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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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Correct, I only have depots, no ports and no mines. With 1 smelter that has default values using mod  v1.01.

 

And you are correct that it is the trucks supplying the irregular resource values that I noticed they are picking up and delivering. This could be the reason for the resource value disappearing/reappearing from the import depot.

 

Thanx for version 1.1, I'll give it a try.

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Correct, I only have depots, no ports and no mines. With 1 smelter that has default values using mod  v1.01.

 

And you are correct that it is the trucks supplying the irregular resource values that I noticed they are picking up and delivering. This could be the reason for the resource value disappearing/reappearing from the import depot.

 

Thanx for version 1.1, I'll give it a try.

 

Just saw this on a coal and an ore truck. they grabbed 100, but could only drop off 23. I followed them back to the depot and they drove in. Nothing changed for one or two clock ticks, then the 77 appeared back in the storage at the depot.

 

I am fairly confident there is no "lost" resources, even if the returning truck has materials it can't drop back off. I have seen coal trucks in vanilla game that tried to deliver to a power plant, but couldn't as another beat them to it, so they turned back to depot.- which was now full from another purchase.  I don't know for sure what happens, but as it was a common case in vanilla,, I would hope the Maxis coders would have handled that circumstance.

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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'

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I downloaded this and nothing is showing up , Yes I copied SimCity-Scripts_287520926 and SimCityDLCEP1-Scripts_287520926 into SimCity\SimCityUserData\Packages. Nothing is working nothing is showing up why?

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another thing bout the megatowers, atm, it seems completely worthless to actually use the tourism crowns due to its sheer running cost

i know its suppose to be expensive but they need rebalancing BADLY, either add attractive value or low running cost (applies to both crowns

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Loving what you're doing so far.  I have to keep refreshing the page to see what you've added because you keep doing things before I have a chance to try them myself.  ;)

 

Copying in SimCityDLCEP1-Scripts_287520926 solved the problems I was having with modding the maintenance and control net costs for the other megatower levels, btw.

 

While doing that, I noticed that the profit from a fully utilized office/mall/apartment level maxes out at double the maintenance cost.  The result is that without an advertising crown or omega takeover, it's nearly impossible to have a happy tower that does better than break even.  Think it would be possible to improve that ratio?

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Phew... I'm on a roll here.

 

So the 1.0 changes plays havoc trying to balance between unemployed and workers needed. Here are screen shots to help understand the situation.

 

fsEl8Nb.jpg?1

 

On the right we have industry and on the left we have a mix of commerce and residential. I don't need as many commerce buildings for this population, at least they haven't complained.

 

aqbMC4G.png?1

The problem I'm having is to many unemployed residential. And what's even more odd is the more jobs I add (in this case industry and such, no commercial) the readout for unemployed does't go down, it goes up. So the more jobs I add the more unemployed numbers I see. However I haven't had any move outs yet. I suspect that may change the longer I play with this current situation.

 

:edit:

 

I should also point out that my industry is only Med density and will ONLY be med density for reasons if I have High density industry, I must also have a hazmat truck to put out hazmat fires that comes from having high density industry. I would rather not use hazmats as they are pretty much useless and just cost unnecessary money. I noticed that hazmat fire trucks stop responding to hazmat fires after a while, I think they just break.

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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'

Strange. I haven't run into that in any of my cities and just started several tonight, both with and without sandbox mode.  Just to check, where you by chance running on online mode instead of singelplayer?. This is the first I've heard about any issues like that.    You can delete any individual package, such as water and sewer and see if the problem remains.

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I downloaded this and nothing is showing up , Yes I copied SimCity-Scripts_287520926 and SimCityDLCEP1-Scripts_287520926 into SimCity\SimCityUserData\Packages. Nothing is working nothing is showing up why?

Sometimes Simcity does not load the packages folder at startup. Not sure why. exiting the game, and then reloading usually fixes it. Just check the water tower price to see if it has changed, and if so, you should be loaded up correctly.

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Phew... I'm on a roll here.

 

So the 1.0 changes plays havoc trying to balance between unemployed and workers needed. Here are screen shots to help understand the situation.

 

fsEl8Nb.jpg?1

 

On the right we have industry and on the left we have a mix of commerce and residential. I don't need as many commerce buildings for this population, at least they haven't complained.

 

aqbMC4G.png?1

The problem I'm having is to many unemployed residential. And what's even more odd is the more jobs I add (in this case industry and such, no commercial) the readout for unemployed does't go down, it goes up. So the more jobs I add the more unemployed numbers I see. However I haven't had any move outs yet. I suspect that may change the longer I play with this current situation.

