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SimCity (2013) Official Mod Request Thread

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Is it possible to make a  mod for the roads, streets and avenues, like the N.A.M. of SimCity 4, to paint over them and widen to put more lanes after the clicker is released?

Cause it if could it would make things so much eaiser than to destroy parts of sections just to have the ability to have more traffic on em.

 

Also to have more mods available for those of us that don't have C.o.T, to be able to use.  As most of the mods currently available are only C.o.T related and don't even

pertain to regular, or vanilla version, as some call it.

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I'd like to request a mod that makes the police jails plop anywhere, or at least the module can be placed farther away.

 

 

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@elemental and everyone else actually

 

Mods can be broken down into TYPES of mods.

 

Textures (The #1 most frequently used method of modding)

Value Modifications (2nd Most Currently Used Method)

Behaviors (We do a lot of behavior like adding additional plops and or using existing items new ways)

Animations (The Most unexplored aspect so far for most modders)

Features (This is one I work on mostly to deliver to people which are not always easy)

Assets (The Hardest which we break down into various complexity)

 

 

Now ASSETS and FEATURES usually use what is called a Pipeline in the SimCity standard.  We are working hard with all of the mods and efforts to get this tribal knowledge out of all the heads we can to create a Asset Creation Pipeline Tutorial and Documentation for everyone.

 

The whole point of creating things the way we have with smaller decorations to slightly bigger items slowly and over time including new landmarks and stuff is specifically to help with this PIPELINE process.

 

Understanding the best way to do it, The best tools, The best process, Easiest methodology with as much detail as possible.

 

The teams have been split or assigned to Multiple teams with Dedicated purposes.  Team 1 (the original) now has Teams 2 3 4 5 6 to split it into

 

2 = 2D Graphics

3 = 3D Graphics

4 = Scripts and Coding

5 = Documentation

6 = Testing and QA

 

Each of these teams are to try and breakup while duplication of the process used by Maxis during its creation process in order to duplicate, create and then document the Asset Pipeline Process.

 

This will take time to be done correctly.  However Pinky has a 300-350 page document on the process's broken out into sections as we detail how each one of our Mods was created to help create a tutorial and how to guide.

 

We will continue to do this and more as we can and get more people involved in each of the teams.

 

We need more people this is just a flat out fact but those people have to be willing to work with others and cooperate while being able to work within confines and guidelines of how much information we have and how we get the information from people whom know how to do these things already.

 

Personality conflicts and Time are two of the biggest enemies of this process unfortunately.  We are doing our best to eliminate these factors and please as many people as possible but the task is daunting to say the least.

 

So I only ask people to be patient and understand how difficult it is to reverse engineer nearly all aspects of this Pipeline from Top to Bottom to deliver what we have so far and what is coming.

 

WHAT IS COMING .. ALOT... we have high hopes to deliver some very high quality mods on par with Maxis from Art and Design to Concept and Usability.  This is just something I personally myself have tried to instill in every individual whom works on the SUGC Teams.

 

Once the Documentation is created, Pipelines created, Processes validated and teams are stable then I plan on stepping back so that others can continue to do what has been started and hopefully take this to the next level.

 

Oppie and I started this mission when SimCity was launched and it was and remains our goal today to get this and everything possible into the hands of the community so the community may control its own destiny in relation to this specific title.

 

On top of that now we have many members whom wish to work on OTHER TITLES (scratching my head) so we are now branching out into other games which will include OF COURSE TS4 and some others.

 

Everyone will be kept posted on these changes and details, those whom wish to become active and have your mods part of the SUGC Team Packs which now total 150k of downloads so far globally that's nearly 10% of all purchased SimCity Users represents a huge impact and direction.

 

Hope that answers some questions

Thanks

XoXiDe

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Can someone create Skybridges that work regionally?   with all the new abilities, it would be great to have ability to use sky bridges to span the larger distances.

