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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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I copied both SimCity-Scripts_287520926 & SimCityDLCEP1-Scripts_287520926 together with the files inside MrLowesSimcity2013Modsv1.4.rar (that I fancied) but I still incurred problems. (i.e. Whenever I plop more classrooms, vehicles, etc., they always disappear a few seconds later.) Any help?

 

You will have to build a "new" school, building, ect. To get the desired effect on previously built cities.

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Hmm... I dono man, its hard to keep Omega supplied with resources even by default standards. Is there a way to up the amount of deliverable resources by VTOL? I can keep Ore supplied well enough, but the Oil is always in high demand and in short supply. Or decrease the amount of Oil consumption rate even more.

 

The drone facility is working great!!!

I am not sure my changes had any effect on the consumption rates at all.  I changed and reverted so many different sections of the Omega files that seems not to have affected anything... The only thing I am sure was affected in a functional, non-cosmetic-only way, was the storage amounts.

 

That's what I'm seeing also. By default values, the Omega factories will consume Oil faster than Ore, both of which are consumed in the Omega process rather rapidly.

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When I updated from 1.3 to 1.4 I saw that two files (mod-lind and mod-landmarks) did not get replaced and when i checked they were missing from 1.4. Are they no longer needed and need to removed from my game or can they be left alone with out problems? 

 

Thanks for the mod and it's awesome that you are taking the time to updated so frequently.

They can be deleted. The lind was a leftover version that was renamed of the low tech industry file. landmarks files was a file that I had pulled out the landmarks into, but had not changed anything.

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I just rebooted my PC and started SimCity but there's this warning that stalled me from opening the game. Saying something like "Alert! You can't open this region because some of the contents aren't yours." :/

Any help? 

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Can you make a Omega Storage that is smaller, I am going broke with the constant importing of Oil and Ore.  100k is a better than 250k.   if you have four omega with VTOL, it keep loading up, so what you get is 250k X 4 is 1 million barrels.  @$9 per barrel and before you know it it will suck 9m out of account just to fill up omega plant with oil..  Love the rest of it though...

 

Thanks

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I just rebooted my PC and started SimCity but there's this warning that stalled me from opening the game. Saying something like "Alert! You can't open this region because some of the contents aren't yours." :/

Any help? 

 

Multiplayer?

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Can you make a Omega Storage that is smaller, I am going broke with the constant importing of Oil and Ore.  100k is a better than 250k.   if you have four omega with VTOL, it keep loading up, so what you get is 250k X 4 is 1 million barrels.  @$9 per barrel and before you know it it will suck 9m out of account just to fill up omega plant with oil..  Love the rest of it though...

 

Thanks

 

The problem here is the consumption rate of Oil and Ore as discussed above. If Steve can resolve that issue, your issue shouldn't be a problem, as you will be making money hand over fist with Omega.

 

Good luck Steve, I hope you are successful.

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stevelowe,

I noticed a big bug that does not rule with your very first version. 
Please pay attention to the oil rigs. The stated speed 12.000br production rate does not match. 
Just trucks that transport oil - hahaha))) 
Suppose oil now 5.500br, the truck capacity 10.000br. When he went to the tower for crude oil, it takes all 5.500br, and carries ONLY 1.000br. 
This inconsistency with these trucks. I spent the night in modding to fix it. But alas, I have not enough knowledge to do it.

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Else noticed trouble. 
For example, in one city, I mine, another coal. 
When I send a gift of 10,000 coal from one city to another, the trucks are transported to the city exported 100 tons, and in the city I get imported trucks with 10 tons. 
Maybe somehow fix this?

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Hi

 

i am on mac osx. i have several mods installed. but your mods (no difference in placing only one file or all files) won't load at all! I tired to exit to main menu, exit the game and restart the mac. But in the game it don't see any changes....(even on new place buildings)

 

Mods installed (and working): InsameMegaTower_Mod; Mod-Parker-PowerOverhaul and the two actual scripts are placed in the packages folder.

 

Do you have any idea why it won't load?

 

Edit: I have the same problems with other mods to. All mods "having problems" are recognised on my mac as "Unix Executable File" while the mods witch are working are recognised as *Documents" (Mods witch are  seen as "documents" are delivered in a .rar. Mods seen  witch are as "Unix Executable File" are delivered in .zip. i don't know if this makes a different at all)

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In general, it is necessary to teach trucks understand how much they load remains. To after delivery if it is the goods, it would be his unloaded at the warehouse, and not stupidly went to the garage and would have lost the load on the road. 
This situation constantly - truck scored 100 tons of ore, taking her to the smelter, but only half unloads 50 tons, and the rest, that he could not unload not be returned to stock, and travels with him to the garage, which then disappears in nowhere.

