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SimCity (2013) Official Mod Request Thread

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Hey Modders and playes 

 

my idea is that when upgrading rodes there is a color code or soamething so you can tell what road's you have upgraded

 

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Desalination Plant

farming or food production - hydroponics, aquaponics etc

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As many others :

 

1. Terraforming (God Mode as in SC4 would be awesome or importing one's own created map)

2. The ability to easily import custom building models and UV mapping

3. Larger area control

4. Local saves

 

I really don't care about multiplayer, so if this can be modded into only the sandbox mode that's more than fine for me. :-)

 

edit : Since SC2013 has chosen to go futuristic with the last EP, possibilities are endless :

 

1. Other energy sources

2. Alien resources

3. Alien contact

4. Alien worlds

5. Planetary market and economy

6. Planetary colonization after launching a super-biodome with set requirements (this is probably becoming another game but hey... just brainstorming)

7. Other factions and philosophies to compete with OmegaCo and The Academy

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A simple one (or so I think): 

 

Have streetcar tracks, pedestrian paths, service lanes and train tracks to carry basic services - electricity, water, sewage.

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Would be great, if you cold do the Zoning tool from the 1st Gameplay Video from Maxis.

 

Sorry, if my English is bad.

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Maybe somebody could make a mod where you can place roadblocks to move cars out of specific areas like, roads, lanes, intersections, etc?

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I looking for mod or tutorial how to change values of founds that giving from sims ($,$$,$$$) and maintenance cost from buildings (e.g. i want to decrease cost from -1400/h to 700/h)

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A "gapfiller" would be nice. So, that you can fill gaps between buildings and streets with paving stone or something. Cause it looks shitty, when you have a city with skyscrapers and grass between them. Would be very nice, if one could to this.

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Just some building requests/ideas:

 

Fast food: (M$, LD)

-there is already a McDonalds and Burger King but maybe they should make

-KFC (Kentucky Fried Chicken)

-Jack in the Box

-Carls Jr.

-White Castle (east coast USA fast food resturant)

-In-N-Out (very popular west coast USA fast food resturant)

-Pizza Hut

-Sonic Drive-Thru

 

Larger Resturants: (M$, MD)

-Cracker Barrel

-Black Angus

-Bob's Big Boy (popular west coast USA Burger resturant)

-Denny's Diner

-Hard Rock Cafe

-Outback Steakhouse

-TGI Fridays

 

Gas Stations: (already using the Medium Wealth gas station building)

-Arco

-Cheveron

-Shell

-Mobil

Miscellaneous:

-7/11 (convenience store)

-TA Travel Centers (Travel of America)

-Pilot Flying J Travel Centers

-Love's Travel Centers

 

Stores: (M$, MD)

-Target

-Wal-Mart

-Costco

-Macy's

-JCPenny's

-Best Buy

 

Hotels/Motels:

Hotels: (M$, MD)

-Hilton

-Embassy Suites

-Holiday Inn

-Best Western

-Marriott

-Hyatt

-Radisson

 

Motels: (L$, MD)

-Motel 6

-Econolodge

-Vagabond Inn

-Ramada

-Rodeway Inn

-Super 8

 

I Know its alot, but its just some ideas for some new buildings :)

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So I have found it annoying to have to ensure my parks have a road connection. Is it possible to make an empty space filler (like the park tool in CitiesXL) so un-built areas can look like they are a mowed lawn, or a plaza area. These areas don't have to count as parks, but just something to make empty areas look nice. thanks.

 

I wanted to do something like this too, so what I did is I put a small park by the road, edited it out so that I added, say, a couple rows of tress to where I wanted to put a pond, then demolished the rows of trees. Later I added university pedestrian paths to give the large "park" the feel I wanted. It actually turned out nice!

 

Spark_2013-12-22_12-00-19_zpsbf03db14.pn

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I would like to see an expanded global market and more realism in regards to use of space outside of cities.  Here's how I'd like to see it done:

 

-The addition of farms.  Now, the farms would start out in a city's territory, but would have to be removed to make room for the city itself.  They would serve the purpose of providing food for the city that they surround.  Each city would have a territory surrounding its actual boundaries that would have farms within it (and these territories would border one another); there would be a small number of roads and maybe one or two rail lines that would connect the farms to the city (and I think it would be fair to let the player decide where those connections happen).  The farms would also have an economic purpose:

  • The farms would produce more food in return for more industrial machinery sold to them.  Meaning if you produced enough industrial machinery you could have a surplus of food to sell.
  • This means that food is on the global market.