 

Thanks

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Mod that adds restaurants and a whole system

 

fertilizer plants + Seed plants -> Farms -> food processing ->  Restaurants  -> Recycled mulch can end up as fertilizer

 

I would buy that add on

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XoXiDe

 

 

i have a basic mod request, i think everyone would appreciate this mod idea.

 

when one presses B for bulldoze, if they press twice in rapid succession it will auto bulldoze all rubble, three times rapid succession gets all ruble and abandoned buildings too.

 

i think this would be the greatest of aid to the game.

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also another request, less important then my last, but there is alot of structures that seem to build up in the industrial zones which have no function except to waste space, screenshot for example https://imgur.com/8OnexLm

 

these serve no function and indeed the game does let you bulldoze them without consequence, but they just build back up and it gets tedious dealing with them constantly, anyway we can add that into an autocleanup tool also? they dont identify as rubble or abandonded, or even as connected to any building. im sure alot of people dont even realize this is happening on their maps.

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I am just finishing up a mod and most likely going to release it today

 

Fact is in my efforts of every mod I realize what can and cannot be done.  Custom rules are something we can't yet do since they need to be in the compiled end of the system to function.

 

So some of your requests above are not yet possible.  I say yet since even myself said larger maps are not possible and yet kind of figured out a work around.  Debunking my own comment in many ways but not completely.

 

We may figure out workarounds for some aspects and other things we will not.

 

Skybridges regionally has a 20% chance of working due to some weird factors of how they are created.  I will see what Julia can do on it since she has figured out things even it thought would have been either not possible or barely possible

 

 

XoXiDe

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What kind of Restaurants do you want to see?

Could the Mod your making be a Franchise like McDonalds or Burger King or Walgreens or 7-11 or Save A Lot or so on?

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@mgomrjsurf at one point oppie was going to hit every major franchise then even ikea .. but he got busy .. others still have to be trained but we are getting there

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Thanks. Some people are making buildings other then Oppie and theirs a Chicken Restaurant already in game and just needs the word KFC or Raising Caine's or so on it.

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i was hoping we could make a mod so that you can start fires in your town

did any one see my request? there are so many requests that mine might not have been seen.

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Ok, now hear me out,

 

What if we could combine multiple hotels and create a new custom RCI, HRC (Hotel Resort Commercial). It would be like hotels only much bigger, have a lot of pools, and hold way more guests (it would be like an ultra high density hotel). Now that we can make custom RCIH, why not make HRC, or heck, even ultra-high density buildings that can hold tens of thousands of people. Think megatowers, only smaller, and not futuristic. I think this would be a great idea. I'd personally call it project Colossus. 

 

My vision for HRC: Dayton_House_Daytime_Shot_Hi_Res_2.jpg?1

All that, is one hotel. That is what we need for the future of hotel commercial.

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~Skylar

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Regional skybridges: They are working on this, should be a possibity.

 

Like to see these two buildings added.

Shopping mall complex

shopping-style-malls-apache-mall.jpg?w=4

 

NFL stadium

 

uh-football-stadium.jpg

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Mod Request: increase Omega deliveries from Industry to Commercial

 

Current setup: 

 

LD Industry - 6.3 crates per 30 mins (LD Comm Consumption - 6.3 crates per hour) 

MD Industry - 12.5 crates per 30 mins (MD Comm Consumption - 12.5 crates per hour)

HD Industry - 25 crates per 30 mins (HD Comm Consumption - 25 crates per hour)

 

0dBBDCo.png

 

Nikola has a mod that increases omega light truck capacity to 100 which is great as it takes 100 omega from factory to industry but not industry to comm. 

This mod would go a long way to preventing "omega'd" buildings from running out of omega.

 

Ur8593O.png

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Wanted to ask if someone could make a mod in particular, a monument, the MASP, in SP, Brasil

 

Tanks

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post-669822-0-50984900-1411159496_thumb.

post-669822-0-56372000-1411159497_thumb.

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Sorry if I say something wrong in english, I'm Brazilian and I'm using google translator

 

 

Mod Request: Modern airport with more people using to go from one city to another 

 

The airport simcity seems more an airport of a country town. 

