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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



User Feedback



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Love the mod!!!   I would love a mod that includes all your current changes but also increase the delivery truck size for ore, refinery, processor, electronic just like you did for coal.

 

again, great job..

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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.

 

Please find the Atomizer in version 0.4 and if you could be so kind, verify the burn rate is running correctly at 4 tons per hour (and not just a visual text change) It is difficult to test with my current test cities as I have no piles of garbage stored up to burn =-)

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Love the mod!!!   I would love a mod that includes all your current changes but also increase the delivery truck size for ore, refinery, processor, electronic just like you did for coal.

 

again, great job..

Thanks for the kind words.

 

Hmm. All the trucks that operate within the cities should be hauling 25 tons... I will have to check to see if I missed some. thanks for the heads up.

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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

You should see burn rate for incinerator increased to 2.5 tons/hr in version 0.4. Not 100% sure it is behaving, it would be great if you could verify for me. =-)

 

Not sure which building you are referring to on the water cleaner. Do you mean the Sewage Sanatizer?

 

I will look into both when I get chance.

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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

You should see burn rate for incinerator increased to 2.5 tons/hr in version 0.4. Not 100% sure it is behaving, it would be great if you could verify for me. =-)

 

Not sure which building you are referring to on the water cleaner. Do you mean the Sewage Sanatizer?

 

I will look into both when I get chance.

 

Please see version 0.5. I think it have managed what you asked about. =-)

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Love the mod!!!   I would love a mod that includes all your current changes but also increase the delivery truck size for ore, refinery, processor, electronic just like you did for coal.

 

again, great job..

Thanks for the kind words.

 

Hmm. All the trucks that operate within the cities should be hauling 25 tons... I will have to check to see if I missed some. thanks for the heads up.

 

Had an older file in the upload that was incomplete. Hopefully the other trucks will show the intended 25 ton capacity. Thanks for catching it. Should be resolved in version 0.6B. Just need to copy over the trucks file if you do not want the newer additions from today's releases

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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...

The "why am i unhappy" error seems to happen when there are older data in a package, but a newer patch trying to modify it. Try exporting package form this file  SimCityDLCEP1-Scripts_287520926 in the \Origin\SimCity\SimCityUserData\EcoGame folder and saving it to a mod file under \Origin\SimCity\SimCityUserData\Packages folder.  That is what i had to do to get teh Atomozier and etc working properly.

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I just checked and some of the ore says 10 and some say 25, but even the ones with 25 only have 10 tons loaded.  Thanks again for the great work!

 

looking forward to 6b    :)

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I just checked and some of the ore says 10 and some say 25, but even the ones with 25 only have 10 tons loaded.  Thanks again for the great work!

 

looking forward to 6b    :)

Trucks have been giving me a hard time. Turns out I had a mod-trucks and a mod-truck package. Please grab v0.6C and check your folders for more than one "truck" related files. there should be just one. All trucks in version 0.6C should be good now. I hope. =-)

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Thank you for making the mods separate, I love choices.

 

What changes are in mod-stomixer.package?

 

 

:edit:

 

And if you can manipulate the power plants that would be cool. I know there are other mods that do this, but seeing as how you have these mods in separate formats, were as other modders have them combined in 1 mod (with other changes), that a separate package file would work best for this request.

 

Thanx again man!!!

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mod-stomixer.package  is a not meant to be included file that was accidentally included in the archive. 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.

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Thank you for making the mods separate, I love choices.

 

What changes are in mod-stomixer.package?

 

 

:edit:

 

And if you can manipulate the power plants that would be cool. I know there are other mods that do this, but seeing as how you have these mods in separate formats, were as other modders have them combined in 1 mod (with other changes), that a separate package file would work best for this request.

 

Thanx again man!!!

I like seperate packages myself. =-)

I will almost for sure not be changing power plants, as Parker has done an excellent job over at

 http://community.simtropolis.com/files/file/29373-updated-simcity-power-overhaul-power-upgrade/ 

 

His mod includes a separate folder with individual files for each power type, in addition to a single file version. You should check it out, as his work is very well thought out.

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Thank you for making the mods separate, I love choices.

 

What changes are in mod-stomixer.package?

 

 

:edit:

 

And if you can manipulate the power plants that would be cool. I know there are other mods that do this, but seeing as how you have these mods in separate formats, were as other modders have them combined in 1 mod (with other changes), that a separate package file would work best for this request.

 

Thanx again man!!!

I like seperate packages myself. =-)

I will almost for sure not be changing power plants, as Parker has done an excellent job over at

 ...

