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Cyclone Boom

Please Note
Releases of SimCityPak are no longer available at CodePlex in their original form.

See this post for details how to obtain versions of the program.

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Hi

 

Having spent some time looking for info regarding industry freight adjusting (existing mods did not felt quite right), only to find it's quite scarce, I return to post my findings here, to whom it may still concern (don't know if there are still people playing this or they all moved to cities skylines).

 

Industry buildings are found in ...\Origin Games\SimCity\SimCityUserData\EcoGame\SimCity-Scripts_287520926.package, and required instances are:

 

low tech industry: 0x0846121c, 0x483fbb03, 0x4841fa6a

medium tech industry: 0x608c65c3, 0x20944fdc (however it is found as "btn_pause_scale_activeHighlight"), 0x20921175

high tech industry: 0x9fc315e2, 0xdfc5b88d, 0x9fc792d4

 

After opening these instances, the required properties are: 0x0C0F20DB - after how many in-game minutes the factory produces another batch of freight, and 0x0C0F20DC - the quantity of freight produced.

for example, low density industry produces by default 3 freight at every 72 minutes, meaning 1440 minutes in a day / 72 = 20 batches of 3 freight, ie. 60 freight per day.

medium density industry produces by default 4 freight at every 48 in-game minutes, and high density industry produces 6 freight at every 36 in-game minutes.

 

So, to increase production, either increase quantity of freight for each batch or decrease the time it takes to produce it.

 

After creating the required packages (please be sure to follow the SimCityPak's creator instructions regarding tool usage so you do not break your game), place them in SimCityData folder, copy

SimCity-Scripts_287520926.package in SimCityUserData\Packages folder and:

- if you start a new game: play for a few moments, save, quit, reload - that will load the new production values. however, for the total freight production to appear in "population detail" info panel you must also buldoze the established industry.

- if you load a saved game: only buldozing industry is necessary.

 

That's about it. If someone has any questions, feel free to pm me, I'm not very knowledgeable at moding but I will answer to the best of my findings.

Cheers.

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Great stuff. Quick question, do you know if those modifications are compatible with online play? 

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@ Athorium i had the same problem when changing computer i found this worked for me! Think it was mayor magnus on simcitypak help post Well, I finally figured out why I could not run SimCityPak without getting the aforementioned error.  Someone posted at CodePlex that you need to have http://www.microsoft...s.aspx?id=20914 installed.  Apparently the XNA DLL that comes with the program is not the final solution.  Now I can finally view property files. all credit goes to him for looking it up on codeplex.

Thanks Little Harty, it works for me!

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On 12/10/2014 at 0:03 AM, tornero57 said:

Hi,

 

I have read the tutorial for SimCityPak. I have open the "Simcity_Game.package", selected the "Property file" and after opening the "Pedestrian Path", i have an error "Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information". Can you me help to solve the problem? Thanks in advance.

See old post: get this installed: https://mxa.codeplex.com/wikipage?title=How install XNA 4.0 on Visual Studio 2012

 

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Greetings people

I am currently investigating the RCI ploppable feature in the akar mod in which you can just plop any RCI building construction site(which will be be built of course) and I wanted to make a personal mod out of it  in which I need to pay some amount of cash to place the ploppable ( instead of it being free ). I have struggled all day using SCP trying add the property scUnitConstructionCost and fix some value to a random item but it doesn't seem to work. When load my game, that plop is still free.

Would you know how to do this?

Regards

I know that the author of the bench park mod could create a bench and set a fee of $100.. and it works every time I modify that value

Here is a pic

000103.png

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I'm getting the following error when trying to load the locale file:

An error occurred when trying to load instance names from your locale file: Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information.

 

Any help please?

error.PNG

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As this was working perfectly fine before, I simply did a fresh install of SimCity and the PAK and it works... who know's what was wrong but I got there.

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Hiya. Pardon my intrusion here, but one thing I noticed:

On 8/27/2016 at 8:18 AM, mehere said:

Goes to a page which is shutting down completely on December 15, 2017. Here's a screenshot of that page for reference once it's no longer available:

5965417bc416c_MXAShutdown.jpg.a36ef8e8f8826fb3d48ee75247dae5b9.jpg

The specifics are stated in Brian Harry's blog. So, if any of this is still relevant, y'all might need to re-find the stuff on GitHub and post linkys. *;)

 

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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you are quite right, I installed this this morning before the fresh install after reading the modding guide but didn't realize that was my fix. You are a star @CorinaMarie Thank You!!

