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      Urgent Request: Simtropolis Needs Donations To Keep Going   12/05/2016

      Hi Community As Simtropolis turns 14 years old this year, we're asking your help now more than ever to help us keep the site and everything you love about our Community and STEX up and running. A donation goes a long way to help us offset the costs of keeping the site up and operational. As you know, we're a completely community-driven not-for-profit website, but we do have to deal with some modest real-world expenses from month to month. Lately, we've been feeling a big pinch with a slump in donations, and we're hoping to drive that up so we can continue to keep the site running. In return for your donation, we're offering several STEX Collection Discs which you can learn more about here, if you wish to receive one. 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!  Donate Any Amount Here To Receive a STEX Disc(s) Donate a Specific Amount Here Sincerely; Dirktator & The Admins PS. Thank you to those who have stepped up and donated -- we really appreciate it!
ProcsKalone

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

822 posts in this topic

Ahw yeaah! This is great. Thanks!

I'll try it out right now.

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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

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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.

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Why are all the menus empty?

 

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

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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!

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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).

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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)

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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.

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

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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.

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

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

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

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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.

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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.

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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 :)

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

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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.
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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

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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.

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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.

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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

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

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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

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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.

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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.

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