-As for industrial machinery, that could be a city specialization like mining or electronics as well.  You could have a factory for heavy machinery that could produces industrial equipment.

  • This means that heavy machinery is on the global market as well.
  • Additionally, the factory's existence would cheapen the construction and monthly cost of infrastructure and buildings, and encourage industrial development.
  • Industrial machinery would be made from metals/alloys and electronics, or something along those lines

-Now I recognize that it wouldn't make sense for skyscrapers to be bordering farms, so I think that once a city passes a certain population threshold, then some of the farms closest to the cities start turning into larger houses.  In other words, this means that suburbs develop.

  • The suburbs would likely radiate out to half the extent of farms.
  • Suburbs would consist exclusively of low-density housing.  Wealth of the residents there would correlate to the city's wealth but wouldn't go below middle class.
  • Often times the city's wealthier citizens might transfer to the suburbs, similar to real-life suburbanization; the suburbs would, by default, have a decently high desirability factor to draw citizens out.
  • The suburbs would basically be an extension of the city's residential zoning; it would certainly benefit the city by providing extra room for residents, but would also lead to greater congestion and traffic problems, as well as a "brain drain" of sorts-the further out residents of the burbs may want to work in a nearby city, and would bring their talents there instead.
  • If you wanted to combat suburban development you would have to improve desirability substantially within your city and improve density everywhere.  But eventually suburbanization to some degree would be unavoidable.

I have a couple other ideas coming up in the next post, but these are the main ones I'd like to see implemented.  If enough people are interested I'd like to get a petition going to EA for this to be an official update, although I doubt it'll get to that level of popularity.  Let me know if you guys have any thoughts

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I also would like to see a mod that eliminates open space between buildings and makes them grow outwards in proportion to the amount of space available.  In this article, it says that Simcity tends to favor a suburban-like layout; I think that by implementing a mod that encourages buildings to squeeze together as opposed to sprawling outwards, we will be able to pack more population in a grid and thus more population into our cities overall.  Through a mod like this we'd be able to see shotgun houses crammed together at lower densities, with row houses showing up at medium densities and high-rises finally appearing later on.  This would permit for a more realistic development of cities.

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So I have found it annoying to have to ensure my parks have a road connection. Is it possible to make an empty space filler (like the park tool in CitiesXL) so un-built areas can look like they are a mowed lawn, or a plaza area. These areas don't have to count as parks, but just something to make empty areas look nice. thanks.

 

I wanted to do something like this too, so what I did is I put a small park by the road, edited it out so that I added, say, a couple rows of tress to where I wanted to put a pond, then demolished the rows of trees. Later I added university pedestrian paths to give the large "park" the feel I wanted. It actually turned out nice!

 

Spark_2013-12-22_12-00-19_zpsbf03db14.pn

 

 

Do you have still the "Parks on Pedestrian" Mod? Could you send a copy to me? I can't find it on Simtropolis...

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The first and the foremost mod request of mine is development stages to be brought back. Three stages of change as low, medium and high densities are not even near enough. Simcity series have had that dynamic feeling because of the development continuity but now this one lacks of it as it lacks of a lot of things. 

 

Offline mode is about to be implemented so guys i always admired what you've done for the series and i'm sure you'll turn this boring game into a exciting one. Thanks in advance.

 

An Addition: Also i really would love to see a system which have more freedom when placing parks and beautifications like plazas. I always want to make big squares and complex greeneries into my thriving cities.

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I'd like to see a mod that allows all available workers to commute in this way:

 

City 1 has 10,000 available low wealth workers

City 2 has 8,000 available low wealth jobs

City 3 has 2,000 available low wealth jobs

City 4 has filled all it's low wealth jobs locally

City 5 has filled all it's low wealth jobs locally

 

Here's what Simcity should do:

 

Allow ALL available 10,000 low wealth workers to commute to city 2 and 3... I believe Simcity has a cap in only allowing 10,000 / 5 to commute to each individual city even if the other cities don't have available low wealth jobs.. So in Simcity's current state in this example over 4,000 low wealth workers would be left unemployed..

