• Announcements

    • Dirktator

      An appeal for your support: Help us keep the STEX up and running   11/06/2015

      Hi Community, this is a public appeal for help to keep the STEX up and running! We currently need your help to offset some of our operational costs and upgrades! As you know, we've always relied on community donations to help keep the website running. And while all our admins and moderators volunteer their time to managing the site and community, we do have modest expenses that we need to cover each month which includes our server hosting fees, software and support licenses, etc. So lately, we've experienced a slump with donations and we're beginning to feel the pinch! We would really appreciate your support by way of a donation of any amount in order to keep the site up and running. Of course, as always, we'll send you a gift with a minimum donation as a Thank You. If you have any questions please don't hesitate to PM me!  Sincerely; Dirktator & The Admins PS. Thank you to those who have stepped up and donated the last couple weeks -- we really appreciate it!
    • Dirktator

      Updates in progress... Please stand by...   01/22/2016

      We're still in the middle of updating things, please bear with us! Some things may appear strange or not quite working right - we're working on it!
ProcsKalone

[MOD Pack] Plop Outside City Box & All my others

821 posts in this topic

Ahw yeaah! This is great. Thanks!

I'll try it out right now.

Share this post


Link to post

I'm attempting to put it in my files right. I might need help.

OK, so I put all 3 in my data files, Is that all I need to do? And what is the "ESCAPE -> Enable Debug -> Right side of screen a column should appear, click 3rd last icon (grid looking icon named Region) -> Buttons 2,4,5 are ones with my changes" Where do I do that at? And where is the Debug menu at?

Oh, yay, I got it. SO fun. Thanks below

Share this post


Link to post

There should be 2 files (1 if you already have a mod enabling the debug menu) - SimrolledComplete.package and (If you don't have debug menu DL the bagoftrixs either of the first two links), and place those in your SimCityData folder. Then just start the game up, go to your city press escape and youll see the debug button

 

edit: Glad to hear it worked out. Updated the package with a little change so we don't need bagoftrixes anymore.

2 people like this

Share this post


Link to post

Why are all the menus empty?

 

Spark_2013-04-16_23-41-39_zps45c9d123.pn

2 people like this

Share this post


Link to post

They are the other debug menus which had everything taken out in one of the patches.  Like the OP mentions, the relevant menu for this mod is the 3rd last (grid icon) - there are submenus there which correspond to the pictures in the OP's visual guide (This picture was updated for v0.2 so it may look a little diff if you are using the older version).

 

By the way I cannot stress enough how important is it for you to be trying these mods out in a new city before goin to one you work on. Just noticed that pic above - don't want you accidentally placing something thats indestructable (Ramp/Regional Freeway) without knowing about it before hand!

2 people like this

Share this post


Link to post

The only thing that bothers me, is the fact you can't cross the roads. I mean when there'a already a railway, you can't cross it with a road (says you can't cross it).

1 person likes this

Share this post


Link to post

Hmm boroda, im not sure but that may be an issue with a bad download I had uploaded on v0.2 (IF you downloaded about 20mins before this message).

I just tested drawing outside the box, I did a railway first then a road over and it let me, then I did a road and railway'd over it fine. Unless I am misunderstanding your question I'd suggest a quick re-dl (I had messed up some road related changes when I was redoing my package which could have caused the issue)

1 person likes this

Share this post


Link to post

Hmm boroda, im not sure but that may be an issue with a bad download I had uploaded on v0.2 (IF you downloaded about 20mins before this message).

I just tested drawing outside the box, I did a railway first then a road over and it let me, then I did a road and railway'd over it fine. Unless I am misunderstanding your question I'd suggest a quick re-dl (I had messed up some road related changes when I was redoing my package which could have caused the issue)

This looks like an issue with a small part of railway between bridges, looks like nothing to do with actual mod.

1 person likes this

Share this post


Link to post

Can't wait to try this out when I get home. This by far the biggest step forward in modding simcity 2013. Well done!

Share this post


Link to post

You may have experienced the issue I was having without BagOfTrixes runing. I added back the link to it  and updated a few cultural ploppables.

1 person likes this

Share this post


Link to post

sorry but i don't have the debugmenu. where is bagoftrixes link? I put only the file simrollercompletepack..please help me

Share this post


Link to post

Coming soon: Processor, CE Factor with modules outside the box

1 person likes this

Share this post


Link to post

v0.4 uploaded, modules now supported. Gambling modules coming soon

1 person likes this

Share this post


Link to post

If agents can't go beyond the box, why plop a factory out there? It wouldn't get any employees right? How about goods? Would it produce anything?

