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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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mod-landmarks.package contains unchanged keys from scripts file.

Thanks for the headsup. I'll clean it from next upload.

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So far the employ and unemployed balance seems to work out rather well. I just have to be careful on how I expand the city and not over or under populate.

 

I still do see the specialized industry trucks delivering odd single values from 1-9 numbered goods to the depots. Though it's not an issue yet, I just don't know what outcome it will have in the long run.

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Sorry but I was just confused by the files in 1.3B RCI. Should I place all of the *cap.package files and lind.package in the Package folder or just low*cap.packages (med,hi)?

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Sorry but I was just confused by the files in 1.3B RCI. Should I place all of the *cap.package files and lind.package in the Package folder or just low*cap.packages (med,hi)?

All package files if you are wanting the changes to RCI. I broke apart RES/COM into low, med, high wealth and IND into low,med,high tech.

 

So lowrescap,medrescap,highrescap (and com counterparts) are the three wealth levels capacities. Where lind, mind, hind are the three tech levels for industry.

 

Hope that doesn't make for more confusion. 

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What's the difference between lind and lowtechindcap?

 

Seems I had changed naming convention and left an old one in. It can be deleted.

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^ considering the wait time between VOTL deliveries, this would be beneficial, but balance it by a higher running cost (the modules, not the main building)

do the same with processors

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seems that the mods for the shools dont work for me... got only 4 ploppales and original capacity could it be that it conflicts with the lage bus for elementaryschool mod?

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seems that the mods for the shools dont work for me... got only 4 ploppales and original capacity could it be that it conflicts with the lage bus for elementaryschool mod?

 

 

Yes. And I only say this due to anymod that overwrites a function of a mod will not take effect properly. And I suspect that large school bus mod is installed into the "SimCity\SimCityData" folder. Cut that mod file into "SimCity\SimCityUserData\Packages" folder. I don't know if this will work, but give it a try.

 

How SimCity handles mod load orders is if any mod is installed into the "SimCity\SimCityData" folder, those mods will take precedence over any other mod. If all mods (excluding graphic mods) are installed into the "SimCity\SimCityUserData\Packages" folder they shouldn't conflict, given that both or more mods don't overwrite the same values... At least this is the way it should work :-)

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^ considering the wait time between VOTL deliveries, this would be beneficial, but balance it by a higher running cost (the modules, not the main building)

do the same with processors

Processors for the drone facilities are not an issue, I can run every factory (6 so far) of straight drone facilities and never have a need for a processor import trade depot. It's just the Oil and Ore consumption of these factories to turn out Omega consumes waaay to fast.

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After playing with your new RCI systems for 1.3b, I've noticed a few things:
I have been able to easier achieve "balance" in the numbers, which I know this is what you were making these changes for
However, there are some undesired/negative side-effects I thought I'd point out, I'd love to help out cuz I love what you're doing here!

 

1. when it comes to the residential numbers, perhaps they're just a tad too high, I might alter some numbers and try having less total pop per buildin tonight
    because whenever I start going into medium, and especially high-density, you have to scatter houses really far apart and go about doing 

    extra-workarounds for traffic, as it kind of feels like every res building is like having a mega-tower floor worth of people, and it just completely

    explodes the streets with dense-dense traffic in residential areas, and outward.

 

   Possible Solution: I know this would be a massive amount more work as each building would be it's own job in itself, but I think reducing

   the number of jobs accross the board (specially in omega factory!) would be a better way to achieve this balance, instead of increasing pop.

2. IMO, the RCI changes completely NERF OMEGA. Seeing as when it comes to omega, each individual RCI building gives you bonus cash,

    With these RCI changes in place, you just don't need as many RCI buildings, resulting in much less cash. Sure, you -COULD- just zone more      

    buildings, but leading back to point #1, by doing so will result in a CLUSTER-F of traffic, which just ain't pretty to look at. :P

 

Example: -Pre-RCI changes I had an omega city A with , let's say 80k pop. Making 550k Monthly profit.

                -With RCI Changes (from 1.3b) I have the same omega city B, with 80k Pop (less buildings ofcourse) but only making 30k monthly profit

                cuz I am -JUST- barely surpassing the importing materials / Omega Profit Threshold. also, City B is a completely CLUSTER-F'd w. traffic and still 50% more 

                map left empty that can make traffic 2x-3x worse + I'm using full-city Subway to help and it's still pretty bad.

                (I`m going to try something different tonight however, Perhaps I could set things up a bit better as I`m just getting used to the changes)

 

Possible Solution: while RCI remains as is, in 1.3b, I think the best way to make the city profitable would be increasing each building's omega profits,

                              since, essentially, we only need half as many buildings as before (kind-of). Also reducing job ammounts in O-factories would

                              definitely help out a bit on the traffic side, as well.

