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Hello, everyone.

We are starting to organize the CXL custom content forums a bit.  We decided it would be helpful to have a pinned modd request topic for the sake of less clutter in the forums.  As you make a request, please keep in mind that modding is a huge amount of work, and those talented individuals are very generous to share that with the community.  Requests that are worded as demands, are not courteous, etc, will be removed.  Please explain your request with enough detail so that modders can understand.  If requesters use a format such as the following it would be helpful:

Request:  Example: Modd to remove the limit of 3(?) for specialty buildings.  (I stole this idea from Jaybyrd05's thread, thanks, moved the first post to this thread.  2.gif)

Details:  Example: After a certain number of specialty buildings are placed, they become unavailable in the menu.

Game Benefits:  Example: This would allow players to be more creative in building cities without having to worry about exceeding the limit.

Modders, if you're reading this thread, and decide to fulfill a request, or know of an already existing modd, please post and let us know, thanks.  Also, you are encouraged to comment on the "do-ability" of a particular request.

Please keep in mind that a tool for custom models or "lots" has not been released, so requests as such must be limited to modding.  Any request considered a "crack" will be removed, such as unlocking Limited Edition content, altering the source code of CXL, etc.

Please try to keep chatter such as, "I agree!", etc, to a minimum, thanks.  This will keep the thread uncluttered, and make requests easier to find.

That's all; enjoy the game!

--Liv

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So I was building along and had unlocked most of the speciality resource buildings (Water Inc, 40 Wall Street, Merchant's Guild etc) under the Office -> Exceptional category.  I also had several of the Institues and Research Labs unlocked.... I placed the Merchant's Guild early on and then also placed Water Inc, the food institute, energy institute and lab, electrcity institute, and one other lab (forgot which one at the moment).

After I had placed them I went along and was working on some more things and when I went back to place another resource building I noticed they were all gone from the menu.  There was nothing listed any longer under the office buildings or in utilities as before.  I tested and deleted various ones I had built before and each time I destroyed one the buildings came back to the menu.... all of them.  As soon as I placed one.... any one of them.... they would all disappear again.

Is there a limit on how many you can build??

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Are you all taking building requests too because if so I would like to see someone bat the 7WTC for CXL just like in simcity 4


Please feel free to comment, like and/or subscribe to my New York City recreation CJ....Thanks *;) 

New York City A City Journal

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    Originally posted by: Livin in Sim

    Please keep in mind that a tool for custom models or "lots" has not been released, so requests as such must be limited to modding. 

    quote>

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    I was wondering if there are mods to multiply the people walking in the streets and lights coming out from the lamppost and cars?

    I saw so many videos for Cities XL, Online and Offline that there are few people walking in the streets and there are no lights coming out from the lamppost.

    Can someone answer me? X]

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    Just some more ideas of mods that would be great:

    What I would like to see is a mod that removes all the building and infrastructure restrictions. By this, I mean restrictions such as placing on water, height of bridges and depth of tunnels. Also to remove the collision detection for bridges and tunnels (so I can build bridges with pillars going on lots and buildings and so on, and tunnels directly under buildings and roads. Also, even elevated roads above a road). That would be an absolutely awesome mod. 8)

    Also, to have free trading with Omnicorp, or to enable no need for a positive income balance in the budge to buy from Omnicorp.

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    Originally posted by: Asheroo

    Just some more ideas of mods that would be great:

    What I would like to see is a mod that removes all the building and infrastructure restrictions. By this, I mean restrictions such as placing on water, height of bridges and depth of tunnels. Also to remove the collision detection for bridges and tunnels (so I can build bridges with pillars going on lots and buildings and so on, and tunnels directly under buildings and roads. Also, even elevated roads above a road). That would be an absolutely awesome mod. 8)

    Also, to have free trading with Omnicorp, or to enable no need for a positive income balance in the budge to buy from Omnicorp.quote>

    well some of your ideas sound crazy, but if used correctly (and without restrictions) could make a city more realistic - like a bridge directly over a road!

    as i'm sure you know, there is already a mod to set prices with omnicorp. if you want i could modify that to make it 0.

    i think with any of the root.patch mods (including the new unlocker mod) you can trade with a negative cashflow (maybe even with a negative amount of total cash).

    if you're interested, i made for my own collection this "money bank" thing that gives me 100,000,000c per turn. i could set the amount to whatever. you just plop the building in your city and you'll never have to worry about money or buying then reselling back to omnicorp for a profit.

    let me know if anyone's interested, i'll post the mod.

