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SimCity (2013) Official Mod Request Thread

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OK well at this moment we have a greater understanding of what is possible and what is not possible.

 

Articulation of vehicles would require 3 new things in the core.  Its possible but not without maxis interaction and help to create those items.

Items on train tracks like a rail road crossing would be possible since intersections already have rules and could be animated to create any effect you would like if you wished to take it on.

 

HOWEVER if you wanted to add a TOLL Booth again we would need to have a new approach to handle triggers of things passing an item which would NOT be a sink.  Sink interactions, Path interactions, Unit interactions and Agent to agent interactions are what we can work with.

 

So some things require more or additional features to actually make some types of mods possible

 

Strip mall plops are possible (on our list)

Mall Plops are possible (on our list)

R C I H additional content is possible (working on items)

Yields on intersections is possible (almost done by one of the team members)

Ripping existing assets and NON dedicated assets from other Assets to create new stand alone PROPS or GUIDS (In the works we are having problems with triangulations and graphics)

 

So .. get involved so much is possible and we have given out a lot of new directions and blueprints you could work with the team to create a HUGE series of PLAZA type Parklets and much more

 

Jeff / XoXiDe

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They be empty so they can sign up Places to come to them like Anchor stores and so on.

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PLEASE someone create the ARE YOU SURE MOD. To confirm what you want to bulldoze anything udon, bridges RCI... THESE UDONS or bulldozer IDK witch are glitchy as hell...I just blew about 2 days worth of VERY HARD building in about 5 seconds  I sat and watched as Atlanta's downtown connector street after street go down I"M sick about it. Sometimes bulldozer will pull wrong way and cover Many roads I thought bulldoze only highlighted the road your on... not 15 different roads just cause there all connected please help with this bug

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PLEASE someone create the ARE YOU SURE MOD. To confirm what you want to bulldoze anything udon, bridges RCI... THESE UDONS or bulldozer IDK witch are glitchy as hell...I just blew about 2 days worth of VERY HARD building in about 5 seconds  I sat and watched as Atlanta's downtown connector street after street go down I"M sick about it. Sometimes bulldozer will pull wrong way and cover Many roads I thought bulldoze only highlighted the road your on... not 15 different roads just cause there all connected please help with this bug

 

you know you can stop the bulldozing with right click right

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chappers; yes I do & thanks but Ive got something screwy going on with udon it's glitching like crazy and only seems to perform correctly for the first 20 or 30 minutes then starts dropping transitions & raised hyws.. on ground and reacts with bulldozer like described before & most time wont let me stop the dozing... Gonna try a new copy of 6.1 I guess. I'm currently running 4.1 because  the akar description says get the original orion file so I assumed thats what that meant. but IDK really what's going on thanks

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chappers; yes I do & thanks but Ive got something screwy going on with udon it's glitching like crazy and only seems to perform correctly for the first 20 or 30 minutes then starts dropping transitions & raised hyws.. on ground and reacts with bulldozer like described before & most time wont let me stop the dozing... Gonna try a new copy of 6.1 I guess. I'm currently running 4.1 because  the akar description says get the original orion file so I assumed thats what that meant. but IDK really what's going on thanks

 

Whenever UDoN is updated, just get the latest version of it. What I meant on Akar is that, AkarRoadsSet also include UDoN but wont be useable without the original base files of UDoN. Regardless the version of it. Choose the latest version of UDoN, remove the old.

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chappers; yes I do & thanks but Ive got something screwy going on with udon it's glitching like crazy and only seems to perform correctly for the first 20 or 30 minutes then starts dropping transitions & raised hyws.. on ground and reacts with bulldozer like described before & most time wont let me stop the dozing... Gonna try a new copy of 6.1 I guess. I'm currently running 4.1 because  the akar description says get the original orion file so I assumed thats what that meant. but IDK really what's going on thanks

 

Whenever UDoN is updated, just get the latest version of it. What I meant on Akar is that, AkarRoadsSet also include UDoN but wont be useable without the original base files of UDoN. Regardless the version of it. Choose the latest version of UDoN, remove the old.

