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Mr. Lowe's Simcity 2013 Mods  1.4

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1.4 - Omega
 
Storage increased, workers needed and costs decreased.  Attempted to make oil/ore consumption rate to be at 1200 oil and 12 tons ore per 2400 Omega made per factory, per hour. 
 

 

 

NOTE: Please see special instruction for changes from version 1.1 to 1.2/1.3 regarding RCI

 

1.2 RCI Overhauled.  Non-RCI version added.  1.3  R + C + I Growth Boost

 

Please be aware that the RCI Version alters the game quite a bit, and WILL affect the ratios of zoning. 

If you do not want to adjust to changing the amounts of residential, commercial and industrial in your city please use the alternate version without these changes.

 

RCI Changes:

 
IND should level up density much faster.
IND medium and high density take much less workers - approximately the same a low density.
This was so that the freight per worker ratio stayed closer to equal with density.
I made the same "space" give you at least the same freight.
This will GREATLY decrease the workers needed for higher density IND.
I was not able to find the freight output to alter, so the changes in workers were the only way to adjust it.
As a side effect, there should be much less traffic to IND zones.
 
RES and COM medium and high density buildings give same tax per person as low density.
This will make for increased revenue in cities, especially high density.

 

If you do not wish altered RCI do not copy the *cap.package  files over.

A seperate files is included that has no RCI adjustments.

 

 

 
Important Notes on RCI changes!
 
If you are using my RCI version, and then later decide you wish to remove it, please demolish any RCI areas BEFORE removing the mod, save the game, then remove the files before reloading. 
 
 Also when updating from older versions that have the lowrescap.package file, to any new versions that include RCI,  please demo any lowwealth residential zones using the above procedure.
 
 If you delete the file with exisiting RCI zones, they will continue to run with the changes from the mod, but if they are deleted, they do not update the population correctly.
For example, in the previous mod lowrescap.package had added 200 workers to each high density building.  If you do not delete the zone first, before removing the mod, when the zone is deleted later, it will not remove the full 800 workers, just the 600 that is in the new version.
 

 

 

Changes rate for ore and coal mines to tenfold speed and storage to 1000 tons.

 

Changes truck capacity to 100 tons. (Global trucks not affected)

Changed capacity of small trade port to 500 tons. Costs decreased.

 

Changed capacity of large trade port to 4000 tons. Costs decreased.

 

Changed cost of garbage facilities and increased plopables.

 

Increased incinerator burn rate by 25% -may not be burning fster. needs more testing.

 

Changed cost of water pumping station and increased plopables.

 

Changed cost of sewage station and increased plopables.

 

Changed filtration pump to process 50% faster than standard. Maintenance not altered.

 

Increased storage at oil derrick.

 

Increased ploppables at refinery and increased oil storage.

 

Smelter:  Increased storage of raw materials and outputs. Doubled "oven" plopables.

 

Increased airport runways to 8. (Corrected (in v0.4 )airport to have just 5 terminals allowed, as you could not place more)

 

Ground scrubber 10% Controlnet Cost/purchase price

 

Garbage Atomizer 10% Controlnet, Price, increased burn rate to 4tons/hr (needs more testing, may not be faster)

 

Garbage incinerator and atomizer no longer cost power.

I felt they should be producing power like they used to in previous SimCity games, but compromised with not consuming.

 

Sewage Sanatizer: 20 "tanks" plopable.  Less Controlnet per tank (and station). Cheaper tanks  50 Rate.

Label still shows 25 ish rate. Could not find the label. 

 

Recycling: Increased capacity all around. Removed automatic plastic arm from coming with initial building. Attempted rate increase - not sure it is working.

 

Academy/Transmitter: Worker positions doubled therefore doubling ControlNet Output Capacity

 

CoT and Basic Water Tower: decreased cost Improved output

 

Elem School: More base students and double classroom plopables.

High School: Doubled Classroom plopables, Two Gyms, signs, flags and 6 bus garages

College: Double (to eight) annex plopables

 

Scrubber Crowns: Decreased Maintenance to 10%

 

 

 

Notes for version 0.6 series. follow:

 

mod-stomixer.package  is a not meant to be included file that was accidentally included in the archive. (removed in version 0.6d)  It contains keys that were not actually modified, but got left around when I was working on adding the Garbage Atomizer. It should not cause problems to keep the file, but it would be best to discard it.

 

 

This is just a beta, to see if there is a demand for altering these types of values.  

 

Current rates and cost are not to be considered balanced in any way.