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stevelowe,

I noticed a big bug that does not rule with your very first version. 
Please pay attention to the oil rigs. The stated speed 12.000br production rate does not match. 
Just trucks that transport oil - hahaha))) 
Suppose oil now 5.500br, the truck capacity 10.000br. When he went to the tower for crude oil, it takes all 5.500br, and carries ONLY 1.000br. 
This inconsistency with these trucks. I spent the night in modding to fix it. But alas, I have not enough knowledge to do it.

 

I hadn't seen this before. In my testing any "global" trucks (ones that leave the city) carry just the standard 10. I will look into it.

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In general, it is necessary to teach trucks understand how much they load remains. To after delivery if it is the goods, it would be his unloaded at the warehouse, and not stupidly went to the garage and would have lost the load on the road. 
This situation constantly - truck scored 100 tons of ore, taking her to the smelter, but only half unloads 50 tons, and the rest, that he could not unload not be returned to stock, and travels with him to the garage, which then disappears in nowhere.

 

Any trucks that have "leftover" goods after delivery have been dutifully carrying their loads back to the warehouse and redepositing the goods. I have not seen any of them "lose" any cargo.  If you are having this happen I suggest deleting the trucks package, to revert the capacity (this will happen when a new truck spawns - existing ones on the road already will still have the higher amount)

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In general, it is necessary to teach trucks understand how much they load remains. To after delivery if it is the goods, it would be his unloaded at the warehouse, and not stupidly went to the garage and would have lost the load on the road. 
This situation constantly - truck scored 100 tons of ore, taking her to the smelter, but only half unloads 50 tons, and the rest, that he could not unload not be returned to stock, and travels with him to the garage, which then disappears in nowhere.

 

Any trucks that have "leftover" goods after delivery have been dutifully carrying their loads back to the warehouse and redepositing the goods. I have not seen any of them "lose" any cargo.  If you are having this happen I suggest deleting the trucks package, to revert the capacity (this will happen when a new truck spawns - existing ones on the road already will still have the higher amount)

 

Yes, I did just that - deleted trucks mod. And he was impressed. 
Yes, 10 tons - it's long, but now I have not lost weight. Anyway, I am now a miner full) 
And it was not very good, when 20,000 tons of ore, I turned 4,000 tons of alloy. 
And so, thank you for your work! 
When give the download version 1.4?

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Hey again mr!
So I've been working the last week on balancing the whole population/job thing. tried and test a good bit and finally decided I would go with a "less is more" type of balance with less population / less jobs, even if it meant unbalancing City hall upgrades, like we talked about before last week.

 

It's working fantastically, I've lowered many of the plop-able buildings jobs, RCI jobs and it's nice to see in game, with just RCI, that you actually have about 10-20% unemployed people allowing you space for specialization without flooding the job market (or flooded in traffic), then with city specs you reach a real nice balance with minimal available jobs but no unemployments. (then if you want a RCI-only city, you could just have a few office mega tower floors. which I will also be drastically decreasing all numbers for, while keeping it profitable)

 

HOWEVER, there's one issue and was hoping perhaps you may be able to shed some light.

 

The problem is with the commercial buildings. I've lowered pop/jobs for all 9 RCI sections (low-high wealth * low-high density) However, unlike residential and industrial, only about 1/4 or so commercial buildings in-game actually follow the changes I've made to the .package's low/med/high wealth job slots / total jobs / total shoppers / total RCI population parameters.

When dealing with low density, and in some medium density, it's not a huge deal, but once I start building high-density commercial buildings that I want to have about 120ish jobs, It doesn't listen and instead makes the standard buildings with about 350+ jobs...

 

It's just TOO much, my nice lil balance I have going gets interrupted and suddenly we're seeing "available jobs" in-game sky rocketing to the thousands, perhaps there's multiple commercial properties or something but im just not sure, So that's why I thought I'd come ask for your help :)

 

I tried removing ALL mods and ONLY used the scripts_####926.package and the 9 RCI packages from your mod, even then, the issue remains.

My next move is to just edit the scripts_#####926 directly and try going in that direction, and perhaps seeing if there is, in fact, multiple commercial properties. or somethings.

