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Mr. Lowe's Simcity 2013 Mods  1.4

   (46 Reviews)

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About This File

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



Recommended Comments

 

 

 

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.

 

thankyou! :) thankyou!

i have a question, if i change the value of 

0x0C131CC4  - kPropAirPollutionTransmitter_Amount and put negative values (eg, -1500)

do you think it will be able to help reduce surrounding air pollution in the area? in other words, do you know how the megatowers air scrubbers work? can we modify and use this garbage atomizer as a kind of pollution removal device? plop it around at different areas in the area, like parks?

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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

 

Rate increased per your request v0.6E

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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

 

Rate increased per your request v0.6E

 

It is an honor :D   . I tested it and works. I have two further requests: can you, if it's possible, readjust the atomizer burn rate (there is an increment of garbage with omega products)?  The second request is: the map of city is too small, can you increase it's size? :D :D :D   (it's a joke, i know that my request is impossible to do without Maxis support )

I do not know how to thank you for your excellent work.

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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.

 

thankyou! :) thankyou!

i have a question, if i change the value of 

0x0C131CC4  - kPropAirPollutionTransmitter_Amount and put negative values (eg, -1500)

do you think it will be able to help reduce surrounding air pollution in the area? in other words, do you know how the megatowers air scrubbers work? can we modify and use this garbage atomizer as a kind of pollution removal device? plop it around at different areas in the area, like parks?

 

Most data values seem to be "unsigned" and not allow values to be negative.  It my be possible to copy the property from the airscruuber to another building though.

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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

 

Rate increased per your request v0.6E

 

It is an honor :D   . I tested it and works. I have two further requests: can you, if it's possible, readjust the atomizer burn rate (there is an increment of garbage with omega products)?  The second request is: the map of city is too small, can you increase it's size? :D :D :D   (it's a joke, i know that my request is impossible to do without Maxis support )

I do not know how to thank you for your excellent work.

 

Glad I could help \0/

 

 

Unfortunately I have not had much luck with burn rate adjustments. they appear to only be affected the displayed value.  I have however increased the number of burners you can plop to eight, effectively allowing higher overall burn rate. Please see pic of how to get 8. You have to do four per side.

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you should include install instructions in the mod description. i see that folks are having trouble making it work correctly and that makes me not wanna download this 

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you should include install instructions in the mod description. i see that folks are having trouble making it work correctly and that makes me not wanna download this 

 

I had instructions there, but I guess they could have been more clear. Updated, and posted a screenshot of the installation folder.

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first of all , everything is work great for me.....    Any chance to increase number of landmarks? for me 8-10 is a good number....

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Man your kicking butt here. And thank you for the Community Collage upgrade, I was like... mmm I wonder if we can get more from it.

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are you planning on tweaking megatower population behavior? (doesnt matter how, just seems slightly broken compared to the rest of the population)

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In Scrubber Crown i receive a "bad description" as if i had not put file SimCity-Scripts_287520926 in Origin\SimCity\SimCityUserData\Packages, but the file is in the right folder (Packages) and other yours changes work properly.  I test it with original SimCity-Scripts_287520926 and Simcity Revision SimCity-Scripts_287520926, but the problem persists.

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Anyway you could make a video, showing how you mod something like the watertower? If I compared them correctly yours has 27 properties, while the one I find in my Simcity_game.Package has 38.  I was wondering what I was doing wrong or not understanding about the two.

 

Loving the continued updates btw.

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are you planning on tweaking megatower population behavior? (doesnt matter how, just seems slightly broken compared to the rest of the population)

I may look into that this weekend.

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In Scrubber Crown i receive a "bad description" as if i had not put file SimCity-Scripts_287520926 in Origin\SimCity\SimCityUserData\Packages, but the file is in the right folder (Packages) and other yours changes work properly.  I test it with original SimCity-Scripts_287520926 and Simcity Revision SimCity-Scripts_287520926, but the problem persists.

I'll take a look and test again on my end. May have been a damaged file in the archive.

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Anyway you could make a video, showing how you mod something like the watertower? If I compared them correctly yours has 27 properties, while the one I find in my Simcity_game.Package has 38.  I was wondering what I was doing wrong or not understanding about the two.

 

Loving the continued updates btw.

Most likely you are seeing more properties than me because you were looking at the base file. I exported from the version in the patch 10 file. It probably doesn't include everything, especially not the texture info.

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In Scrubber Crown i receive a "bad description" as if i had not put file SimCity-Scripts_287520926 in Origin\SimCity\SimCityUserData\Packages, but the file is in the right folder (Packages) and other yours changes work properly.  I test it with original SimCity-Scripts_287520926 and Simcity Revision SimCity-Scripts_287520926, but the problem persists.

I'll take a look and test again on my end. May have been a damaged file in the archive.

 

Copying SimCityDLCEP1-Scripts_287520926 (the latest patch for CoT) over to the packages folder from the ecogame folder seems to have been necessary. I had it in mine when testing. Took it out and got the same "happy" error you reported. Sorry for the issues. Thanks for catching it.

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Not working for me :( (I have the patch copied)  

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 issues with the game not always loading files from the packages location.

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first of all , everything is work great for me.....    Any chance to increase number of landmarks? for me 8-10 is a good number....