 

Already in Thanks guys! I hope this works... btw the Atl. Build is starting to look amazing.. I've got a feeling this is going to be better than I hoped. AND I HAVE LEARNED THE HARD WAY TO MAKE REGULAR COPY'S OF YOUR MAJOR BUILDS... LOL. Id still like that "Are You Sure" mod though, I'm always dozing bridges and RCI.

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chappers; yes I do & thanks but Ive got something screwy going on with udon it's glitching like crazy and only seems to perform correctly for the first 20 or 30 minutes then starts dropping transitions & raised hyws.. on ground and reacts with bulldozer like described before & most time wont let me stop the dozing... Gonna try a new copy of 6.1 I guess. I'm currently running 4.1 because  the akar description says get the original orion file so I assumed thats what that meant. but IDK really what's going on thanks

 

Whenever UDoN is updated, just get the latest version of it. What I meant on Akar is that, AkarRoadsSet also include UDoN but wont be useable without the original base files of UDoN. Regardless the version of it. Choose the latest version of UDoN, remove the old.

 

Already in Thanks guys! I hope this works... btw the Atl. Build is starting to look amazing.. I've got a feeling this is going to be better than I hoped. AND I HAVE LEARNED THE HARD WAY TO MAKE REGULAR COPY'S OF YOUR MAJOR BUILDS... LOL. Id still like that "Are You Sure" mod though, I'm always dozing bridges and RCI.

 

 

Don't worry, just keep the latest file. Every time I updated my files, its all for greater good. Improved version of it.

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It would be reeealy useful if there was a mod that made the region made of a bunch of tiny city plots into one huge plot, so that you can place buildings on every inch of the map. Is there such a thing?

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I was wondering if it were possible for someone to give futuristic models to some of the utility vehicles like the Buses and Streetcars (which I find strange that Maxis didn't give Future models for them)? Practically every Emergency, Utility (Garbage & Recycle Trucks), as well as the Trains and Aerial Vehicles like Planes and Helicopters. Considering Maxis gave almost everything a Futuristic Makeover for almost everything except the Small School Bus, Shuttle Bus, Streetcar, & Manicubal Bus. Could Oppie give them a Futuristic Makeover (just make them similar to other Futurized vehicles in the Cities of Tomorrow Expansion)

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It would be reeealy useful if there was a mod that made the region made of a bunch of tiny city plots into one huge plot, so that you can place buildings on every inch of the map. Is there such a thing?

 

shrink everything??

 

No, I mean to like remove all the city borders just put a big city border around  the entire region so that you could build everywhere. So that the region kinda becomes like one big city, like the game Cities XL. Cuz thats the only issue with simcity 5, the city borders are tiny.

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Has anyone attempted to extract the DLC for Launch Arcology in Offline Mode? I really would love to mess around with it and continue to kick myself for waiting three days to get the game after pre-order ended. Let's be honest though, before the mods starting turning out this game was circling the drain. Kudos to all Modders!

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Mod to remove the tree's.

 

Mod that allows to plop more roads. There seems to be limit before a crash comes. Is this hardcoded? Seems there is no limit to anything else but roads.

 

Wanted maglev as subway mod that extends into the 3k border.

 

Mod that allows to plop all great works around one city.

 

HyugaHinta is working on a space center fix mod that allows it to be built instantly bypassing the not enough workers error.

 

Keep doing what your doing modders.

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Hey Modders I would Like to see a transportation mod like citibikes of nyc or divvy of chicago in the simcity 5 that snap on side walks of roads please!!!! :)

 

kdps2ZL.jpg

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Since we can make new buildings now (like the museum) I think we should make more RCI buildings. There are already a lot of different types of buildings, but after playing for a while, I still don't really think there's enough variety. And plus, now that we have more space to build our cities, we probably need more RCI buildings too. I just don't like having the same buildings in a city.


Here is my city Rodenburgh, a realistic and fully detailed European city and region. Come over if you're interested!

 

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Can we put stuff on water like the ferry terminal?