 

I will consider making several versions, to fulfill whatever changes the community would like.

 

Please provide feedback.

 

 

 

Clarified Install Instructions

 

Unzip the archive. Copy over all the *.package  files that you would like. 

You can pick and choose to your taste.

 

The files should be placed in the Origin\SimCity\SimCityUserData\Packages folder.

 

You will also need to copy the SimCity-Scripts_287520926 and SimCityDLCEP1-Scripts_287520926 (current patch files) from \Origin\SimCity\SimCityUserData\EcoGame folder to this folder.

Alternately, if using the SimRevision mod, place his file in the Origin\SimCity\SimCityUserData\Packages  folder instead.

 

Sometimes you will not see mod effects until you close out the city to the main menu and reload it, or even more rarely, exit the game and re-enter.  This seems to be an issue with the game not always loading files from the packages location.

 

 
Important Notes on RCI changes!
 
If you are using my RCI version, and then later decide you wish to remove it, please demolish any RCI areas BEFORE removing the mod, save the game, then remove the files before reloading.  
 
 Also when updating from older versions that have the lowrescap.package file, to any new versions that include RCI,  please demo any lowwealth residential zones using the above procedure.
 
 If you delete the file with exisiting RCI zones, they will continue to run with the changes from the mod, but if they are deleted, they do not update the population correctly.
 
For example, in the previous mod lowrescap.package had added 200 workers to each high density building.  If you do not delte the zone first, before removing the mod, when the zone is deleted later, it will not remove the full 800 workers, just the 600 that is in the new version.
 

 

Disclaimer: 
 - These files are intended for OFFLINE MODE.
 - Modifying files is still experimental and might lead to city rollbacks
 - For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page

 

 

 

 


What's New 1.4   View Changelog


Released

  • 1.4 - Omega:Storage increased, workers needed and costs decreased. Oil/ore rate seems to be at 1200 oil and 12 tons ore per 2400 Omega made per factory, per hour. This is in line with smelter rates etc.
  • Like 3



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Recommended Comments

awesome! thanks!! was just looking for a mod like this 30 minutes ago! and there, lo -- i clicked refresh here just now and see this! awesome co-incidence! now just if someone could figure out how to increase/make unlimited the resources of coal and crude, etc under the ground --- it will be golden! :) :) :)

  • Like 2

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Thanks sethisuwan.

 

This is my first submitted mod, though I have been modding games for a while, including XCOM and SOTS 1 and 2.

 

Hope everyone enjoys the changes.  

 

I will likely be posting additional less drastic (no cost changes and/or slower than 10x extraction rates) versions in the future.

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What filter do you use? btw, great mod :D

Colorblind Optimized 1

 

I was very happy to find that. Too few games bother. 

 

Thanks. Let me know if there are any other changes you would like.

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Thanks sethisuwan.

 

This is my first submitted mod, though I have been modding games for a while, including XCOM and SOTS 1 and 2.

 

Hope everyone enjoys the changes.  

 

I will likely be posting additional less drastic (no cost changes and/or slower than 10x extraction rates) versions in the future.

yeah, lol, i had used ProKalone's mod to build so many oil storage tanks outside so i had already 200,000 barrels of storage and now they've shot up to like 10 million barrels!! which is good, so i can sell the oil stored and delete those modules and zone/put other stuff!! :) 

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I am very above of the mod because he(it) has bug my map and my pumping plants of gasoline(essence) disappeared except an indestructible road has cause of his(her,its) which returned me does of rabies(fury) BUT REALLY! Very sad the end of my best city );

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Not working for me!

Be sure to copy over the patch 10 data file (SimCity-Scripts_287520926) and make sure you place files in the correct section (\Origin\SimCity\SimCityUserData\Packages), similar to the power mod on this site.

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I am very above of the mod because he(it) has bug my map and my pumping plants of gasoline(essence) disappeared except an indestructible road has cause of his(her,its) which returned me does of rabies(fury) BUT REALLY! Very sad the end of my best city );

I am sorry to hear you have had issues. There is nothing in the mod that should have affected roads at all.  Were you in offline mode? There is little chance things will work in online mode, as there are changes to the ecodata section and I do not suggest using any mod that makes anything but cosmetic changes in online mode.  Please let me know the details, such as which parts of the mod you used, and what building you had placed before having problems so I can double check the changes I made.

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love the mod, great for saving up, but for me i would prefere the large depot storage 100k rather than 400k and keep the small depot as normal, as when starting of the specialiation cities, its costs too much to fill at beginning. is this someting you would be able to do for a fellow mayor?