 

So yea... Any thoughts?  Once I can solve this issue, the rest is just a bit of fine tuning at which points I'd be happy to share what I have with you If you'd like to try it out.

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Hey again mr!
So I've been working the last week on balancing the whole population/job thing. tried and test a good bit and finally decided I would go with a "less is more" type of balance with less population / less jobs, even if it meant unbalancing City hall upgrades, like we talked about before last week.

 

It's working fantastically, I've lowered many of the plop-able buildings jobs, RCI jobs and it's nice to see in game, with just RCI, that you actually have about 10-20% unemployed people allowing you space for specialization without flooding the job market (or flooded in traffic), then with city specs you reach a real nice balance with minimal available jobs but no unemployments. (then if you want a RCI-only city, you could just have a few office mega tower floors. which I will also be drastically decreasing all numbers for, while keeping it profitable)

 

HOWEVER, there's one issue and was hoping perhaps you may be able to shed some light.

 

The problem is with the commercial buildings. I've lowered pop/jobs for all 9 RCI sections (low-high wealth * low-high density) However, unlike residential and industrial, only about 1/4 or so commercial buildings in-game actually follow the changes I've made to the .package's low/med/high wealth job slots / total jobs / total shoppers / total RCI population parameters.

When dealing with low density, and in some medium density, it's not a huge deal, but once I start building high-density commercial buildings that I want to have about 120ish jobs, It doesn't listen and instead makes the standard buildings with about 350+ jobs...

 

It's just TOO much, my nice lil balance I have going gets interrupted and suddenly we're seeing "available jobs" in-game sky rocketing to the thousands, perhaps there's multiple commercial properties or something but im just not sure, So that's why I thought I'd come ask for your help :)

 

I tried removing ALL mods and ONLY used the scripts_####926.package and the 9 RCI packages from your mod, even then, the issue remains.

My next move is to just edit the scripts_#####926 directly and try going in that direction, and perhaps seeing if there is, in fact, multiple commercial properties. or somethings.

 

So yea... Any thoughts?  Once I can solve this issue, the rest is just a bit of fine tuning at which points I'd be happy to share what I have with you If you'd like to try it out.

Changing the RCI  tended towards hair-pulling, as a lot of the time, Simcity didn't always load the mods at first, and had to be relaunched.  I checked at each load the water tower price, as it was easy to find.  Also, the minimum number of jobs also has to be adjusted, and, on commercial, if i remember correctly, visitors per day.  Aslo, the changes only fully apply when a new structure is built - existing buidligns kept their old values.

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Just a heads up. the SimRevision scripts are not working anymore and thus tends to not be read by the game and prevent your mod/s from loading.

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Can someone help me? In the Omega factory, whenever I plop the 5th Production Line, it disappears.

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i may be asking a obvious question but if i have a other mod of the same file name (SimCity-Scripts_287520926.package)  being the file is it possible to have a other mod but rename the new file and still have it work because it seems this would be a really good mod but the mod i have already alters the tram/bus capacity to 5000 so with that said hope to hear soon on a answer i used to loved playing sim 4 with modded buildings like a all in one facility that took in garbage and gave out power and clean water hope to see stuff like that on this game some day soon to :D

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Any chance to get Omega factories consumption rate of Oil and Ore reduced?

Yep, there's a problem with OmegaCo Industry and the new numbers for tradeport in this mod.
 Oil and Ore are always missing! Yesterday, I tried to import oil even if I was also producting it, but tradeport still alaways empty. I wait for the Oil Lot to reach 40000/50000, but in ONE truck, ALL the stock disappear!! F*CK!

To my mind, trucks need to carry 20 or 30 units, 100 is too big...

 

In any case, thank you sooo much for your work!! All the mod works fine and changes the game well! :D

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After a spot of mod testing, I discovered that the Trade Port truck size modification its somewhat broken in regards to great works projects.
 
I was building the International Airport, I had 330,000 barrels of crude in storage, well over the requirement, yet only 33,000 got to the airport.
The attached screenshot proves that the oil needed was actually sent.


E32skdR.jpg

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dont work for me :/

idk why... i have Revision Mod

 

yu6ReR1.png

 

that is ok?

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For some reason when I enable this mod I can't mine resources, for example it says No Coal in Ground for my coal mine. (See Screenshot)

 

NoCoal_zps0e2b115e.jpg



 

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