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Wanted Mods List updated Sep 20th 2010

- mod that changes color of reward popup window from blue (MAXIS) to redish (SimMars)

- automata mods (see Automata thread)

- change color of RCI Indicator on UI to match new SimMars RCI zone colors

- replacing ingame trees with rock models (rock props available)  so far attempts have been unsuccessful

- new grafics for UI needed for replacing several symbols (trees, port, airport and more, contact andisart for more details)


My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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Can you not use favrekev04's remove mod's?   I would be happy to help with any modding you need.  I'd like to contribute some BATs but I dunno if my stuff is up to snuff...   Can you give me some specifics? Do you just want clean menus (remove all maxis stuff)?

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    Hello karaku :-)

    Yes, favrekev's remove mods are being used in the mod, but only the fire + police station as well as the school menu remover works properly. I was in talks with favrkev about it and he didn't know why the others are not working on other computers than his own. If you could help out with that problem that would be more than great!

    So yes, just clean menues are what is needed. The custom SimMars content will have new icons that are supposed appear in the empty menu then.

    Oh, and please feel free to show your BATs in the BAT workshop :-)

    Thank you


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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    (Removed older post as it had multiple edits and no replys lol, anyways here's the juice...)

    As you might notice I have released mods on the STEX that completely remove the Maxis building content from the game.  So far there have been no reports of it not working.

    I have also released a LotConfig removal mod that can be used by the Sim Mars team (as well as everyone else) to clear up the LotEditor's Open menu removing all the Maxis content from there as well.

    Now I am releasing (here) the Sim Mars Zoning Rules mod, right here in this post.

    This changes the colors of zones, the minimum and maximum zone size.

    I would be happy to modify any of the values provided here.

    I hope that all of these mods will be used in the SimMars project.

    From the readme of the attached file:

    The Mars Zoning Rules:

    Landfill and Ir can now be zoned at any minimum size (i.e. 1x1).

    Maximum zone creation size is double that of normal.

    Zone colors changed - residential now red, other colors adjusted.

    This mod expands on the work provided by Tropod's Zoning Mod as well as fukuda's Ir Placement Modquote>

    Mars Zoning Rules.zip

    post-182592-12985076902939_thumb.jpg

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    This is fantastic! Thanks a bunch!! :-))

    Great idea to adjust the color of the zonings! Good job!

    The LotConfigRemoval Menu will be handy for sure.

    I will try the Maxis removal mod, can't wait!


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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    I wasnt quite sure which colors to go with where. Obviously red should be used but I couldnt decide if I liked it better as R or I.

    Yellow works nicely on the terrain but I plan to adjust the contrast of the middle color. We should make a flag for SimMarsNation and make the colors of the flag relate to the zone colors.

    I always wanted the zone colors to have more contrast.

    If all this works are we likely to see beta 2 soon?

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    Ok, ok, after 2 weeks full of stress in RL I finally had the chance to take a look at your wonderful mods!

    So, the Maxis Content Remover works great! This is fantastic!! Very very good news for the project AND for the BETA 2 release (which is now much closer!). There is just one thing: The official MAXIS plugins (rewards & Traffic Add-on such as 63 building, Brandenburg Gate, Air Force Base etc.) still show up in the menu. They are located in the plugins folder of the installation folder of SimCity 4 (not the one in the MyDocuments folder), provided you have installed the plugins of course.

    Can you help out with this?

    The red zoning is fantastic! It will give a new feeling!

    Also I have another inquiry: Can you make a mod that disables the unlocking of MAXIS rewards (the pop-up screens)?


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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    I'm not very familiar with the official addons but I can certainly add them to the list. I'll delve around a bit.

    As for the maxis reward popups. I already disabled most of them in my mod (I replaced the script that does this with a blank one) however certain rewards might still be active that I havent dealt with yet. Off the top of my head I can say probably the official addons and probably ep1 rewards.

    So looking into the 'official addons'.  I can add them but there are quite a few of them and I really dont want to have to download them all.   I dont think they should be within the scope of this project.   When intalling SimMars you should be responsible for cleaning out your plugins folders... both of them.   Either that or make the installer do it (by backing them up somewhere).

    For now I'll add the 23 plugins I have (how many official plugins are there?) to a new dat file.  I restructured the whole content removal system and will upload it as soon as I make this new piece.

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    Great, thanks! You have 23 plugins?!? I thought I have all of them, obviously not. Good chances you cover most of them then.

    And good news that the pop-ups are blocked already!

    Can you script new rewards?


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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    Absolutely, my first realease on the STEX was a Reward Power Plant... While I'm not very good at modelling the modding part is very well put together.

    I've also started to work with the ordinances a little bit. I have first of all removed all of the maxis ordinances. Then I put back some of the ones that I think work in SimMars but changed the text to be more SimMars. I'll compile a list of what I've done so far and post it later. Is there any list of what you want done with the ordinances yet?

    Any other modding tasks? I wouldnt even know how to begin with the tree to rocks thing so I dont think I'm up to doing that yet.

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    Hm, what are ordiances?

    Maybe you can help out with creating the installer for the next BETA?

    Do you know how to create/mod I-Ag growables?


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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    I'd be happy to look into the installer. I just started poking about with that stuff to make an installer for the content removal system (I'd like the users to be able to select which parts they want removed from the installer). As for the I-Ag growables, I've never done anything like that but I dont supposed theres too much to it. I'll run a test tonight after work and see if I can get one of the SimMars lots to grow as I-Ag. I'll also work on the ordinance information.