 

His mod includes a separate folder with individual files for each power type, in addition to a single file version. You should check it out, as his work is very well thought out.

 

 

Oh duh, that's right... Man I gotta get some sleep.

 

 

mod-stomixer.package  is a not meant to be included file that was accidentally included in the archive. 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.

 

Cool, thanx for the clarification.

 

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This mod has a lot of bugs how do i remove it ?

 

Dono what bugs you are talking about, I don't see any with this mod.

 

Anyways just delete the files you downloaded:

 

\\...SimCity\SimCityUserData\Packages

  • Like 1

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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

You should see burn rate for incinerator increased to 2.5 tons/hr in version 0.4. Not 100% sure it is behaving, it would be great if you could verify for me. =-)

 

Not sure which building you are referring to on the water cleaner. Do you mean the Sewage Sanatizer?

 

I will look into both when I get chance.

 

Please see version 0.5. I think it have managed what you asked about. =-)

 

When i wrote this post there was the 0.3 version :)

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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

You should see burn rate for incinerator increased to 2.5 tons/hr in version 0.4. Not 100% sure it is behaving, it would be great if you could verify for me. =-)

 

Not sure which building you are referring to on the water cleaner. Do you mean the Sewage Sanatizer?

 

I will look into both when I get chance.

 

Thank you for good work.  If you are interested, i confirm you some values:

version 0.6d

I destroyed and rebuild all buildings considered

Garbage atomizer

Garbage Atomizer 10% Controlnet Cost, reduced price -> OK ( increased burn rate to 4tons -> NO)

Recycling Center

Recycling: Increased capacity all around. Removed automatic plastic arm from coming with initial building -> ok

(Attempted rate increase - not sure it is working -> y/n, i calculate a 1.0 tons/h burn rate for each automatic arm)

Filtration pump

Changed filtration pump to process 50% faster than standard -> ok  (there is a little problem in the description, appears 80 kL/h instead 120 kL/h)

 

Yes, i mean Sewage Sanatize (thank you for assist).

Sewage Sanatize

20 "tanks" plopable.  Less Controlnet per tank -> ok (controlnet was a nightmare :) )

Can you increase Sewage Sanatizer process rate from 26.2 to 52 or 53 kL/h?

 

Thank you in advance

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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.

 

I mostly wish at there would be more modules for casinos. More MegaTowers would be also very nice. And I'm sorry if my English is bad, I still don't understand how particles work. :(

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Will there be a version of this mod in for online play.  I don't do offline.  I am too new to the game.

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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.

 

thanks. copy his file from ecofolder into userdata packages folder, and DELETE his one in the ecofolder or keep it there?

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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

You should see burn rate for incinerator increased to 2.5 tons/hr in version 0.4. Not 100% sure it is behaving, it would be great if you could verify for me. =-)

 

Not sure which building you are referring to on the water cleaner. Do you mean the Sewage Sanatizer?

 

I will look into both when I get chance.

 

Thank you for good work.  If you are interested, i confirm you some values:

version 0.6d

I destroyed and rebuild all buildings considered

Garbage atomizer

Garbage Atomizer 10% Controlnet Cost, reduced price -> OK ( increased burn rate to 4tons -> NO)

Recycling Center

Recycling: Increased capacity all around. Removed automatic plastic arm from coming with initial building -> ok

(Attempted rate increase - not sure it is working -> y/n, i calculate a 1.0 tons/h burn rate for each automatic arm)

Filtration pump

Changed filtration pump to process 50% faster than standard -> ok  (there is a little problem in the description, appears 80 kL/h instead 120 kL/h)

 

Yes, i mean Sewage Sanatize (thank you for assist).

Sewage Sanatize

20 "tanks" plopable.  Less Controlnet per tank -> ok (controlnet was a nightmare :) )

Can you increase Sewage Sanatizer process rate from 26.2 to 52 or 53 kL/h?

 

Thank you in advance

 

I appreciate the feedback. I will look into figuring out why the rates don't seem to be applying, and take a look at incrreasing the Sanitizer as well. I had trouble locating it before, which is partly why the increase of "tanks".

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Will there be a version of this mod in for online play.  I don't do offline.  I am too new to the game.

Due to the types of changes, this mod will likely never work in online mode. It alters "simulation" and not just graphics, so it will almost certainly cause rollbacks in online use.

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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.

 

thanks. copy his file from ecofolder into userdata packages folder, and DELETE his one in the ecofolder or keep it there?

 

Instead of replacing the ecofolder one with his, keep original one there and copy his to the packages folder along with my files and it should cooperate.

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