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Found 12 results

  1. So i was wondering if there is any way i could change the config or something to make it so resources never run out, such as water, ore, coal and oil. If not, could somebody possibly make a mod? I will donate 10 dollars on the spot. If you want me to increase it, fine
  2. UPDATE: This thread is no longer being maintained. Information within may be incomplete or obsolete, and is kept here for legacy purposes. CITIES : SKYLINES ASSEMBLIES REFERENCE What is an assembly? In C#, the language Cities : Skylines is written in, " An assembly is a file that is automatically generated by the compiler upon successful compilation of every .NET application. It can be either a Dynamic Link Library or an executable file. " - From CodeGuru.com In this case, I'm talking about Dynamic Link Libraries, also known as DLL files. More specifically, I'm talking about the libraries of code the game uses. They can be found inside the game installation directory, usually in "C:\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed". If you look in this folder, you'll find 18 files, only three (for now) of which we will be dealing with in this thread. They are: Assembly-CSharp.dll ColossalManaged.dll ICities.dll NOTICE: Publishing decompiled code is illegal and would get me in serious trouble, so I will be limited in what I can show you on here. In order to better understand this topic, you will need to examine these assemblies yourself. There is plenty of information on how to do this online. One good way is to get ILSpy. This topic will just be about what the classes, fields and methods are and do, and an attempt to bring light into the way the game works internally. I won't actually be showing you any of the actually code. Also, at some point this topic will get too large, so I will probably just move the entire thing to the official documentation site, if possible, and link to it from here.
  3. Hi all, I've been playing Simcity recently and concentrating on region play rather than single city play and wondered if you guys can answer a question for me. Why is the sharing of electricity, water and sewage processing across a region so broken and is there any way to fix it? I'm not talking about the servers being slow to update (they seem fine to me) but I am talking about the crazy way the game allocates resources. A simple example is as follows. City A is producing electricity for the entire region. It produces 40mw and uses 10mw (leaving 30mw for the rest of the region) City B is built and used as a commercial base and needs 10mw which it buys from city A (now leaving 20mw for the rest of the region) City C is built and I decide it will be a mainly industrial city. It needs 15mw - which should leave the region with 5mw spare. 10+10+15=35mw What actually happens is that the game splits the remaining regional electricity between cities B and C equally, giving each 15mw leaving none free: 10+15+15=40mw (it's added an unnecessary 5mw to city Bs allocation) If I then expand city C and it needs 20mw, I'm now in the situation where the total electricity used across the region is actually 40mw. Because the game treats the supply allocated for each city as the same (and equal to the highest usage city) I now need to produce 50mw! 10+20+20=50 (it's added another unnecessary 5mw to city Bs allocation). This seems ludicrous, but is exactly what's happening! If we take this further, assuming A uses 10mw, B uses 10mw, C expands massively and needs 200mw, and I create 3 more cities in the region all needing 10mw (D, E and F), we get this: 10+200+200+200+200+200=1010mw needed across the region! (I actually would only need 10+10+200+10+10+10=250mw) It's the same situation with water and sewage (I think) It really discourages me from using single cities to supply entire regions for resources, and is a bit of a gamebreaker for me. Is this normal? Can anyone confirm that this is the way the game is actually working and is it supposed to work this way? Will offline play still treat resources like this or will they be divided sensibly ie cities only taking what they need? Sorry for the long post, I hope someone takes the time to read it and shed some light on this situation, Thanks!
  4. Version 1

    9,412 Downloads

    * UPDATED TO v1.02 ON 01/20/2009 This MTP RESOURCE file is the primary dependency for the upcoming series of Logging Industry lots. Although designed for the MTP, these upcoming lots will have minimal MTP-dependence and should look great in any non-urban environment. * While embracing the proud and romantic history of logging over the past two centuries, we fully realize the need to preserve our natural resources and avoid needless exploitation of our forests. Accordingly, all PEG loggers and logging facilities work in concert with the Forestry Service and remove only trees tagged by the Service as diseased, damaged or impeding the development of new growth. ** This dependency has no dependencies. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.
  5. Version 1

