About This File
*Download links are back online! Hurray! *
*Important informations are given at he bottom of the page, check it out!*
Hello people, my name is Seb !
Today I am presenting you something you might like a lot; this is the More Trade Depots mod. It alters the Storage Capacity of the storage plates from "100.0 units" to "1000.0 units" and "200.0 units" to "2500.0 units". Also, more workers are now required in order to operate the trade centers (5 employees instead of 3). *All preplaced modules have been deleted!* Placement cost has been reduced from "13.000§" to "7.500§" ; building maintenance cost have been decreased to "450§". Docks and Rail attachment limit for Large trade depot are now capped at "2". All storage plates have now the possibility to be placed twice farther in order to allow you an easier placement.
What's coming in the "Major update 2.0" ?
- «New» Storage plates with higher and lower storing capacities.
- «New» Garages for transportation trucks.
- «Add-on» Local and Regional rails for trains will be added in the menu when editing the trade centers.
- «Possibly» Unique and specifically designed rails for Cargo trains.
» How to install ?
Files with the sub-extension .data.package have to be placed in "SimCity/SimCityData" folder ;
Files with the sub-extension .udata.package have to be placed in "SimCity/UserData/Scripts" folder ;
In order to ensure the mod works properly, bulldoze your original buildings (Trade Depot and/or Trade Port), next step is to save the game. Now, if files aren't already installed just do it ; if they are, or an older version is installed, then simply exit SimCity and re-open the game after you've updated files with the new ones.*
* I'll mention the steps if new files appears or the names came to be changed.
» The comeback
Hey ! How is it going ? I'm doing pretty well if you ask me the question. During the summer, I was thinking at the "Good old times". Since the community felt a bit "dead" for SC2013, I decided to give to the game another "life".
As the days were succeeding, I was developing my modding strategies and diversifying the techniques. Soon, I was able to visualize a prototype of a mod that would have great chances of working because all the concept was based on the game mechanics. After a few weeks, I installed back SimCity and decided to come back among this community.
» The " Major update 2.0" or "SC2016"
As you have read, I am back. Yes, it is clearly written B A C K ! And for this comeback, I've decided to create the "Major update 2.0" Now, you might be able to be surprised or mindblown much more often or easily ; I have an idea of how to modify the terrain in a city (I won't spoil anything as long as there are not going to be any "Successful" prototypes).
» So... What can we expect from this event?
Pretty much all things that the smartest modders couldn't create in the active modding epoch of the game (the beginning of modding on SC2013).
Without wasting any more detail-ish sentences and lines of texts, here's a list of things you can now expect to see the day !
- Megatowers's crowns modding.
- Megatowers's floors modding.
- Greatworks modding.
- Terraforming tools
- ControlNet implementation in some facilities.
- Custom rails and transportation tubes for OmegaCo's mining modules.
What's New View Changelog
Rework of files structuration, fixed some errors, added rail freight module and port modules to both Trade depot and Trade port.