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On 06/10/2014 at 3:02 AM, Aardvark1313 said:

I'm extremely uncomfortable, have absolutely no confidence to the point of paranoia when it comes to modding in ANY game which is why I never tried. I can work around almost all of the games weaknesses(poor AI and behind the scene math) but if the only change I wanted to make was to double the amount of goods each lvl and density of  commercial buildings produced, what would I have to do? What would I use and what file would contain such info. Obviously someone called Nikolai has managed to do it but a few people have apparently tried speaking to him to alter some of his mods and he's either ignored them or outright refused. Whatever floats his boat is all I can say. If It's something as simple as opening the mod tool, opening the file containing the basic info and altering a few numbers, (like you'd do in some mods like the ones used in CIv4 where you simply open the file in wordpad or some such, edit the values, save the file, close it the either import it or replace the original file with the altered one) I can do that. Certainly helped get rid of that annoying Global warming crap in CIV 4 lol. Anything more complicated and fuggetaboudit!

I will teach you but I need you to fully believe in yourself first. I will take precautions.

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I just want to thank you so much for this program. The work that you put into it is amazing. Thank you so very much!*:)

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Thanks to Oppie for the tool and Danny McGregor for the download link to 4.0 (spent a fair while trying to find a working download link). Thanks CorinaMarie for the XNA tip too. After installing Visual Studio 2010 and XNA, no longer get the error when loading instance names from my locale file.

Oppie, in case you were going to look at this again/are interested in fixing bugs, will post any I find (apologies if you're not bothered). I do a bit of software testing at work so can't help it!

After opening SimCity_Game.package, I filter to the RW4 Files, then when clicking on item 0x8a11b5d7, the program stops responding. Just seems to be that one for the moment.

 

thanks again!

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Hiya, DogOfMan. Welcome to Simtropolis! *:)

6 minutes ago, DogOfMan said:

Oppie, in case you were going to look at this again/are interested in fixing bugs,

My guess is this isn't likely as they were last seen on the site August 21, 2014. (I went to the first post of this thread and hovered my mouse over their avatar and got that from the popup window.)


Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

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On 14/08/2014 at 11:29 AM, reReticulated Spline said:

This tutorial shows you how to load the language files:

 

 

 

Try a fresh install of the program.

But, the file available at https://archive.codeplex.com/?p=simcitypak does not have an executable. How do I open SimCityPak?

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greetings everyone, to the simcitypak maker, the links in the first post are now going to the same website but goin to archive.codepak com / simcitypak no download link the main program, just a download link to download the whole archive

 

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On 21/02/2019 at 4:53 PM, darkdaz said:

greetings everyone, to the simcitypak maker, the links in the first post are now going to the same website but goin to archive.codepak com / simcitypak no download link the main program, just a download link to download the whole archive

That's not very useful, and the Wayback Machine isn't any help here either.  (Only the download page can be viewed and there's no file.)

Digging deeper I've downloaded that 38 MB simcitypak.zip archive package which seems to be a complete backup of everything originally submitted on that CodePlex hub site. Looking inside the "releases" subfolder and there are a list of 13 folders named 0 to 12. Each of these contains a file with a string of characters which on the surface seems useless. Although on closer inspection, there is a "releaseList.json" file that happens to be the key to decipher what they represent as identification codes per release.

For example:

    "Id": "12",
    "Name": "SimCityPak 0.3.1.0",
    "DevelopmentStatus": "Alpha",
    "Description": "*Main New Features:*\n* Fixed Importing of Instance Names (get rid of the Dutch translations)\n* Added advanced editor for Decal Dictionaries\n** Added possibility to import .PNG to generate new decals\n* Added advanced editor for Path display entries",
    "ReleasedDatge": "0001-01-01T00:00:00",
    "ModifiedDate": "2014-05-24T06:41:19.297-07:00",
    "Files": [
      {
        "Id": "ffd5681d-1f4d-45d7-8783-ba1d841232ff",
        "FileName": "SimCityPak_0_3_1_0.rar",
        "Url": "./12/ffd5681d-1f4d-45d7-8783-ba1d841232ff",
        "Type": "Application",
        "UploadDate": "2014-05-24T06:41:18.657-07:00"
      }
    ]


The first line in blue matches the folder name (from 0-12). Then in red corresponds to the file contained in the numerical folders. Then most importantly as I've highlighted green is the name of the original archive. All that matters is this has a .rar extension, and then it'll need a program like 7-Zip to open the archive.