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    Cool. 9.gif!

    Also, a mod that removes the footprint of the highway interchanges would be the beast. They are SO big that "it sticks out like a sore thumb" (- Patriotizzy. xD) That would be great if released.

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    Originally posted by: Damastius

    Cool. !

    Also, a mod that removes the footprint of the highway interchanges would be the beast. They are SO big that "it sticks out like a sore thumb" (- Patriotizzy. xD) That would be great if released.quote>

    not going to happen they are building lots  and are that way to avoid ground level issues


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    Originally posted by: GlobexCo

    Nightlights came with the Christmas patch.

    Probably lots of videos were made before that patch...quote>

    that could probably be re-unlocked right?

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    Originally posted by: jeremy12

    Originally posted by: Damastius

    Cool. %7Boption%7D!

    Also, a mod that removes the footprint of the highway interchanges would be the beast. They are SO big that "it sticks out like a sore thumb" (- Patriotizzy. xD) That would be great if released.quote>

    not going to happen they are building lots  and are that way to avoid ground level issues


    quote>

    someone at citiesxs made a few different types of interchanges. they had trees surrounding them. that's about the only thing that can be done. i'll look for the link later; i can't seem to find it now.

    Originally posted by: mentarman

    Money bank would be great.

    Some good ideas in here if they are doable...quote>

    i uploaded my "money bank" to the google cxl mod project page

    http://code.google.com/p/citiesxlmods/downloads/detail?name=z_MoneyBank_kiwi.patch&can=2&q=

    i use this building when i'm trying to grow my city quickly without dealing with omnicorp.

    the mod should work with other mod releases

    it will unlock after 500 citizens and costs 10c

    it sucks up a tiny amount of electricity to run it - but it'll also convert it into some retail as they do sell some large briefcases to haul your money around.

    it will produce a lot of leisure, both on a neighborhood and citywide level

    it also provides some security globally

    it provides 1 poor job and 1 elite job

    most importantly:

    it can be found in the environment section by the avatar park - because it gives off a flower aroma

    it will provide your city with 100,000,000c per turn!

    you may need to unpause your game to see this mod in action (as with a lot of mods).

    if you think these attributes are too intense, then i can make some other mods that'll give you smaller amounts of cash and less amount of landmark and leisure values.

    i just made this to grow cities while testing when i didn't want to worry about city management.

    there are some other mods that will make it so the leisure buildings pay taxes and such; just look around the site.

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    Originally posted by: kiwispanker

    Originally posted by: jeremy12

    Originally posted by: Damastius

    Cool. %7Boption%7D!

    Also, a mod that removes the footprint of the highway interchanges would be the beast. They are SO big that "it sticks out like a sore thumb" (- Patriotizzy. xD) That would be great if released.quote>

    not going to happen they are building lots  and are that way to avoid ground level issues


    quote>

    someone at citiesxs made a few different types of interchanges. they had trees surrounding them. that's about the only thing that can be done. i'll look for the link later; i can't seem to find it now.

    Originally posted by: mentarman

    Money bank would be great.

    Some good ideas in here if they are doable...quote>

    i uploaded my "money bank" to the google cxl mod project page

    http://code.google.com/p/citiesxlmods/downloads/detail?name=z_MoneyBank_kiwi.patch&can=2&q=

    i use this building when i'm trying to grow my city quickly without dealing with omnicorp.

    the mod should work with other mod releases

    it will unlock after 500 citizens and costs 10c

    it sucks up a tiny amount of electricity to run it - but it'll also convert it into some retail as they do sell some large briefcases to haul your money around.

    it will produce a lot of leisure, both on a neighborhood and citywide level

    it also provides some security globally

    it provides 1 poor job and 1 elite job

    most importantly:

    it can be found in the environment section by the avatar park - because it gives off a flower aroma

    it will provide your city with 100,000,000c per turn!

    you may need to unpause your game to see this mod in action (as with a lot of mods).

    if you think these attributes are too intense, then i can make some other mods that'll give you smaller amounts of cash and less amount of landmark and leisure values.

    i just made this to grow cities while testing when i didn't want to worry about city management.

    there are some other mods that will make it so the leisure buildings pay taxes and such; just look around the site.quote>

    So... its a building ????????

