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toroca

Industry Increase Mod, Version 2 Released!

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Hey all!

Building on the incredible popularity of my first version of the Industry Increase Mod (Over 4000 downloads as of this writing, the most of any mod on Simtropolis), I''ve completed this second version of the mod.

It goes somewhat farther than the first. The first only tripled the number of jobs Industry provided, this one quadruples the number of jobs provided. Also, I''ve doubled the amount of tax income each Industrial building provides, which should solve the issue some people reported with the first version that Industrial-Only cities could not support themselves monetarily.

Best of all, this version is a simple Dat plugin, so no more altering of the SimCity files needed. =)

The mod is attached to this post. The zip file contains the mod itself as well as a Readme which covers things in a bit more detail. Hopefully Ralphael or someone else will see fit to stick it in the Mods section and remove the old version. =)

Enjoy! And be sure to let me know what you think!

Kyle/Toroca

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    On 8/5/2003 4:29:48 AM RalphaelNinja wrote:



    Ralphael saw.... Ralphael has posted this modd in the Mods Section..
    9.gif


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    Coolies. 1.gif Thanks man.

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    Guest JetRanger
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    Sweet! Modd squad rocks! MAKE MORE!!!21.gif21.gif21.gif

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    Does this work with farms too? Or just ID, IM, and IHT?

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    On 8/5/2003 4:59:25 AM Shoe wrote:


    Does this work with farms too? Or just ID, IM, and IHT?


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    I didn't touch the farms, because real world farms don't supply that many jobs anyway, unlike real world industries. Maxis got that part right, at least. I should know, most of my family back in Nebraska work on farms. If you want farms to provide more jobs than they currently do, you'll need to download another mod. If I'm not mistaken, one was recently released for that purpose. It should work just fine alongside this one, because a farm mod wouldn't make any change to the buildings I've altered. There shouldn't be any conflict with them. 1.gif

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    Jobs x4 now? Don't you think that's a little too much?

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    On 8/8/2003 2:28:19 AM K-os wrote:


    Jobs x4 now? Don't you think that's a little too much?


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    No, I don't. Most of the industries now provide between 100 and 200 jobs, the biggest is 632 or so. That's pretty much in line with a lot of the industries I know of in real life, and it seems to work pretty well in the game for creating more realistic cities. You don't need an entire medium map of industry for a region of 250,000 people anymore. You can have several smaller industrial areas like most real world cities do. This is particularly the case with high tech. Most cities with a lot of tech jobs have several major tech centers. We've got several here in Denver.

    You're welcome to edit the numbers yourself to suit you though if you think 4x is too much. Ilive's Reader's in the Mods section. That's all you need.

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    I'm having a bit of a problem with this mod.  It did increase my jobs available by 4 times the amount, but for some reason it didn't force any of the buildings to abandon. In one city, I even have more industry jobs than I even have people now. I had 8,000 people and a industry workforce that shot up from about 3,000 to about 10,000 after installing the mod. I ran the game for about a year, and still the industry workforce didn't drop back down.  Do you know whats going on with this?
     
    btw, there are also no cities connected to this city, so its not taking a workforce from a neighbor.
     
    1.gif

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    On 8/5/2003 4:59:25 AM Shoe wrote
    9.gif
    oes this work with farms too? Or just ID, IM, and IHT?

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    there is a different modd that increase the number of jobs farms offer from 2x,-50x. you can find it in the modds section. 9.gif

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    Personally I think 3 x jobs would have been better, with the addition of some new physically bigger and higher jobs industries from lot editor work and new buildings when we reach that stage.

    However, are the Dirty industries now showing up as $$ instead of $? My HT shows uo as $$$, Manuf. as $$ and I thought the Dirty used to be $. It is now $$. Was this changed in the patch?

    And, the reason I can't just check this myself is because even when I remove the .dat from the plugin folder, the effects remain...even after a save...?

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    Dirty Industries always showed as $$. I think it counts $ as agriculture only.

    And what do you mean the effects remain after removing the Dat? The number of jobs doesn't go back down? That shouldn't be happening... If I take the Dat out, I lose 3/4 of my industry jobs...

    Oh, and Jason, how many people are in the neighboring cities? It's possible some of them started commuting in. When I first added this mod myself, Industries abandoned at first but then quickly recovered as if workers were coming from somewhere else.

    My guess is that if nothing has abandoned, then you've got just enough people to keep the industries alive. Try zoning some more, you should be able to support a much larger residential population with the same amount of industrial zoning.

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    You might be right about the people filling up the industry from elsewhere, as I too noticed a sharp abandonment early on and than in a matter of months it quickly filled up again. I'll test it out a bit more and see what happens. 1.gif
     
    But hey, I'm glad you created this modd, as I feel it makes the game more realistic. I hope you realise how much some of us appreciate your guys' work. 10.gif

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    Of course you are right about the $ and $$!