It would be nice if more people would use it to go to another city in the region, every entrepreneur needs to get going from city to city, agree? 
Wanted to become a mod q this reality, modern airports, busiest, and Streetcar as an integrated transportation system. 
You may think I'm crazy haha, because cities in simcity are limited, but with each new mod is released, you see it's not only that, now you have bigger cities it is easier to control with new means of transportation. 
So why not a more modern airport? 
Hope to see it soon becomes reality because this airport simcity sucks.
 
Some photos of existing airports to give more inspiration:
 

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    I'll start off by stating that I can't mod worth carp so I don't know how much work would be involved in this but here goes. My 1 frustration(well 1 of many but this one more than anything) is both the ridiculously high maintenance costs to parks as well as optimal placement of said parks to waste as little space as possible while increasing land values to where they need to be. Drives me crazy even using sandbox mode and made me wonder why they designed it that way since in real life, that's not how property values are determined. 

 

    I'd love to see a mod that A)reduced the maintenance costs of parks and/or

                                             B) better yet, use parks for what they should be used for....decorations to enhance the aesthetic look of certain areas. 

                                                  Instead, make it so you could change land values using the same principal as when you choose which rci to use.                                                       (either by ctrl-clicking an enclosed area to auto fill the desired land value or manually draw the area you want to                                                          have as low-mid-high that made sense). Nothing would have to be changed as far                                                                                                        as to how other buildings influence land values as  it would be irrelevant anyway.

 

   That would streamline the whole land value assignment with parks/buildings to a more simple system and waste less space dropping a gazillion parks to try and get the exact locations you want to have increased land values in. Like I said, I'm not a modder so I have no clue just how hard that would be nor if It's even possible based on any restrictions programmed into the game engine. I have tried to find decent guides for optimal park placements but haven't found any yet but if someone happens to know some, I'd appreciate a link to them so I can have a look on the off chance a mod like this is impossible to make and fyi, I play offline solo so that's not an issue for me.

 

   Most of the game I see as a math problem as far as balancing rci vs jobs etc(with many flaws which add to the challenge) but parks and land values give me the heebie-jeebies. Cheers!


Sorry for the mess in some parts of the post, i keep trying to edit the paragraphs but it keeps defaulting to that nonsense you see.

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Appreciated request:

 

I know modders have said there's almost no way to fix the AI traffic. Im a CS grad but actually never dealt with a single game (my occupation is IT administration and security :). I'll try a mod later or and try to fix this problem that everyone has. I know that it would be only a script mod to be placed in "simcityuserdata\packages" I think. This should be real easy as I'm not dealing mainly with the graphics. I would have to get someone on here that Is good with graphics to make the vehicles actually SHOW themselves yielding but my mod would start out with the emergency vehicles going THROUGH other cars (Yeah i know its not realistic and would be funny) but it would ease traffic and budgeting for police, fire, and medical without cheating.

 

In the real world, when there is a siren, we all (most) try to YIELD to the siren (People in game should get over for the police cars and STOP at green lights for a fire truck, ambulance, or police). Im not into cheating with the budget of the game; the only mods I have downloaded are Fixes of bugs and additions to help me budget or to keep from wasting space. Yes, I am using the infinite water trick but what cities in the real world (other than africa) run out of water within 3 years? We build cities next to rivers to keep water and, honestly, I was upset when I got into simcity and saw where they took away the water desalinization plant from simcity 2000, to get water from the ocean or the salty rivers.

 

This should be an ONLINE capable mod

 

Speaking of cars going through other cars, this already happens anyway when a bus needs to get to a bus stop where traffic is backed up. The AI traffic needs to be fixed to NOT BLOCK bus stops.