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love the mod, great for saving up, but for me i would prefere the large depot storage 100k rather than 400k and keep the small depot as normal, as when starting of the specialiation cities, its costs too much to fill at beginning. is this someting you would be able to do for a fellow mayor?

Thanks!

 

Just to be sure what you are asking: you would like the large depot to hold 1/4 of what i have right now and the small to hold the default game amount?  Also as far as cost of the buildings, do you want them standard or as modded?  If you like the small one as the standard, default, simply  (empty the contents in game first or you will lose any "extra" stored) delete the corresponding package file.  I will look into modifying for you as soon as you get me some specifics. :-)

 

Just remembered that I didn't divide the small and large depot into individual files as having the small hold more than the large didn't sit right with me.  The principle applies to other files though. If you don't care for a certain change, just do not drop the file into the packages folder.  

 

I am glad to adjust things for you. Just let me know  more detail on what you would like.

  • Like 1

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Can you do something similar with the Garbage Atomizers?  Raise the rate by 30%, for example?

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Can you do something similar with the Garbage Atomizers?  Raise the rate by 30%, for example?

Sadly I have yet to find the location of any of the CoT items. I am looking, and will definitely change the atomizers when I do locate them. as I found them lacking for the cost. I am leaning towards 150% of the incinerator rate, due to them having cost in Control Net

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Ah, now that I can help you with.

 

SimCityData\SimCityDataEP1.package

 

Look for 'Afvalverstuiver' or id 0x7FCA233E

 

I found CoT and have been able to edit the costs and the controlnet requirements (0x0fd16c15 if you're interested) of everything but the megatower components, but I haven't been able to figure out how change the atomization rate or the power/water production rates.  Resulting packages seem to work best in SimCityUserData/packages

 

So far everything I've tried with Megatowers leads to 'why am I unhappy?'  If I ever figure that out, I might have something worth uploading...

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Hi,

Thank you for this mod!

When i built a airport, the plane way disappear and when i edit to add line, etc..., all disappear. In finally, i don't see a airport but i built it. Probably a bug with this mod or is a bug on my computer?

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I like specially increased airport runways. Could you make mod that removes limits of all buildings and modules?

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i think this mod conflicts with simcity revision mod (http://community.sim.../#commentsStart) -- it makes it unable to delete modules and the modded buildings. after remove either one its able to do so again.

I am using that mod concurrently. with mine. If you copy his file (which is a directly modified version of the patch 10 file)  into the userdata packages folder along with mine, you should get his changes to the base game, then mine should apply (where/if they change the same areas) on top of it.

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I like specially increased airport runways. Could you make mod that removes limits of all buildings and modules?

That would require changing each and every building, so I doubt I will modify all of them.  Also there are some limits, as with the airport mod of mine, i also made it to allow 8 terminal buildings, but you can not place them all due to distance from main bulding issues.  If there are a few specific ones you would like me to look at changing, let me know.

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Awesome mod. Can you make it so freight storage is higher?

I plan to, once I locate the appropriate sections to modify.

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Hi,

Thank you for this mod!

When i built a airport, the plane way disappear and when i edit to add line, etc..., all disappear. In finally, i don't see a airport but i built it. Probably a bug with this mod or is a bug on my computer?

The whole airport disappearing, I'm not sure about..... but for the "extra" runways not staying, make sure you copy over the package file from patch ten, or alternatively the one from the Simcity Revision mod on this site. (They have done some similar work)

 

Update: I have seen some weirdness if you initially built the structures as standard version, then installed the mod.  Try removing the airport completely, then dropping a new one.  Let me know if it helps.

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Ah, now that I can help you with.

 

SimCityData\SimCityDataEP1.package

 

Look for 'Afvalverstuiver' or id 0x7FCA233E

 

I found CoT and have been able to edit the costs and the controlnet requirements (0x0fd16c15 if you're interested) of everything but the megatower components, but I haven't been able to figure out how change the atomization rate or the power/water production rates.  Resulting packages seem to work best in SimCityUserData/packages

 

So far everything I've tried with Megatowers leads to 'why am I unhappy?'  If I ever figure that out, I might have something worth uploading...

I will look into it tonight. Thanks for the assist.

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Good work. Can you increase recycling center and incinerator rate, their capacity, decrease controlnet of water cleaner and increase it's "clean rate" (i don't know the name because i don't have the english version :) )

Sorry for english.

Thank you

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