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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

that building got modified, try bulldozing and replopping it

Tried that, still thinks there is no coal when I try to plop a new Coal Mine. It is also the same for oil and ore:-(
Thanks for the help but still can't seem to use this mod.

Does anyone know perhaps what files effect these resources so I can remove them from the mod?

NoCoal2_zps012bb700.jpgNoOre_zps1f7e3e50.jpg

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Love the idea of your mod and the inreases you put in, problem is.. I can't seem to use them. I've followed the instructions, placed the packages in the packages folder and also the DLC and Scripts files into the same folder.. yet for some reason 'some' of the files work (such as lowering the control cost) but yet others, do not.. like the changes to the trade port or other buildings, like the schools. I don't know why the game seems to be reading some files, but not others. I've even gone so far as relording a save, or even exiting out completely. Anyone know what is going on? :(

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Very useful mod, good work. But there is a problem with trucks.package. The truck of trade port have 10.000 capacity but when they transport oil (i test only with crude oil) to refinery, they pick up only 1.000 but, if in trade port there are 8.000 barrels, then there will be 0 barrels, In other words, if there are 5.000 barrels in trade port, a single truck picks up only 1.000 barrels but, after this transaction, there will be 0 capacity: you loose the difference, in this case 5.000 - 1.000 = 4.000 barrels. I tested it in single player and sandbox with RCI mod version.

 

I have seen another problem: when i use the tradeport.package, train and ship don't import oil to my trade port. I tried to cancel mod-tradeport.package file and the problem has disappeared.

 

If you can, i have a question: it's possible to change the distance of refinery ploppables? (i receive this message: too far away from the building)

Sorry for my bad english :)

Thank you in advance.

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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.

 

I had this problem as well, and I had to move the Scripts file (not copy) into Packages.

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the game crashes when I try to plop a modded building;like I have used the trade port mod and later in the game if I try to plop it the game crashes .please give me fix ,I am really dependent on this mod cause it's really good

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