 

ALso, WHY is it that I see ALL traffic in one lane backed up in a 3 lane avenue? This is ridiculous that they don't utilize all the lanes! It's more annoying that they arent backed up because they're waiting to turn right or left.... they're just there for the hell of it! AI traffic needs to get in the right lane to turn right or left lane to tun left of a 3 lane avenue. At X intersections of avenues, they need to take away the middle strip of trees and make a  left turn lane (20m or so) that cars get over, waiting to turn left. Maxis also needs to make a left turn signal for this turn lane and make the lights alternately cycle to allow people in these turn lanes to go while other traffic is stopped. If im turning left, people going parallel to me and in their left turn lane should be allowed to turn left same time I do, as long as they get in the far left lane after turn, so as to not hit me. Come on maxis! the problem with traffic is the AI, not that we dont lay roads correctly!

 

"Alrighty Then" (Ace Ventura)  Maxis didn't seem to care for user input on the realism and A.I. of SC13, or to even read this post; they also don't seem to care how terrible it is to fight just to lay streets on a grade. Road grades too steep are not steep in the "eyes" of the game and things that are PERFECT grade are too steep. Even so, I kinda hinted to Maxis in the original post that if they didn't stop letting EA dictate to them on how to make the game, someone else will come out with a similar game and these problems fixed. EA is a publisher and NOT a developer; they need to just "PUBLISH the book", keep their hands out of the manuscript, and shut up! I can't believe how, with Maxis being in business as long as they have, they let a much YOUNGER company than they (EA) tell them what to do in THEIR OWN game.

 

So, since they didn't listen and want to let EA bully them around, I think Maxis is about to have a "run for their money"; I now warmly welcome Cities: Skylines so much that I want to post the release date for them! 36km of space to build - one thing that suggested, in one thread or another, was for them to put the mod on here doubling the area to build officially in the game but with the statistics fixed.

 

I said it was absurd how they went DOWNHILL between simcity 2000 and simcity 2013; smalllll space to build, no subways, no freeways, no microwave power plant (not that I would use that one) but, most importantly, NO UNLIMITED WATER SUPPLY FROM EITHER REFINED SEWAGE (what other point is there of a sewage treatment plant?) OR WATER DESALINIZATION!. They took out everything that makes a city a city!

 

I had not bought any Simcity game since Simcity 3 because of these missing elements and THOUGHT everything had been put back in Simcity 2013 but I was very disappointed! Adios Simcity! 

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Hey, 

 

Would that be possible to see an offline mod that would allow to plop several airship hangars in a single city? It may be very useful for tourism cities without access to water, with only one hangar and given how huge casinos are, it often leads to tourists using taxis and so traffic issues.

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Good hope to see lots of real buildings made for it.

 

Then you may just wanna go the SC4 and use some BAT mods...

I analysed Cities:Skylines and their buildings. They are fake looking and worse in every way compared to SC buildings. I hope the modders can fix that with a BAT-like thing for Cities: Skylines. Otherwise this game is gonna be so crappy it won't even get it's own forum on Simtrop.

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This has most likely been mentioned already, but something really needs to be done about the way the cars spawn in parking lots. They have random colours and even random parked positions, but it's always the same wagon (low wealth), sedan (medium wealth) or old luxury sedan (high wealth). It's an ultimately meaningless little detail, but would make things look so much more realistic. Assuming that it's possible, or has been done already.

 

Maybe I'm missing something.

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I perfer Cityxl Platinum for Real Buildings but won't work on my Dell because don't have Graphics Card the Game needs and can't replace the one in the Dell I have because it's all in one. SC4 is good but can only replacing existing buildings and not add new ones and lot of real ones have been made for it.

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I perfer Cityxl Platinum for Real Buildings but won't work on my Dell because don't have Graphics Card the Game needs and can't replace the one in the Dell I have because it's all in one. SC4 is good but can only replacing existing buildings and not add new ones and lot of real ones have been made for it.

 

Don't worry; it's really easy to make a building independent of a building lot. It's just a matter of having some Property IDs changed to different ones. You don't see it a lot, for most of the lots are made by Oppie, and he's somewhat of a shadowy modder; he comes and goes, bringing a basket of bounty as a reward.


- No need to fear; TheCraftKid was here.
 
I'm a proud member of SUGC!

Check out my

 

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