I'd like to see a beach using maybe the texture of some utilit lots as sand plus some bits from the parks

Or a waterfront ploppable casino

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Everyone.. some things are easy.. some things are more difficult

 

creating RCI buildings that replace existing RCI is somewhat easy.  Creating new R C I H C buildings are rather much more difficult than you may realize.  We are working on blueprints for most of the individual mods that allow us to expand in directions and as we do so a lot more mods for that area come out as a result.

 

Just like we are working variants that allow various RCIHC plopping which is different from the original project introduced from devtest then launched by niclistin.  Avalon is very different from the original concept now in the hands of Yayie whom has invested major time with the rest of the team to bring you custom content and newer hooks which was not part of the original scope of the concept. We have a ton of new content and ideas working with the SUGC team side by side with newer involvement in other projects.

 

We will be adding new content when we get the process to be more seamless and stable.

 

In the mean time we are continuing to push out a ton of new content for decorations, new directions of creativity, Boundaries along with new artwork that will simulate agriculture.  One of the people in our group is working on new cultures to bring real agriculture to the game however we also realize people need and want more than one option so we will continue to evolve new ideas and even old ones far past their original points.

 

As far as city size and making a bunch of them, we are limited to the engines capabilities.  Some things if modified can really make things more unstable for users or more unplayable. 

 

Initial releases of Larger Maps were unstable until a happy medium was found which we launched as Orion.  The instability of The pre Orion is what made RCI original very impractical.   After Orion and then Akar a new version and direction of RCI was evolved from that original start point which had its roots in devtest to become Project Avalon RCIHC where we have taken things out of every menu created new locations and simplified use as well as values of wealth and other aspects. 

 

As a result modification of the map sizes in a very specific sense is not possible, however we can bend the heck out of the original rules.

 

Our efforts will continue and we hope the community will be happy with them as they are released or released.  Tree Anywhere and Park bench are now somewhat OBSOLETE since Decorations now incorporates those ideas or soon will.  The original projects were start points again like blueprints we used them to create new content and take things in a new direction with a much larger scope of impact.

 

Just like my original concept of Tunnels, Bridges and Trenches was modified by mechanic those mods are basically identical other than values used.  They play with the same portions of memory so I do not see either of them as competition or infringement since all mods are a gift to the community and not owned by an individual.  If the any person can improve upon an idea they are welcome work with the SUGC team or independently to push out new content to the forums. 

 

New monuments such as giza and even easter island, Hollywood sign and more will be added soon along side a ton of other content and directions we can even begin to list out for you yet.

 

We hope you enjoy the content and new direction things are going however this is due to hard work and lots of teamwork which will not stop any time soon.

 

XoXiDe

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How close is anyone to being able to do things similar to lot editing in SC4?

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Everyone.. some things are easy.. some things are more difficult

 

creating RCI buildings that replace existing RCI is somewhat easy.  Creating new R C I H C buildings are rather much more difficult than you may realize.  We are working on blueprints for most of the individual mods that allow us to expand in directions and as we do so a lot more mods for that area come out as a result.

 

Just like we are working variants that allow various RCIHC plopping which is different from the original project introduced from devtest then launched by niclistin.  Avalon is very different from the original concept now in the hands of Yayie whom has invested major time with the rest of the team to bring you custom content and newer hooks which was not part of the original scope of the concept. We have a ton of new content and ideas working with the SUGC team side by side with newer involvement in other projects.

 

We will be adding new content when we get the process to be more seamless and stable.

 

In the mean time we are continuing to push out a ton of new content for decorations, new directions of creativity, Boundaries along with new artwork that will simulate agriculture.  One of the people in our group is working on new cultures to bring real agriculture to the game however we also realize people need and want more than one option so we will continue to evolve new ideas and even old ones far past their original points.

 

As far as city size and making a bunch of them, we are limited to the engines capabilities.  Some things if modified can really make things more unstable for users or more unplayable. 

 

Initial releases of Larger Maps were unstable until a happy medium was found which we launched as Orion.  The instability of The pre Orion is what made RCI original very impractical.   After Orion and then Akar a new version and direction of RCI was evolved from that original start point which had its roots in devtest to become Project Avalon RCIHC where we have taken things out of every menu created new locations and simplified use as well as values of wealth and other aspects. 