    10,623 Downloads

    Which came first? The Dependency Pack or the Lot? Now we know... This PEG Utopia Series RESOURCE PACK is the primary dependency file of the UT Mall Canal series of lots. Ideally, this will be the only dependency file required for the entire series of lots. * Version 1.01 ** This file has no dependencies. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.
  6. Version 1

    41,269 Downloads

    This is a RESOURCE file for the PEG-CDK3 Seaport collection of lots. It is a required dependency, specifically, for the upcoming break-bulk freight dock lots and the new freight rail stations. The pack contains a ton of static, timed and random rolling stock & locomotive props. These are intended for use as props on various lots. These are NOT game automata... however, many will be released separately as such. * As the game automata trains are considerably under scaled, these props are larger... and scaled to look more appropriate on lots with properly scaled structures, vehicles, peeps and other props. ** Players and developers may use these props on their own lots... subject to the terms of the EULA that is documented in the included readme file. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.
  7. Version 1

    13,183 Downloads

    This is the primary resource or "dependency" file required for the new Coastal Development Kit (CDK3) industrial style. This new style is designed to add new industry specific lots to the CDK. It is not intended as a replacement for any other CDK style. The resource pack includes 44 custom props that will be used in the various CDK3 lots which are designed to add functionality & productivity to your coastlines as well a new, industrial appearance. Although lower than the established CDK-IND lots (2 meters versus 3 meters), the CDK3 lots can be easily mixed and matched with the CDK-IND lots as well as other CDK styles. This resource pack along with the other CDK3 prop packs also serves as a "development kit" for those who want to make their own, CDK3-ish lots in the Lot Editor. Once installed, all of the CDK3 props will appear in the Lot Editor prop list where you can use them as you wish. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.
  8. Version 1

    18,890 Downloads

    This is the second, essential dependency file for the re-styled CDK-OWW2 (Old Wooden Waterfront) and is required for all CDK-OWW lots. This Dependency... has no Dependencies. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.
  9. Version 1

    24,637 Downloads

    This is the primary dependency file for the re-styled CDK-OWW2 (Old Wooden Waterfront) and will be required for all new CDK-OWW lots. The new CDK-OWW2 has been completely overhauled to match the new CDK Marina style of lots. These lots can be used to expand and add variety to your CDK Marina complexes... or used on their own to create attractive seawall boardwalks along your coastlines. Like the Marina lots, the CDK-OWW2 lots are 3 tiles deep... and also have the upper dock/boardwalk and the rear parking areas that align in a modular fashion. In fact, the only differences between the two styles is that Marina lots have the lower floating docks... and higher recreational properties. As the new CDK-OWW lots are 3 tiles deep, they will not directly replace the older OWW style lots which were only 2 tiles deep. Players can choose to use both old & new versions... or uninstall the older version after replacing the older lots in their cities. For help creating the perfect terrain for CDK lots, we strongly recommend reading The Official CDK Tutorial. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.
  10. Version 1

    15,829 Downloads

    This is a RESOURCE file for CDKM (Marina) and other CDK lots. It contains 51 new props in total... of which 30 are new, custom BAT models. Many of these boat models were combined into other larger prop models that were used in the initial CDKM Marina lots. You do not need this file for those lots. * Players and developers may use these props on their own lots... subject to the terms of the EULA that is documented in the included readme file. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.
  11. Version 1

    11,557 Downloads

    This is dependency prop pack required for certain Coastal Development Kit (CDK3) lots. It includes 4 trawler props that are both static model, timed props, and collections of prop families. The resource pack includes the following new (or remodeled) trawler props that will be used in the various CDK3 lots. The included props are (from bottom to top): - The S.S. Albacore. - The S.S. Barracuda. - The S.S. Sturgeon. - The S.S. Vabulous. ** This prop pack includes defined prop families for an added random effect as well as timed versions of the props for a shuffling effect. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.
  12. Version 1

    10,914 Downloads

    This is the universal dependency File for the PEGPROD Sky Farm lots. There is only one dependency. This is it. This file must be installed in order for the SkyFarms to function properly. All warranties (of which there are none), either express or implied, are null and void if this file is not installed. * This is a universal dependency file used by all SkyFarm versions and lots. Each seperate version will contain its own, unique resource file that contains custom material unique only to that version. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.
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