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Mr. Lowe's Simcity 2013 Mods  1.4

   (46 Reviews)

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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

I don't know if someone pointed this out already but i found some bugs that futz with the sewage and water. in new cities whenever you try to put down a water building, this message pops up "no water available" despite looking at the map and clearly seeing water on the ground. in existing cities, all your sewage facilities will stop working the instant you load the city. im going to remove this mod for now, but i trust you will be able fix em'

This happening to me too. Nothing is working, my mines aren't, no homes will build. Please fix these issues, I really like this mod because you lower the prices of most things. I have done everything correct!

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The files open into .exe files. But this seems almost random. Some mods open into .rar files (which I know how to open and install) and some unzip into .exe files (which I don't know how to open and install). It seems crazy. I was hoping that you guys have been doing this long enough that this would be a simple answer... Any direction you can offer would be great. Thanks

 

My mod is downloaded as a ZIP file, instead of RAR, but it should be easy to open on OSX. That zip archive contains .package files, which are the files the game uses directly.  An EXE is a Windows program file, and definitely doesn't work inside OSX. - I have not seen any mods that contain exe, so that is a little unusual.

 

A brief search for info about using mods on Mac gave me this...

 

 

Applications -> SimCity -> right mouse "click" -> show package contents -> CONTENTS -> RESOURCES 

 

 SimCityData or SimcityUserData folders should be in there.

 

I know where to put the files. The ZIP file unzips into a "Unix Executable File". This is unusable to a Mac. Certainly you've heard this before. Am I doing something wrong or is it the files? Or is there some workaround? Surely this can't be the first time someone has mentioned this.

 

Don't know why it would unzip into that. is the file downloading as "MrLowesSimcity2013Modsv1.1.zip"  or some other name?

 

I have seen the download section on this page show an ad for a download utility that looks like the download for the files, but isn't. there is a "skip add" button in the upper right when this comes up. 

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For some strange reason, even when putting the mods in for a vanilla, just installed version of the game, I get a bug where everything the mod changes doesn't work and says, "Why am I unhappy?" when you click it, and it cannot be destroyed afterwards either. I'll post a pic if needed.

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For some strange reason, even when putting the mods in for a vanilla, just installed version of the game, I get a bug where everything the mod changes doesn't work and says, "Why am I unhappy?" when you click it, and it cannot be destroyed afterwards either. I'll post a pic if needed.

 

Hey Guy, did you copy the script files over to the packages folder? Check the install instructions to confirm.

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Added the scripts. All seems to be working. You should really add a readme with the file. I'm pretty sure not everyone checks the comments first. :D

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Added the scripts. All seems to be working. You should really add a readme with the file. I'm pretty sure not everyone checks the comments first. :D

 

I had install instruction under the description and I thought I had a readme in the archive.  I will remedy that shortly.

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do we need to rezone as well or is it strictly building behavior?

also PLEASE lower the number of jobs in the City Specialization buildings, im getting SO MUCH traffic on the roads they are attached to for not enough revenue (kinda defeats the purpose of Omega factories if the trucks cant get off the factory road)

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do we need to rezone as well or is it strictly building behavior?

also PLEASE lower the number of jobs in the City Specialization buildings, im getting SO MUCH traffic on the roads they are attached to for not enough revenue (kinda defeats the purpose of Omega factories if the trucks cant get off the factory road)

For RCI changes, clearing the zone itself does not appear to matter. Settings seem to apply when the site it built on.

 

I will look into changing the jobs as you suggested. If they are lowered too much, there may be issues with unemployment, as I have already cut jobs in high density industry by about 85% to level out freight produced per worker.  There are also quite a few specialization buildings...  If it seems to be related to just Omega buildings moreso than others I may change them to start with.  It may not be until next weekend though - depends on work load for this week..

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thanks for this mods , boost R.C.I <3

Thanks for using them. It is good to see others are liking the changes.

