schools Ploppable on Road - http://community.simtropolis.com/files/file/29525-grade-and-high-school-classrooms-ploppable-on-road/
      Garbage Atomizer Ploppable on Road - http://community.simtropolis.com/files/file/29522-updated-garbage-atomizer-ploppable-on-road/
      University Schools and Dormitories for Community College - http://community.simtropolis.com/files/file/29487-updated-university-schools-and-dormitories-for-community-college/
      Garbage Incinerator Ploppable on Road - http://community.simtropolis.com/files/file/29478-garbage-incinerator-ploppable-on-road/
      Two Water Mods Pack - http://community.simtropolis.com/files/file/29472-two-water-mods-pack/
      Lower Schools Mods Pack - http://community.simtropolis.com/files/file/29464-lower-schools-mods-pack/
      Plastic Polymerizer for Oil Well - http://community.simtropolis.com/files/file/29453-plastic-polymerizer-for-oil-well/
      Municipal Bus Garage for Shuttle Depot - http://community.simtropolis.com/files/file/29413-municipal-bus-garage-for-shuttle-bus-depot/
      CapTon's Police Mods Pack - http://community.simtropolis.com/files/file/29412-captons-police-mods-pack/
      CapTon's Medical Mods Pack - http://community.simtropolis.com/files/file/29405-captons-medical-mods-pack/
      CapTon's Fire Mods Pack - http://community.simtropolis.com/files/file/29356-captons-fire-mods-pack/
       
      The links have been included so that, if you want, you can download some of my online mods separately.
       
      NOTE: The files contained within this mod pack are all grouped together in one folder. It is recommended that you copy all the files and then paste into your SimCityData folder. You can attempt to copy and paste the folder itself into your SimCityData folder, but I cannot guarantee that the mods will work correctly.
       
      How to install:
       
      1. Unzip/extract the file.
      2. Copy and paste the files within the "Online Mods Pack" folder into your SimCityData folder.
       
      If you experience any issues with this mod pack, leave a review down below or leave a comment on the video (more likely for me to see).
       
      Special thanks to:
       
      - Johnathan_Tycoon: for requesting the creation of this mod pack.
      - Everyone that helped me create some of the mods listed above.
       
      Thanks for checking this mod pack out! More are coming!
  • Newest STEX Uploads

  • Recent STEX Reviews

  • Recent STEX Comments