 

I understand wanting to break out of the box, but functionality is key here.

 

Roads are another issue, I'm so fed up with the limited access to cities. The people who designed this game should really never work in the industry again.

1 person likes this

Share this post


Link to post

They all work. Only thing that is not working is tourist locations accepting tourists (cultural), casinos and such work still.

 

It saddens me you'd question the mods worth rather than just trying it. Sorry I am working on something you don't deem useful nor understand its usefulness.

3 people like this

Share this post


Link to post

I am very happy for your mod - and if people read the text - and tried the mod also - they would post smarter comments :P

 

If I would wish for something, is if it would be possible to add the service and pedestrian roads to the debug road menu? Especially the service ones would be very useful :)

Share this post


Link to post

Thank you Procs for the mods...hopefully they work after the patch as well.  I'll be giving them a shot tuesday morning.

Share this post


Link to post

If agents can't go beyond the box, why plop a factory out there? It wouldn't get any employees right? How about goods? Would it produce anything?

 

I understand wanting to break out of the box, but functionality is key here.

Actually, agents can and do go outside the box. They can pretty much go all over the region; the only thing that's constrained to the city box is the camera and maps (water, coal, height)

 

The people who designed this game should really never work in the industry again.

Oh, come off it. This kind of hyperbole is getting really tiring. I thought Simtropolis was better than this.
5 people like this

Share this post


Link to post

Thank you Procs for the mods...hopefully they work after the patch as well.  I'll be giving them a shot tuesday morning.

To be honest I am praying that they dont mess with anything but I doubt it'd break much. Im going to venture and guess they might cause some files to require some changes around but I doubt they'd do something drastic to break it off for good

For the record, the game is great as it is. Especially coming from my perspective, its just to god damn tinkerable with

 

- Sorry for the large amount of re-downloads for those that use it, v0.5 is out with I believe the last of the ploppables with modules

3 people like this

Share this post


Link to post

Hello,

 

First of all thank you for the great work your doing... keep going.

 

I have downloaded the SimROllerPackagev05.

I have place the SimRollerCompletePackv05.package file in the SimCityData folder and the SimCity-Scripts_257365692.package file in the EcoGame folder (note that I had already  a SimCity-Scripts_257365692.package which I replaced with the one provided in the SimRollerpackagev05).

 

After I do that I launch the game and hit the space bar... but nothing happens.

 

I've read something about the BagOfTrixFudged.package file which I've also downloaded and tried placing it either in the SimCityData or the EcoGame folder.... sadly none of this seems to have an effect and I still can't enable the debug mode.

 

I'm sure I'm missing something or doing something wrong but can't see what is. Some help would be appreciated.

 

Thank you.

Share this post


Link to post

Launch the game - > go to your city -> Ingame press escape and hit the "Enable Debug Button"

 

edit: By the way sorry wasn't clear, the BagofTrix file should go in your SimCityData folder too (Same as the SimRollerCompletev0.5.package) - You were correct with the scripts package though, goes in the ecogame folder and replaces the original.

1 person likes this

Share this post


Link to post

Heads up: The patch overwrote my scripts changes so you guys may experience an issue where modules are limited to half of what you should be buildable (ie 4 fire trucks but you will get capped at 2). I have updated the scripts package and I am going to run it for a bit to make sure everythings covered and I'll be updating the OP

1 person likes this

Share this post


Link to post

just sitting in World of Warcraft right now, waiting for SC servers to come up...bored...

Share this post


Link to post

Yeah was hoping any random server would turn on early so I could hop on and test the changes but guess we're all stuck waiting no matter the server :(

 

edit: Updated to 0.51, ready for 2.0 and added elegant casinos

1 person likes this

Share this post


Link to post

Hi,

 

Thank you. I've finally managed to get the debug menu although the menus are empty. I think the EA update has messed up some of your package so I guess I'll wait until everything is back to normal.

Share this post


Link to post

Hmmmmmm its been updated for the patch and working. Are you sure you placed the SimRollerComplete.package in simcitydata, the scripts pack in ecogame and ontop of all that - accessing the right menu? Not all the debug menus are used, only the Region (Grid Icon) menu has submenus that are populated.