    But I just made 200% sure--the .dat is gone but the higher jobs are still showing up in each building and my jobs graph shows the huge leap when the .dat was first put in and it has remained more or less level since then. No drop!!!! How is that possible? I let the sim run for several months to be sure it wasn't an end of month thing.

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    That's REALLY weird... After you remove the dat, it should drop the next time you load a city and it updates the number of jobs...

    What about new buildings? If new industry gets built, does the game use the original values or the modded ones?

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    Hey, great job with this mod!  Really useful, finally some realistic industry jobs!  x4 was the perfect choice, I think.

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    On 8/9/2003 1:23:32 AM toroca wrote:


    That's REALLY weird... After you remove the dat, it should drop the next time you load a city and it updates the number of jobs...


    What about new buildings? If new industry gets built, does the game use the original values or the modded ones?


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    Not sure if I will ever need any new industry again 1.gif I will try to check this.

    Marc

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    OK....here are two more clues!

    I tried also removing the farm doubling plugin and once again nothing changed. I can't even find the orignal jobs numbers for farms (I have only just started using them). My Pumpkin Acres has 4 jobs with or without the farming doubler mod.

    BUT!!!

    I remembered that of course I installed the new gaming coding errors plugin the minute it was available. I used the regular version because at that point I hadn't downloaded your industry mod. When I used the industry plugin I completely forgot about the no larva version of the game coding mod. Is the conflict between these significant enough it could do something like this? Any suggestions as to what I can do?

    I will probably leave the industry mod in there over the long term, but this is just too weird and scary that the plugins are not working as they should. I switched back to a unmodded .dat using only plugins for mods to avoid these sorts of conflicts and messes, but looks like I have them, anyway.

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    I have to take my roommate to work, but I'll look into this when I get back and will post what I find.

    EDIT - Okay, back, and have looked into it.

    I REALLY don't know what's causing your problems, Marc. Just to make sure I wasn't imagining things, I took both the Industry Quadrupler and the Game Coding Errors patch out of the plugin folder. I then started the game, and loaded a city that I knew had many of the affected buildings. The changes had taken effect before I even unpaused the game. I looked at one of the Industrial buildings, it had 121 jobs out of a capacity of 31. One of the Residential buildings had 144 residents out of 240.

    Literally the instant I unpaused the game, the capacities of all the Industrial buildings took effect and cut industrial jobs by 3/4. A few seconds later, the Residential buildings filled up to their original, incorrect capacities. Within two months gametime, my Industrial jobs were down, and my population went up by almost 2500 because of the incorrect residential capacities. I also started getting no job zots because of the sudden drop in Industrial jobs.

    Finally, the conflict between the Coding Errors mod and the Industry one shouldn't be that significant. The only building affected by the conflict is Larva Breeding, and the conflict is only related to the number of jobs it provides. It's not quadrupled if you use the Game Coding Errors mod that include larva breeding, because that one overwrites the Industry Quadrupler.

    I would be grateful if members of the Mod Squad could weigh in on this subject, because I can't reproduce what Marc's describing.

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    I can tell you that when I initially put the industry mod in I got what you describe--instantaneous increases in I jobs. I will now try removing the mod again and loading a city that hasn't been loaded since before the first time the mod went in.

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    OK..........................here's the answer. And it had to be something oblique, of course.

    Let me put it equally obliquely: it is interesting that SC4 looks in more places than the Plugins folder for plugins...

    At least there isn't anything bizarrely different or wrong with my installation!

    Two questions though, to toroca. I would like to modify some of the jobs levels myself and can do that pretty easily using the Reader. You mention that the tax level has also been changed. Is that per building or is it a general setting? If it is per building, could you tell me what it is and how you adjusted it? (I think you doubled it...?)

    Thanks again for the patches and your help trying to figure out my little problem.

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    *LOL* So it was still finding the plugin, huh? That would definately explain things.

    As for the tax income, that too was adjusted via the Reader. If there's a way to adjust all industry at once, I'm currently unaware of it, so it was done per building. This information is located in the Cohort file for each building. When I was editing, I had to right click each exemplar for the buildings and choose "sync with parentcohort"

    In the Cohort you'll find something like "Yearly Income" or something, I forget the exact name. I simply doubled all of those. Be warned, some of the buildings apparently share cohort files, because several times I'd find one that looked familiar. Not many, maybe ten total shared with another building.

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    I can't find the tax thing. Where is it in the cohort file?

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    This tread is almost older then your membership....

    Please search or e-mail the creator....I'm sorry I can't help more then that...

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