 

Don't get me wrong tho! I LOVE what you're trying to achieve and I know nothing is final. My FAVORITE part of the RCI changes is that you don't need to have 85% of your map in RCI anymore, resulting in WAAAAY MORE SPACE TO HAVE FUN WITH :D  (personally I go for more Highway interchanges :D)

It's great, but I think to achieve that "balance" in numbers, it might be more enjoyable if it's by reducing all job amounts instead of increases population density.

Time worth taking, for a Mod worth playing :)      

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OmegaCo factory permanent shortage of oilare you sure you are not having traffic issues? Mine its working great a soon as i manage traffic. Also check up your money in back... if you dont have any then you wouldn be able to buy more

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

They are certainly over-zealous in normal game. Once I get my system back up and running i will look into it.

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After playing with your new RCI systems for 1.3b, I've noticed a few things:
I have been able to easier achieve "balance" in the numbers, which I know this is what you were making these changes for
However, there are some undesired/negative side-effects I thought I'd point out, I'd love to help out cuz I love what you're doing here!

 

1. when it comes to the residential numbers, perhaps they're just a tad too high, I might alter some numbers and try having less total pop per buildin tonight
    because whenever I start going into medium, and especially high-density, you have to scatter houses really far apart and go about doing 

    extra-workarounds for traffic, as it kind of feels like every res building is like having a mega-tower floor worth of people, and it just completely

    explodes the streets with dense-dense traffic in residential areas, and outward.

 

   Possible Solution: I know this would be a massive amount more work as each building would be it's own job in itself, but I think reducing

   the number of jobs accross the board (specially in omega factory!) would be a better way to achieve this balance, instead of increasing pop.

2. IMO, the RCI changes completely NERF OMEGA. Seeing as when it comes to omega, each individual RCI building gives you bonus cash,

    With these RCI changes in place, you just don't need as many RCI buildings, resulting in much less cash. Sure, you -COULD- just zone more      

    buildings, but leading back to point #1, by doing so will result in a CLUSTER-F of traffic, which just ain't pretty to look at. :P

 

Example: -Pre-RCI changes I had an omega city A with , let's say 80k pop. Making 550k Monthly profit.

                -With RCI Changes (from 1.3b) I have the same omega city B, with 80k Pop (less buildings ofcourse) but only making 30k monthly profit

                cuz I am -JUST- barely surpassing the importing materials / Omega Profit Threshold. also, City B is a completely CLUSTER-F'd w. traffic and still 50% more 

                map left empty that can make traffic 2x-3x worse + I'm using full-city Subway to help and it's still pretty bad.

                (I`m going to try something different tonight however, Perhaps I could set things up a bit better as I`m just getting used to the changes)

 

Possible Solution: while RCI remains as is, in 1.3b, I think the best way to make the city profitable would be increasing each building's omega profits,

                              since, essentially, we only need half as many buildings as before (kind-of). Also reducing job ammounts in O-factories would

                              definitely help out a bit on the traffic side, as well.

 

Don't get me wrong tho! I LOVE what you're trying to achieve and I know nothing is final. My FAVORITE part of the RCI changes is that you don't need to have 85% of your map in RCI anymore, resulting in WAAAAY MORE SPACE TO HAVE FUN WITH :D  (personally I go for more Highway interchanges :D)

It's great, but I think to achieve that "balance" in numbers, it might be more enjoyable if it's by reducing all job amounts instead of increases population density.

Time worth taking, for a Mod worth playing :)      

 

Traffic shouldn't really be increasing that much. I haven't seen a lot of difference in my games, but admittedly, I have not gotten a lot of high density-low wealth yet. That is the main area that might have more people. If i recall correctly, the original game had 700 people per building - 400 workers, 200 shoppers and 100 students. Looks like mine has 900. So a good bit more. I will adjust this. My intent was to have slightly LESS people in each building, but about the same workers. Mostly, I just adjusted the ratios of worker to shopper for the other ones, making for less need for commercial, and in turn industrial. The major change was to industrial workers needed on the higher density buildings - they all take about the same worker per space as a base factory, which greatly decreases - by  a factor of about 8 fold - the jobs the biggest factories have. This should have made for LESS traffic to industrial zones.  I will look over the high density changes and make sure I didn't enter a value in the wrong place or something.  Middle wealth and high wealth should be about the same as normal game. the main changes I made there were to make the high density buildings give tax income at the same rate as low denisty.

 

Please see version 1.3C (or 1.4) for adjustments.  Thanks for your input.

 

I have considered editing workers needed and general population as the best way to handle traffic concerns - basically cut population by 25% or even 50%. But as you mentioned, it would need to be done for each and every building, and also would add in some other problems, such as City Hall unlocks based on population.   That would be a large task. If there was enough interest, or I had some others interested in breaking up the workload it might be doable.

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Why not updated ?

System has been down. So I cannot test any changes I make at the moment.

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Thanx Steve and just in time, I'm about to build an Omega city. I'll let you know it goes.