1 person likes this

Share this post


Link to post

Create an account or sign in to comment

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

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
  • Similar Content

    • Highway Sign Maker - For Cities Skylines?
      By Need4Camaro
      I have 0 modding experience with Cities Skylines. I can 3D Model fairly decently but I am not a programmer.
      Anyway onto my questions.
      I wanted to eventually make a mod that literally allows users to "plop" custom Highway Signs instead of having to 3D Model them or custom make them for each interchange. It could be completely modular or it could work with the currently existing "Street Name" mod. So lets say for example that you have a stretch of highway and it has an interchange. The mod would do the following things for each interchange:
      Remove the existing Cities Skylines Highway Sign Prop By default, place a modern / realistic gantry or sign post near the exit ramp.  Upon its initial appearance the post will be incomplete and will not have a sign attached to it. The user will select the post and will be brought to an interface to assign the sign's data and other specifications. User will select the type of post. Whether it be an overhead gantry that spans across the entire carriageway, or a post on the side of the road. The street name, route number, herald, exit number, direction, control name can all be set for the sign in this interface If a user has the street name mod, the sign can be set to automatically detect the name of the street at the end of the ramp to pretty much automatically generate a sign. Multiple sign boards on one gantry would be possible. (For example a sign over the main carriage confirming the router number / direction advising that you're traveling in, and another board to the right (or left UK) advising the information for the current exit) Provide the ability to generate approach signs. By default their distances would be set to 1/2 mile and 1 mile (like real life) but they can be altered aswell. Approach signs would also be modifiable to include other information If two approach signs are within 1/4th of a mile of each other, they will automatically be merged to avoid cluttering. The Mechanics:
      The interface will use pre-fabbed sign boards (so the game will not have to create shapes / 3D models in-game) and will use the data the user enters to determine which sign board is most appropriate according to size. In essence, everything will be built to fit in the smallest board possible, but if a larger board is needed, it will use a larger board. Approach signs will automatically merge if they're too close to each other, however; it will be possible to customize approach signs or de-merge them if necessary. Approach signs will also merge onto the control sign at a previous exit if its within 1/4th of a mile of the previous exit. Signs will avoid spawning under overpasses, but they CAN spawn on bridges. Users can import their own Heralds and define in the game how the route numbers will be placed on those Heralds The mod would be made to support multiple Heralds. The mod would be made to support automatic exit numbering, with an offset number aswell for interstates leading into your city (I.E. the first exit for your city is Exit 50 instead of Exit 1) Can be controlled by mile OR by actual exit. 2 Lane Highways will Generate a Rural Post (on the side) by default. 3 and 4 Lane Highways will Generate an overhead Gantry by default. Basically the idea is to provide a way to generate highway signs for those who don't want to 3D model a sign for every exit they have. Once again this is all still theory. Nothing is in the works yet. This thread is asking if my idea is even possible, and if it is..where would I begin?
    • Paeng's Playgrounds 205
      By paeng
      Here is a series of playgrounds and related structures that will give you the means to set up nice areas for our kids inside parks, suburbia and residential areas.

      All together there are 9 lots of various sizes and layouts. You can use them standalone or in combination with the (fully compatible) Parks205 collection.



      DEPENDENCIES

      * MAS71 PropPack Vol03


      If you are using the Parks205 you're all set. If you don't, you need these additional items for the playgrounds:

      * Paeng Texture Pack v103

      * Murimk Props Vol. 02 (Parks and Fences)

      * SG 01 Megapack



      DEVELOPER NOTES

      All playgrounds give the normal little perks you'd expect from park lots.

      They are located in the Parks menu with custom icons.

      See the ingame menu for more infos.



      INSTALLATION

      Put the whole bundle into "(My )Documents/Plugins".

      To un-install - bulldoze all lots you may have plopped from this pack, then remove it completely from your Plugins.



      SUPPORT

      Should you need support for these items please visit the
      Paeng Production Forum




      Enjoy!
    • Paeng's PedMall Parks
      By paeng
      Yes, we finally can! What?! Yes, after all these years it is now possible to have nice PedMalls with all kinds of motifs, making them in effect regular little 1x1 parks that can be put together to form larger parks or alleys or plazas or such - all with full pedmall functionality... and teeming with life!

      With that in mind you can now really plan for extended car(e)free pedestrian malls and shopping miles that are more than vast, empty and cold looking blobs of concrete (or "marble")... For this purpose I included 20 different 'PedMall Parks' for you to enjoy.



      CAUTION! This is not your average 'Drop'n'Plop' Mod!

      You MUST read the ReadMe, all the way to the end!

      Otherwise your CPU will melt down, your RAM will delapidate
      and your Monitor will catch the Pixel-Error-Pox!



      I won't reprint the whole ReadMe in this description - the installation instructions need to be read in peace and quiet.

      So here and now just a quick overview...



      DEPENDENCIES

      * NAM (I presume you're up-to-date with that

      * PedMall NAM FaceLift Mod
      (! More info on this link in the ReadMe !)