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I'd like to see a mod that allows all available workers to commute in this way:

 

City 1 has 10,000 available low wealth workers

City 2 has 8,000 available low wealth jobs

City 3 has 2,000 available low wealth jobs

City 4 has filled all it's low wealth jobs locally

City 5 has filled all it's low wealth jobs locally

 

Here's what Simcity should do:

 

Allow ALL available 10,000 low wealth workers to commute to city 2 and 3... I believe Simcity has a cap in only allowing 10,000 / 5 to commute to each individual city even if the other cities don't have available low wealth jobs.. So in Simcity's current state in this example over 4,000 low wealth workers would be left unemployed..

 

This really ought to have been in the game since version 1.0.

 

What I would like to see is a mod that changes the way zones are drawn. It's hard to visualize land parcel boundaries and determine exactly how much land you need to zone to get a perfect row of buildings. Right now you end up with random trailers and other crap in the middle of your downtown.

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I would love to see more British stuff.

I know someone has recently edited the London Bus but im thinking more british related things like police,fire,ambulances and buildings etc.

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It would be nice, if someone could remove the darkgreen lawn texture from the natural parks (or add some transparency). Just no texture and the trees, paths, ponds etc. directly on the ground would look way better (like in $-parks). Same for the $$$-parks with lawn. I guess, this might be easy, but I tried to find it in the modding tool and failed. Maybe someone can help me?

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Is there anyway one of you can make a mod that fixes the student commuting issue for universities and schools?

 

Maxis has announced the game is officially opened for modding, rules llisted here.

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Same question to modmakers: is it possible in SC2013 to display in a window with description for enable building the total number overall apartments and number of apartments occupied by residents?

 

Example (SC4):

359kawx.jpg

 

Indeed this parameter already exists in the Glass Box - why not to display this in description of buildings?

 

For example, total statistic has very detailed characteristics in SimCity 4 with modded interface:

dontplopsmallcity04ls1.jpg

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Can someone make a ui mod that increases the font size for a lot of the smaller text?

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New Great Works Suggestions!

 

I'd like to see a mod which adds more Great Works, and also might re-work some of the original ones in both ways of how they work, perform, their construction, and what they look like. Here are some of my suggestions for some new Great Works:

 

  • Nuclear Power Great Works

Would add a large nuclear power station with an extensive layout. This would be more realistic as you don't usually see nuclear power plants right in the middle of main towns, but rather off in a excluded area. Generates huge amounts of power for all cities in range.

  • Docks/Industrial Import & Export Center

This would be something like an extensive area filled with lots of shipping containers, warehouses, cranes, and other industrial/docks items. Could have a canal leading in from the closest piece of water in the region, allowing cargo ships to come in and out. Supplies freight to commercial, picks up freight from industrial, and generates some income.

  • Military Base

Could add a quite large military base with a landing strip, and also barracks, supply depots, hangars etc. Maybe the military could be called in to deal with a natural disaster or meltdown at a nuclear plant for example. Would also look really cool in the Desolation or the other desert map.

  • Farms/Agricultural Area

Simply would be some different looking fields which would indicate rows of crops or grazing land for animals, with some barns and agricultural facilities such as silos, and farm warehouses and greenhouses. Increase happiness and health of surrounding cities.

 

That's all I can think off for some new Great Works. I would try adding them myself, but I am not very educated when it comes to modding, modelling and texturing.

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A traffic crash mod please. Where random traffic crashes could accure and fire/police will dispatch and the accident blocks the traffic. Like on that pic:

 

sim-city-5.jpg

 

And if it's possible. The old intersections like on the 2nd pic:

maxresdefault.jpg

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A traffic crash mod please. Where random traffic crashes could accure and fire/police will dispatch and the accident blocks the traffic. Like on that pic:

 

sim-city-5.jpg

 

And if it's possible. The old intersections like on the 2nd pic:

maxresdefault.jpg

 

Yeah I agree with both of those. Oil tanker spills or something at intersections or maybe derailed trains would be really cool.

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I'd really love a mod which would add more bridges. I've always found the regular bridges a bit simple and bland, and the suspension bridges to be a bit too crazy unless you use them with very long bridges. Despite that, I do like the arched bridges available for low-medium density roads, and it would be good if there were more bridges in that style, or maybe even some old stone bridges. Just some variety for bridges would be a really nice addition.

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