That is something I have been looking into. No luck so far. =-(

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In Scrubber Crown i receive a "bad description" as if i had not put file SimCity-Scripts_287520926 in Origin\SimCity\SimCityUserData\Packages, but the file is in the right folder (Packages) and other yours changes work properly.  I test it with original SimCity-Scripts_287520926 and Simcity Revision SimCity-Scripts_287520926, but the problem persists.

I'll take a look and test again on my end. May have been a damaged file in the archive.

 

Copying SimCityDLCEP1-Scripts_287520926 (the latest patch for CoT) over to the packages folder from the ecogame folder seems to have been necessary. I had it in mine when testing. Took it out and got the same "happy" error you reported. Sorry for the issues. Thanks for catching it.

 

 

Problem solved, it works, thank you.  

I would have other requests if I still have a desires available :)  : can you increase sewage treatment plant process to 80-90 kL/h? (increase maintenace cost to balance, otherwise it becomes too easy). There is a possible to increase public transport use? (maglev, bus, ecc.)   There is a way to improve megatower floor garbage (to reduce dirty water and waste)?
Thank you in advance

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are you planning on tweaking megatower population behavior? (doesnt matter how, just seems slightly broken compared to the rest of the population)

I may look into that this weekend.

 

Yeah yeah, these really need to get modded.

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In Scrubber Crown i receive a "bad description" as if i had not put file SimCity-Scripts_287520926 in Origin\SimCity\SimCityUserData\Packages, but the file is in the right folder (Packages) and other yours changes work properly.  I test it with original SimCity-Scripts_287520926 and Simcity Revision SimCity-Scripts_287520926, but the problem persists.

I'll take a look and test again on my end. May have been a damaged file in the archive.

 

Copying SimCityDLCEP1-Scripts_287520926 (the latest patch for CoT) over to the packages folder from the ecogame folder seems to have been necessary. I had it in mine when testing. Took it out and got the same "happy" error you reported. Sorry for the issues. Thanks for catching it.

 

 

Problem solved, it works, thank you.  

I would have other requests if I still have a desires available :)  : can you increase sewage treatment plant process to 80-90 kL/h? (increase maintenace cost to balance, otherwise it becomes too easy). There is a possible to increase public transport use? (maglev, bus, ecc.)   There is a way to improve megatower floor garbage (to reduce dirty water and waste)?
Thank you in advance

 

Sewage changed per request in 1.0.1

Unable to locate much of the MegaTower level information so far. Maybe this weekend when I have more time to search

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Something is screwy with importing resources.

 

After I install the Ore and Coal packages (v1.0), I decided to start smelting alloy. Plopped 2 separate fully upgraded depots for importing Ore and Coal, and another fully upgraded depot for exporting Alloy. This is the best method to obtain a proper supply flow between exporting and importing resources.

 

One minute I'll be up to about 117 Coal (or Ore, it doesn't really matter the amount or resource) the next I'm down to 0. Then the the next minute I'll be at 96. So far I've only seen it happen with Ore and Coal. I didn't notice Oil having an issue, but I also had Oil specialized placed before these mods.

 

Exporting is not an issue, they are good at exporting, but I do get irregular resource numbers. Like right now I'm at 8 alloy sitting in the trade depot.

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Something is screwy with importing resources.

 

After I install the Ore and Coal packages (v1.0), I decided to start smelting alloy. Plopped 2 separate fully upgraded depots for importing Ore and Coal, and another fully upgraded depot for exporting Alloy. This is the best method to obtain a proper supply flow between exporting and importing resources.

 

One minute I'll be up to about 117 Coal (or Ore, it doesn't really matter the amount or resource) the next I'm down to 0. Then the the next minute I'll be at 96. So far I've only seen it happen with Ore and Coal. I didn't notice Oil having an issue, but I also had Oil specialized placed before these mods.

 

Exporting is not an issue, they are good at exporting, but I do get irregular resource numbers. Like right now I'm at 8 alloy sitting in the trade depot.

Just for more information so I can better look into this. Only using (small)  depots to import, with no mines? And how many smelter stations with how many modules?

 

I think the reason for irregular numbers is from trucks triggering to load resources when there are 10, but truck picking up whatever amount may be there, up to the 100 it will hold., so if there were 19 in storage, they would all get picked up.  Also similar for dropoffs, a truck carrying 100 will try to deliver, but may not have room for all 100, so will leave with a partial load back to the depot. 

 

For example: truck A and B leave your coal depot. Truck A leaves with 100, B with the remaining 17. truck A drops off at smelter, but there is only room for 30, so it heads back with 70. Truck B drops off and smelter has used up 1 coal, so it can drop off 1, and heads back to depot with 16. one new global trucks have reached depot with 10. 70 plus 1 plus 10 = 96.  

 

Alloy going out is similar.  

 

Smelter gets 10 produced and a pickup is triggered. Empty truck leaves depot to go get the alloy. By the time it reaches there, 2 more have been made. It picks up all 12 and  drops off at depot.  4 more trips like this happen, totaling 48 alloy picked up from smelter and taken to depot. During this time Sales truck pick up 10 at a time, leaving 2 at depot. then next trip, 12 have been added, making 14 now there. another sales truck grabs 10, leaving 4. two more trucks drop off 12, making 28. Two sales trucks grab 10 each, leaving 8 now left at alloy depot

 

 

 

I will test some more tonight and see if it is behaving how I think it is, or not. 

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