 

:edit:

 

I should also point out that my industry is only Med density and will ONLY be med density for reasons if I have High density industry, I must also have a hazmat truck to put out hazmat fires that comes from having high density industry. I would rather not use hazmats as they are pretty much useless and just cost unnecessary money. I noticed that hazmat fire trucks stop responding to hazmat fires after a while, I think they just break.

Thanks for the information.  I only changed values for how many workers versus shopper there were for low wealth, as I almost always had TONS of jobs i could not fill, because to get enough industry to provide enough goods for the commercial needed to support the residential needed to run said industry, required yet more residential,,,,,

 

That adding more industry does not "use up" the unemployed is very strange indeed, as I have not run into this during testing.  All my changes to residential are in the lowrescap.package file. Deleting this will remove the changes, but unfortunatly, in eixting cities you will need to demo any low-wealth res areas and let them rebuild the houses to get the "standard" workers/shoppers back.   I will look into this further tomorrow and see if I can reproduce your issues. 

 

I see in the screenshot that you have about 50% unsatisfied shoppers, so there would be a lot of jobs in enough commercial to generate 1600 good, thus needing quite a bit of industry to generate those goods. i don't see the section on unfulfilled freight, so i am not sure how your city currently looked on that.

 

It is concerning that adding more industry seems to not generate any jobs for you. I didn't change ANY values for commercial or industrial.. 

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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'

Strange. I haven't run into that in any of my cities and just started several tonight, both with and without sandbox mode.  Just to check, where you by chance running on online mode instead of singelplayer?. This is the first I've heard about any issues like that.    You can delete any individual package, such as water and sewer and see if the problem remains.

 

I ran it as single player mode. but i think i may know what the problem is

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It is concerning that adding more industry seems to not generate any jobs for you. I didn't change ANY values for commercial or industrial.. 

 

 

Yeah I'm not sure what's going on with this. I was wondering if the population is still increasing over time, but its very little that it does. About 1k residential came into the city since I posted the issue and the unemployment rate is dropping by about 100, but with 4 additional Med density industry buildings.

 

I bet I could fill half the map with industry while still having the same residential/commercial placed and see if it pulls out of this unemployment issue.

 

Here is the screen cap of my industry details.

ebI7Qkq.png?1

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Mr Lowe awesome mod. Do you think it's possible to change the percentage of workers. At this point only 10 -12% of the population works. This is not realistic. In the Netherlands where I come from 7 M people are working from the 17 M. So that's a little more then 40%. I think that the difference between Maxis' 10% and the realistic figure are to big. Maybe it's possible to have a more balanced percentage. Whene I build a industrial city I always end up with 10k jobs not filled in. Keep up the good work.

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 every time i come here, you have a new version of the mod! thx! your my mate!

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It is concerning that adding more industry seems to not generate any jobs for you. I didn't change ANY values for commercial or industrial.. 

 

 

Yeah I'm not sure what's going on with this. I was wondering if the population is still increasing over time, but its very little that it does. About 1k residential came into the city since I posted the issue and the unemployment rate is dropping by about 100, but with 4 additional Med density industry buildings.

 

I bet I could fill half the map with industry while still having the same residential/commercial placed and see if it pulls out of this unemployment issue.

 

Here is the screen cap of my industry details.

ebI7Qkq.png?1

 

Thanks. I will be running some tests from a new non-sandbox city. Maybe I can figure out why it happens for you.

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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'

Strange. I haven't run into that in any of my cities and just started several tonight, both with and without sandbox mode.  Just to check, where you by chance running on online mode instead of singelplayer?. This is the first I've heard about any issues like that.    You can delete any individual package, such as water and sewer and see if the problem remains.

 

I ran it as single player mode. but i think i may know what the problem is

 

Ok. Let me know what you find out.  I'd like to try and eliminate any issues if they are related to my changes.

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Mr Lowe awesome mod. Do you think it's possible to change the percentage of workers. At this point only 10 -12% of the population works. This is not realistic. In the Netherlands where I come from 7 M people are working from the 17 M. So that's a little more then 40%. I think that the difference between Maxis' 10% and the realistic figure are to big. Maybe it's possible to have a more balanced percentage. Whene I build a industrial city I always end up with 10k jobs not filled in. Keep up the good work.

Actually, by the ratios in the files, at least for low wealth, original game has about 4 of every 6 working, (not counting students).  