 

If you don't mind, please let me know if the speed seems ok or if there are issues with drastic de-leveling if you have a happiness drop. I haven't seen anything quirky like that, but I haven't done a lot of testing on medium/high wealth residential or any commercial.

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Can you please increase the capacity of the Advance coal mine like you did for the regular mine.  Out of the box it is currently useless since it is always out of storage.  Luv your work!!

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Can you please increase the capacity of the Advance coal mine like you did for the regular mine.  Out of the box it is currently useless since it is always out of storage.  Luv your work!!

Oops. I had edited the Advanced Mine: altered rate and capacity. which I intended to change to 1000, but it appears I left off a couple zeros. I will update files soon.

 

Please see v1.3B for the fix. Thanks for catching it. I hadn't plopped one in my last city.

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thanks for this mods , boost R.C.I <3

Thanks for using them. It is good to see others are liking the changes.

 

If you don't mind, please let me know if the speed seems ok or if there are issues with drastic de-leveling if you have a happiness drop. I haven't seen anything quirky like that, but I haven't done a lot of testing on medium/high wealth residential or any commercial.

 

my traffic and alway high , but for boost R.C.I work fine ^^

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Having the 'Why am I unhappy' again. All files are in the right place.

 

What's happpening is the game runs and the mod works fine. I then exit the game and return and anything changed by the mod has the issue. This won't go away until the mod is removed. Putting the mod back in and going back into the city results in the same issue. Also, once a region has this issue with the mod, it will never stop until I start a new region or not play the region with the mod.

 

the weird part is this is the only mod that has this issue for me. It's mind boggling.

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Could you incease the amount of firetrucks you can have. Instead of four like 8. Also if possible the same for the coal plant, have like 6/8 plobabbles and maybe double the storage capacity.

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Is it possible to reduce the number of students needed for university upgrades by 10 to 20 percent .keep up the good work, I 'm enjoying the changes you have made so far just about to try out 1.3 

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Great Mod! Installed on my computer, really usefull for trading, BUT, PLEASE, can you expend the capacity for industrial goods? 10.8 is too small!! You can increase it to 100 or 1000 to optimize industrial trading!! ;)

THANK YOU SO MUCH!!

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Having the 'Why am I unhappy' again. All files are in the right place.

 

What's happpening is the game runs and the mod works fine. I then exit the game and return and anything changed by the mod has the issue. This won't go away until the mod is removed. Putting the mod back in and going back into the city results in the same issue. Also, once a region has this issue with the mod, it will never stop until I start a new region or not play the region with the mod.

 

the weird part is this is the only mod that has this issue for me. It's mind boggling.

Have not seen this myself, but had one report of some other strange issues. They were moving the two ecogame script into the userdata/packages folder rather than copying them.  The files should be in both locations.  

 

I have also seen, with mine and Parker's mod, that sometimes on relaunching the game it doesn't load the files,. Restarting once, or sometimes twice seems to fix it. - but in this case the mod just isn't applying - you would't get the "not happy".  The only times I have seen the "not happy" error has been when there is an issue with the two script files not being placed correctly.

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Could you incease the amount of firetrucks you can have. Instead of four like 8. Also if possible the same for the coal plant, have like 6/8 plobabbles and maybe double the storage capacity.

Coal plant trucks should be carrying 100 goods each (around the city) so you effectively already have ten times the trucks. I will look into more fire and other service vehicles.

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Great Mod! Installed on my computer, really usefull for trading, BUT, PLEASE, can you expend the capacity for industrial goods? 10.8 is too small!! You can increase it to 100 or 1000 to optimize industrial trading!! ;)

THANK YOU SO MUCH!!

I wanted to change that, but I am still trying to find where the trade goods values are. 

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1.3B not working for me, 

The only change in 1.3B was to add the intended storage to Advance coal mines, so Just one files was changed. Did any of the others versions work for you? 

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