 

As a result modification of the map sizes in a very specific sense is not possible, however we can bend the heck out of the original rules.

 

Our efforts will continue and we hope the community will be happy with them as they are released or released.  Tree Anywhere and Park bench are now somewhat OBSOLETE since Decorations now incorporates those ideas or soon will.  The original projects were start points again like blueprints we used them to create new content and take things in a new direction with a much larger scope of impact.

 

Just like my original concept of Tunnels, Bridges and Trenches was modified by mechanic those mods are basically identical other than values used.  They play with the same portions of memory so I do not see either of them as competition or infringement since all mods are a gift to the community and not owned by an individual.  If the any person can improve upon an idea they are welcome work with the SUGC team or independently to push out new content to the forums. 

 

New monuments such as giza and even easter island, Hollywood sign and more will be added soon along side a ton of other content and directions we can even begin to list out for you yet.

 

We hope you enjoy the content and new direction things are going however this is due to hard work and lots of teamwork which will not stop any time soon.

 

XoXiDe

 

Oh, sorry. I thought it wouldn't be so hard. I am clueless on how to mod or anything but, I thought you could just copy the properties of a building that's the same density and just re texture the building to something else. I don't know how modding works or anything so.. yeah.

 

I do have another idea for this though. I've noticed that every high density building is doubled. One of the doubles is shorter than the other. So maybe re texture the shorter building (or the taller one, but I prefer the shorter one) to something else. Just an idea.


Here is my city Rodenburgh, a realistic and fully detailed European city and region. Come over if you're interested!

 

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nothing like sc4 or sc3k 2k editing will never be possible again in the world  of sc true 3D modeling will ever be possible again in the normal sense.. Its that different

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Since update 7 which among many traffic fixes, sped up the speed of traffic I have always hated the effect. Traffic now looks more cartoonish than before this update. Granted speeding up the speed of traffic is meant to decrease traffic issues, but I'd like to see if modding would be possible to slow down to the original speed of AI traffic prior to update 7. 

 

It's probably not a very popular request but is it possible to mod traffic speed?

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Flacwby HEY (how are you)

 

Well the problem with TIME and SPEED .. if you get to far away from the 1 2 3 settings you start getting weird side effects of agents taking on tasks and not finishing them by the time or in time due to other aspects of distortion.

 

if you go to fast the animation of ages doing things will actually have a ripple effect on other aspects of the game play as a result as I have been told by the developers.

 

So since early on and the TRGS time mod I have not really messed with time at all.

 

Jeff

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Well remember this is simply a setting within the simulation in regard to how fast traffic moves from point A to B. It doesn't change time in regard to agent activity, simply speeds up the rate of traffic, decreased the slow rate at stops/lights and increased the acceleration speed in turns. What I don't know is if it is tied to the core engine, or simply a modifiable value.

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so are you talking about time as in relation to movement and behavior that's all tied together.

 

The clock even relates to in city game time.  I know for a fact if we move sims to fast or agents to fast they can do 1 of 2 things.. Stop functioning and come to a complete stand still OR overshoot nearly every turn

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Hi,

I would like to ask for a mod that can remove the entry roads of the (Elite) Mega Towers. The roads remain when you demolish the towers, and cannot be removed by any means. Thanks a lot. :)

digZIWC.jpg?1

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well regional buildings automatically stay when you remove roads .. completely as a side effect of regional bulldozer.  We just updated the file today to 1.4 with some new stuff added however it is what it is .

 

some of that is controlled by the engine where I have never looked so i'm not sure its possible.  The mechanics of roads are anything on road get killed on delete.  Parklets allow you to buffer some buildings from side road issues and delete but that's the best I can offer at moment

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It does occur outside the 2k city block, yes. Since that mod of Procskalone that removes the entry roads of the hospital, big fire station, and the police precinct also worked outside the 2k city block, I thought that the Mega Tower's entry roads would fell under the same conditions. But apparently they do not.

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