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Hey! Thanks for replying to my long-ass post :D Awesome :)
what I have been trying to do the last few nights was filling in all low-wealth jobs b4 going into medium/highand stuff, and in some ways, That's my problem. It would probably be smarter for me to go into med-high wealth buildings to fill that worker requirement instead of just tryin to do it with 100% low-wealth first, specially since you've upped tax rate on them, I shall try this next to see how traffic results.
 

that being said, so far I've seen no issues with increased traffic with med-high wealth at all, it's just all around better. Loving the 4/1 ratio
 

I never thought about the whole city-hall being affected with the whole -less ppl, less worker scenario- , but is definitely a good point, Although it's always been pretty easy in getting all your upgrades, no hurt in needing 1 or 2 extra starter cities to get the last 2, Might actually make up for a better experience, as I find the most enjoyable part of the game is the early-mid-game unlocks anyways. The mod Real Population managed to have the Population requirement for upgrades on city hall modules reflect those of the mod's lowered numbers, perhaps something in that file can lead to editing numbers to adjust for balance.

 

I've been thinking about the whole -less people but less worker scenario- for the last 2 days, and Yes, it would definitely be quite the work load. I got the Oppie Package reader tool and look at your RCI files. I have the next week off so I'll probably play around a bit.

 

I've done some coding in my past, nothing too crazy, but always liked it in in school/college. Any good posts or videos you happen to know where I could dive in and learn what to look for when it comes to finding and editing SimCity stuff????

Like when a value is unknown, is it pretty much trial and error in changing a number, and then loading to game to see what it affected??

 

Cuz, even if it's just for personal use, and maybe not everyone would want these changes, I would still love to do some coding for SimCity.

I actually changed a few numbers around, concerning cost. one example was on the ground scrubber, I personally feel 1k$/hour maintenance is kind of nuts, So I lowered it to 255, but I made it so they cost 150,000$ just for one to -balance-. In theory I guess 'buying in' to the technology is more costly then maintaining it :)

 

oh and thanks for 1.4!!!! yay less workers needed at omega, can't wait to try this out :D

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Hey! Thanks for replying to my long-ass post :D Awesome :)
what I have been trying to do the last few nights was filling in all low-wealth jobs b4 going into medium/highand stuff, and in some ways, That's my problem. It would probably be smarter for me to go into med-high wealth buildings to fill that worker requirement instead of just tryin to do it with 100% low-wealth first, specially since you've upped tax rate on them, I shall try this next to see how traffic results.
 

that being said, so far I've seen no issues with increased traffic with med-high wealth at all, it's just all around better. Loving the 4/1 ratio
 

I never thought about the whole city-hall being affected with the whole -less ppl, less worker scenario- , but is definitely a good point, Although it's always been pretty easy in getting all your upgrades, no hurt in needing 1 or 2 extra starter cities to get the last 2, Might actually make up for a better experience, as I find the most enjoyable part of the game is the early-mid-game unlocks anyways. The mod Real Population managed to have the Population requirement for upgrades on city hall modules reflect those of the mod's lowered numbers, perhaps something in that file can lead to editing numbers to adjust for balance.

 

I've been thinking about the whole -less people but less worker scenario- for the last 2 days, and Yes, it would definitely be quite the work load. I got the Oppie Package reader tool and look at your RCI files. I have the next week off so I'll probably play around a bit.

 

I've done some coding in my past, nothing too crazy, but always liked it in in school/college. Any good posts or videos you happen to know where I could dive in and learn what to look for when it comes to finding and editing SimCity stuff????

Like when a value is unknown, is it pretty much trial and error in changing a number, and then loading to game to see what it affected??

 

Cuz, even if it's just for personal use, and maybe not everyone would want these changes, I would still love to do some coding for SimCity.

I actually changed a few numbers around, concerning cost. one example was on the ground scrubber, I personally feel 1k$/hour maintenance is kind of nuts, So I lowered it to 255, but I made it so they cost 150,000$ just for one to -balance-. In theory I guess 'buying in' to the technology is more costly then maintaining it :)

 

oh and thanks for 1.4!!!! yay less workers needed at omega, can't wait to try this out :D

Hopefully the current version's numbers work out better. I'm not sure how I got 200 more people in the high density buildings. Must have lost track of the original values along the way during testing out what values changed what.

 

The real population mod just changed the fudged numbers displayed for population. The CityHall upgrades were based off of actual population - pre-fudged: and didn't need to be corrected.

 

So far, if the value is not already known I have been doing trial and error to find it. Fortunately, once found, you can add it to the tool and it shows up for that index from then on, no matter what package you open up. There are still quite a few things I'd like to change around - including radius on resource gathering buildings - but have yet to locate the proper keys - if there even are in the same package, and not hidden somewhere else.

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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!!!

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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.

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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.

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Not working for me!

Be sure to copy over the patch 10 data file (SimCity-Scripts_287520926) and make sure you place files in the correct section (\Origin\SimCity\SimCityUserData\Packages), similar to the power mod on this site.

 

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?

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