      * SG Vol 01 Megapack

      * Porkie Props Vol01 and Vol02



      USING THE PEDMALLS IN THE GAME

      The new lots are all under the FIRST pedmall icon (the white one with that awful single centered lamp post).

      The specialty here: Plop a piece, move the mouse away and back again, click - a new piece will plop (so no need to bulldoze, just always move the mouse out and back in)... that way you can cycle through all the attached PedMall Parks in an endless loop. Be aware though that they plop totally random, so you need a little bit of patience if you are after a certain piece or a certain order. And yes, you can rotate the piece between clicks to get a different orientation.

      Otherwise they function just the way any default PedMall functions.

      See the additional screenshots for some impressions.



      DEVELOPER NOTES

      All items of this set come with the Maxis Default base texture ('white'), but can be treated with your favorite sidewalk mod - like the image above shows them with my 'Sandstone Mod'.

      The items are all numbered (an enclosed image shows the numbers of the park pieces) - so for any you do not wish to use, just remove the corresponding DAT file from the folder.

      ! More important information in the ReadMe !



      CREDITS

      Kudos to Moonlight-san who wrote the actual Mod and made this pack possible. Thank you so much!

      PedMall Park Lotting: Paeng



      SUPPORT

      Should you need support for these items, please visit the
      Support Thread


      Have fun :-)
    • B62 Remastered: Lowes Home Improvement & Distribution Centers
      By nos.17
      Lowe's Companies, Inc. is an American company that operates a chain of retail home improvement and appliance store. Founded in 1946 in North Wilkesboro, North Carolina, the chain has 1,840 stores in the United States, Canada, and Mexico. Lowe's is the second-largest hardware chain in the United States behind The Home Depot and ahead of Menards. Globally, Lowe's is also the second-largest hardware chain, again behind The Home Depot but ahead of the European stores B&Q and OBI. (source)
      This BAT was originally created by Bobbo662 (aka B62). Unfortunately, due to real life circumstances, he was unable to finish the lot and was just sitting around on his hard drive. After talking with him, he graciously handed his work over to me to finish and subsequently upload for yall.   For comments/feedback/critique/praise or just to see what's coming up next, visit my lot thread here.
      -------
      Stats:
      -------
      This upload contains TWO lots:
      Lowes Home Improvement Store: 12x12 CS$ Plop
      Lowes Distribution Center: 13x11 CS$ Plop
           Jobs : 250 CS$
           Plop Cost : $55000
           Bulldoze Cost : $5500
           Power Consumed : 20
           Water Consumed : 5
           Air/Water Pollution : Negligable
           Garbage Pollution : 20 over 5 tiles
           Flamability : 35
       
      ------------------
      Dependencies:
      ------------------
      Yall should have most if not all of these already...
      BSC Mega Texture Cycledogg v01
      BSC Mega Props - SG Vol 01
      SHK Parking Pack
      BSC Mega Props - JES Vol01
      BSC Mega Props - JES Vol02
       

      And above all... have fun!
      nos.17
    • b62 Remastered: Walmart Supercenter
      By nos.17
      "Sam Walton started his discount store and the simple idea of selling more for less, which has grown into the Walmart brand, the largest retailer in the world. Today, nearly 260 million customers visit more than 11,500 stores under 65 banners in 28 countries each week. With fiscal year 2015 net sales of $482.2 billion, Walmart employs 2.2 million associates worldwide – 1.4 million in the U.S. alone." (source)   This BAT was originally created by Bobbo662 (aka B62). Unfortunately, due to real life circumstances, he was unable to finish the lot and was just sitting around on his hard drive. After talking with him, he graciously handed his work over to me to finish and subsequently upload for yall.   For comments/feedback/critique/praise or just to see what's coming up next (I have a dozen? b62 building in queue), visit my lot thread here.   -------
      Stats:
      -------
      12x14 LM Plop
           200 CS$ Jobs
           Plop Cost : $35000
           Bulldoze Cost : $3500
           Water Consumed : 8
           Power Consumed : 30
           Air Pollution : 0
           Water Pollution : 2 over 5 tiles
           Garbage Pollution : 14 over 4 tiles
           Flamability : 35

      ------------------
      Dependencies:
      ------------------
      SHK Parking Pack
      BSC Mega Props - SG Vol 01
      BSC Mega Texture Cycledogg v01
      (lot is also shown with the Maxis Tree Replacement Mod; trees will appear as default Maxis without it)
       
  • Recently Browsing   0 members

    No registered users viewing this page.