    For the I-Ag growables, I'm sure I can get them working but I dont have time tonight to try.  Also I need to round together appropriate resources if I'm going to do it proper.  I'll let you know when I have something.

    Here is the ordinance information:

    SimMars Ordinances:

    First some info...

    Some ordinances are thought (known?) to internally effect the engine (such as the Car-Pool ordinance) because they do not directly affect any game state from within the exemplars or the scripts.  These should be used carefully.  At this time the exact effects of all ordinances is unknown.  Given that one of them likely has unforeseen side effects it is also likely that so do others.  In this regard, much care should be taken when creating new ordinances.

    So, here are the ordinances I kept (I only modified the text not the effects of the ordinances) because I thought they fit into SimMars.  Please suggest changes and additions.

    - Commuter shuttle service

    No modifications, this ordinance already fits in a new, twisted way.

    - Smoke Detectors

    New Name: Decompression Program (idea taken from SimMars discussion thread).

    Description: City funded public education on what to do in the event of decompression.  This includes early installation of decompression sensors and containment training.

    - Tire Recycling

    New Name: Tank Recycling Program

    Description: City program to encourage the recycling of old feul and air tanks.  Old tanks can be hazardous to both their contents and their surroundings.

    - Trash Presorting

    New Name: Waste Management Program

    Description: City funded promotion of waste management solutions for the home and office.  Simple biomass energy units are cheap and easy to install and use.  This effectively lowers the quantity of garbage taken to waste processing center and eventually the lunar landfills.  A waste management plant (recycling plant) is necessary for this ordinance.

    quote>

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    Oh now I get it, lol. I'm used to the german language version which is why I didn't understand what ordiances are.

    That is really superb news! Indeed! Great to have those customized for SimMars too *bigsmile

    I tried to create a I-Ag growable. A question that raised: Is it possible to create lot only farms (meaning without farm-tiling)?

    I will send you a PM with the data of the SimMars museum. If you could make it a reward, that would be fantastic!


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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    Originally posted by: andisartI tried to create a I-Ag growable. A question that raised: Is it possible to create lot only farms (meaning without farm-tiling)?quote>

    I'm not sure how it works, but I know that you can do it. When I accidentally didn't have some custom fields, the farm buildings just kept growing. However, I'm not sure whether getting the I-Ag buildings to grow away from a road/street is possible.

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    The farm issue still needs to be adressed. karaku is looking into it ATM.

    I updated the first post showing all Mods needed as of now.


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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    There is a problem with the rewards that we have so far, they don't pop up with a message once unlocked, although they seemed to be programmed to do so. All other functions seem to be working correctly.

    Can any help and take a look at them? Let me know. Thanks 4.gif


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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    I might be able to do that. I don't exactly know how to tweak the rewards into coming into the game, but it doesn't hurt to try does it?

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    SimMars Ordinances:

    Legalizse Gamblimg

    Should Be Martian Casios Spilt Money.

    Effects43.gifnly increase crime 1%

    Gives you 50,000$ Per A Month

    Expenes Are 5,000$ per a month.

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    I've got a request from simpeg.com

    On their old forum there were some worries about moving all the SC4 plugins. There were a couple of suggestions of a file that could be created allowing the player to select whether to play SimMars or SimCity4 before the game starts

    see http://simpeg.com/forum/index.php?topic=988.0 for full forum discussion, esp. top of page 2 for the game changer

    EDIT

    has anyone used this startup manager? we could make use of something like this?http://kurier.simcityplaza.de/details.php?file=311

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    I think the start up manager works (90% sure) nothing can be intergrated into the game to make it optional.

    Has anyone tried installing the game twice on the same PC HDD and then useing one instalation for SC4 and the other for SM

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    Well, I havn't tried that but using the StartUp Manager kinda solves this and it does it nicely. It is actually recommended on the download site of Beta 2


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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    Two more ordinances. 4.gif

    - Nieborhood Watch Program

    New Name: Authority Crime Watch Program

    Description: Authorities will set up High-Tech Cameras to monitor crime, making it much easier to track and judge the guilty, which discourages crime. Crime rate reduced by 10%. A police system is required.

    - Youth Curfew Act.

    New Name: House Locking Act

    Description: Forces people to be in their homes by 10:00 PM, or they will trapped outside because the houses will lock themselves. Reduces Crime because people can't commit crime at night because they couldn't get back into a their homes. Crime Rate - 20%, Mayor Rating - 5.

    Thanks,

    Time

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    Posted:
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    .. A few more..

    - Pro-Reading Campaign

    No differences

    - Free Clinic Program

    Called Medical Reformation Act

    Description: To make medical systems simple and less costly to use, this Act will reform your medical system. This may anger your doctors, dropping mayor rating, but your city's HQ will rise.

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    I have to admit but the transit slopes aren't to great so I made a slope mod!

    SMSM1.jpg

    SMSM2.jpg

    (In the middle was the road I placed before the slope mod)

    Attachement after my long signature.

    -un1

    Slope Mod.zip


    This signature does not exist. Continue on.

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    un1: Amazing!

    Now, ordinances are on the wishlist, so we're going to have to get them done soon. I can't think right now, maybe I'll post later.

    -Time

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    TimeMaster, Andisart, un1, I would like to offer my services as a semi-to-highly-experienced modder. I do buildings a lot, but have dabbled minorly in automata. Whatever you need done, just say it.

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