For the convenience of you and anyone else, I've attached this latest 0.3.1.0 release below in a regular zip file.

As follows:

SimCityPak_0_3_1_0.zip  (4.15 MB)


I've added a note atop this thread in case this helps others too. *;)

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hello my friend,

first of all , and sorry for the long delay, been so busy this end, and dealing with real life and the current situation, i should really go into a course on how to them kinder of things, i apologise, i did look at the achive it self, and found out i would need to compile it myself, again i apologise, my last comment come out rude, and it wasnt ment to sound rude or out of place. thank you my friend 

i dont normally deal with compiling software, 

Stay Home and Stay Safe

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Currently: Viewing Topic: Looking for region suggestions
 

@darkdaz

No worries, and your comment didn't come across wrongly at all. I've never played SC13 and so this is all something I'm unfamiliar with, but perhaps my post above might help with being able to download the SimCityPak tool for modding purposes. Once extracted into a folder, maybe the SimCityPak.exe file contained inside can be run stand-alone from there, and the other source files aren't needed for it to work. If so then perhaps it might be possible without compiling the program.


Also just to clarify...

When I said it's not very useful, I was referring to how the CodePlex site is no longer operational. It was useful how you posted because it might now help others seeking the same solution. I do hope you can find a way forward, but I must admit I'm out of my depth here to assist further. *;)

Take care, and all the best.

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the exe file in the download link you attached in your last post , that worked, and understood on the codeplex 

thanks 

and take care :) and also i am late doing this happy belated easter to you and your team

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On 2/24/2019 at 8:28 PM, Cyclone Boom said:

That's not very useful, and the Wayback Machine isn't any help here either.  (Only the download page can be viewed and there's no file.)

Digging deeper I've downloaded that 38 MB simcitypak.zip archive package which seems to be a complete backup of everything originally submitted on that CodePlex hub site. Looking inside the "releases" subfolder and there are a list of 13 folders named 0 to 12. Each of these contains a file with a string of characters which on the surface seems useless. Although on closer inspection, there is a "releaseList.json" file that happens to be the key to decipher what they represent as identification codes per release.

For example:


    "Id": "12",
    "Name": "SimCityPak 0.3.1.0",
    "DevelopmentStatus": "Alpha",
    "Description": "*Main New Features:*\n* Fixed Importing of Instance Names (get rid of the Dutch translations)\n* Added advanced editor for Decal Dictionaries\n** Added possibility to import .PNG to generate new decals\n* Added advanced editor for Path display entries",
    "ReleasedDatge": "0001-01-01T00:00:00",
    "ModifiedDate": "2014-05-24T06:41:19.297-07:00",
    "Files": [
      {
        "Id": "ffd5681d-1f4d-45d7-8783-ba1d841232ff",
        "FileName": "SimCityPak_0_3_1_0.rar",
        "Url": "./12/ffd5681d-1f4d-45d7-8783-ba1d841232ff",
        "Type": "Application",
        "UploadDate": "2014-05-24T06:41:18.657-07:00"
      }
    ]


The first line in blue matches the folder name (from 0-12). Then in red corresponds to the file contained in the numerical folders. Then most importantly as I've highlighted green is the name of the original archive. All that matters is this has a .rar extension, and then it'll need a program like 7-Zip to open the archive.

For the convenience of you and anyone else, I've attached this latest 0.3.1.0 release below in a regular zip file.

As follows:

SimCityPak_0_3_1_0.zip  (4.15 MB)


I've added a note atop this thread in case this helps others too. *;)

this is really helpful, thanks for the explanation! 

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5 hours ago, matthewkreuz said:

i need compile by my self? 

if you look 2 or 3 posts above, Zldckxz is quoting Cyclone Boom's post, click on read more and the there will be a link to download the SimCity pak, find the line SimCityPak_0_3_1_0.zip  (4.15 MB)

hope it helps

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Hi everyone, can I ask something? Currently I'm using SimCitypak 0.4.0.0 and I already followed all the tutorial mentioned in YT, but I can't get those pack language in full English. They're just half English and half Dutch. Already tried to delete, repeat the earlier steps, still same result. Any suggestions?

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