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    I want a bank that costs 1000-10000c and hires one elite, and 2 executive but have all the other statistics the same (except maybe a little bit of local security and park as well). May I please have one, thank you!


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    one building alot of workers: un-skilled, skilled, execs, and elites so you can make major road systems going to one place

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    Kiwispanker - Woah, how did you manage to make that building and import it into CXL without failure? 43.gif If you could put textures on that building, make it into some kind of bank, we may just have started a new mark in custom content.

    If you can't do that, just at least maybe a copy of one of the office buildings and make it give you that high amount of income.

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    Asheroo, he most likely retextured a preexisting building.


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    Nah, because that building I've never seen before, and he's added a 3D logo onto the model as well. The only problem is that because of the texture and rendering, it doesn't render with the lighting (looks the same all day and night).

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    It might have been an unlocked building. It does appear rather odd, like a debug building. Someone should be able to retexture it, though. I also experienced trouble with using the menu when I placed that building.


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    Even if I didn't see it, I'm sure that this thing is nothing more than one of the placeholders which are already included in the game, because they exactly match Asheroo aka Ashley's description: a grey quadratic building with no textures and a(maybe rotating) 3D-logo on it.

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    Lights on bridges will be something useful too.

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    I was looking at blueprints today - there's quite a bit of variation in their night time illumination.

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    That 'light replacement mod' is very cool, nice work mrtrnrlm!

    A mod for more ships would be nice, the Titanic is good but the only one..

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    Originally posted by: Stef42

    That 'light replacement mod' is very cool, nice work mrtrnrlm!

    A mod for more ships would be nice, the Titanic is good but the only one..quote>

    that's a great idea stef42...i'll work on it now.

    cxlscreenshotuy1.jpg  cxlscreenshotuy2.jpg

    z_3boats_withSharks.patch

    You can download the patch at the google project site: code.google.com/p/citiesxlmods/downloads/detail

    The lot is a small: 4x4 (the size of that small golden bouy). BUT, the yatchs will travel around it within a 400x300 box. So plop the bouy anywhere out in sea (or a large river) a little ways away from the shore.

    The lot gives a small amount of leisure, a couple of jobs, and a small amount of neighborhood noise pollution.

    You can find it in the Sports Leisure panel. There is an image, but NO "Building_Names"; I'll wait until I make more to do that...or perhaps I'll just through it all in with Globexco's unlocker. 

    When Stef42 suggested someone making boats, I thought about these. I can also make stationary boats that you can plop anywhere and leave it be. This lot will show the boats moving.

    How it works:

    Of course vehicles (including boats) can't just drive anywhere they want to. They must travel on "tracks" - either by means of a roadway or some other type of hidden tracks on a lot. This is what makes cars able to drive on the parking lots of most buildings. The game (or mod) must define certain rules where the vehicles can and can't go. Later I'll work on randomizing it so the boats will just do normal random things.

    There is a hidden track on the water (extending beyond the 4x4 lot's borders). The boats will drive, then stop along this track. Sometimes one boat will pass another (but will actually just go straight through it).

    I also put some sharks for fun. Although after some time the sharks will begin chasing the boats on the hidden track.

    What I can do for updates:

    Give me some recommendations for updates! The boats travel at different speeds. Do you want to see faster? Do you want more boats per "lot" or perhaps one boat per lot? Do you want people swimming nearby? What about some floating beach bar?

    I just made this mod because someone (Stef42) suggested boats. It is basically a working test version. If I make more "boat buildings" then I'll just consolidate them into one patch and delete this one.

    Happy Playing.

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    Nice, nice! This makes cities a little less 'dead' looking. 4.gif

    Ships like a cargo ship, which are not moving (like the titanic), would be nice if someone wants to make a harbor for example.

    Like the San Fransisco map (from the CJ of Asheroo), it has angled pieces of land for ships to enter.

    You would only need a suitable harbor concrete-wall 2.gif

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    Loving this - brilliant work.  Now all we need is a marina...  (hint...)  10.gif

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    there's a mod out for a "yatch club". it converts the large seaport (which is full of yatchs anyways) into a splendid leisure site. it doesn't replace the building but adds a new one.

    i suppose i could add moving boats out of that dock.
    or i could make some more lots using some of the gembeach buildings. sadly we can't make entirely new buildings...yet.
     

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    Hi Globex...Thanks for the great job....

    i had a request.....CITY SOUND!!!!!!!!

    is it possible?

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