For instance, a high density low wealth building has 400 workers, 200 shoppes and 100 students. I have altered this to 800 workers to 200 shoppers in my version (for low wealth only) to a 4 to 1 worker to shopper ratio instead of the two to 1 in the vanilla game. I meant for this to help with the tons of excess low wealth jobs I usually find myself having. I am currently doing more testing to make sure this is working as I intended.  

 

I believe the main thing you are seeing is the "population" number at the bottom of main screen is a "fudged" number using a formula based off actual population. There is a mod out on this site to make that number show actual population.

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It is concerning that adding more industry seems to not generate any jobs for you. I didn't change ANY values for commercial or industrial.. 

 

 

Yeah I'm not sure what's going on with this. I was wondering if the population is still increasing over time, but its very little that it does. About 1k residential came into the city since I posted the issue and the unemployment rate is dropping by about 100, but with 4 additional Med density industry buildings.

 

I bet I could fill half the map with industry while still having the same residential/commercial placed and see if it pulls out of this unemployment issue.

 

Here is the screen cap of my industry details.

ebI7Qkq.png?1

 

Thanks. I will be running some tests from a new non-sandbox city. Maybe I can figure out why it happens for you.

 

Balance seems to ok for the low density so far. In the two shots I posted, i have turned off all city services (they were maybe 50 more jobs) so they show only jobs from RCI.

 

2 I = 120 freight, which is slighty more than enough to feed 5 C

5C = 36 Goods, which can satisfy 15 R

15 R = 120 Workers, 30 shoppers. The C and I generate 117 LW Jobs. Leaving 3 unemployed.

 

about 20 "blocks" of this should give 60 workers that need a job, which they will have once I turn back on med, fire, police, water, sewer, power. 

 

I will continue testing once I grow some more with this city.

 

With MED density it looks like you can get by with 10 versus 15 residential buildings, but since the footprint is a little bigger on them, they take almost the same space, but give 1200 workers. I did have about 100 extra workers after getting enough C to satisfy all the shoppers, and enough industry to get enough frieght for the commercial.  I came around 10-20 close to having "perfect" goods/freight matches. If i allowed, say, a bit of a freight surplus, or goods surplus, then I would have had 100% employment.  Alternately - if i placed a coal mine, it used most of the workers and also greatly increased freight demand, which would have required more industry to satisfy, thus providing jobs for the rest of the workers.  I think the reason why you are seeing so many extra unemployed is due to the 1600 unsatisfied shoppers.  While they may not be "complaining" at a 50% satisfied level, being closer to 100% will increase happiness/growth rate.

 

For 10 MED res, i have about 8 MED commercial and 7 LOW Industry 1 MED industry on the map.

 

Industry is whacky in general. LOW  give 60 frieght per building. MED give 120., for a 2x amount, but taking 2x the space all while needing TEN times the workers.  So space per space, it is no gain for 5 times the workers.

 

2 LOW = 120 freight and take same space as one med, which gives 120.  but needs 5 times the workers.

 

LOW-I gives 6 freight per LOW-R worker.  MED-I only 1.2. This isn't right.  Have not tested HI-I yet or tech levels.

 

I do plan to look into finding the files that control industrial and make the different densities at least gave the same output per worker.

 

 

 

This isn't right. I will be looking into changing this.  

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This looks like a great mod... I have a Mac. Will it work? If so, how do I download and install this onto my Mac? Thanks!

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This looks like a great mod... I have a Mac. Will it work? If so, how do I download and install this onto my Mac? Thanks!

The StuffIt archive utility should be able to open a ZIP files, which is what the mod files are in. The package files should be the same in the Mac version, it is just a matter of finding the folder to place them in. I am not sure where this is located on Mac, but I think i saw a forum post a while back about it.

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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

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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.

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Hello!

 

   First time poster here. My husband and I love your mod with our game. We just have one issue. You made extra ploppables available for the smelter and school (amoung other places) and when we both tried to put an extra one down it would just automatically erase it and refund the money back to us. We have separate computers and I have all of the install directions correct. I was just wondering if you or anyone else had noticed this little glitch?

 

Thank you for any help! Again love your mod and all of the hardwork you put into it. You have made the game enjoyable for us once again!

Thanks. Glad I could make the game more interesting for you both.

 

The auto-disappearing ploppables I have only seen when adding the "extra" modules to a building that was originally built before the mod was loaded. (Or in some cases, if I had increased the module count from one mod version to another, if the building was placed in a previous version that had a lower limit.)

 

Demolishing and re-placing the parent building with the mod active should correct it.  

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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.

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