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It certainly is interesting to watch the interest in modding this game despite its age but the use of this tool for editing and modifying the content also requires some knowledge of the basic mechanics of the files and properties  as well as their relationship
 
Everyone knows that there is no full manual user friendly for the Reader and the reason for this may be just the fact that without this knowledge many things that look correct  eventually trigger malfunctioning of the simulator.
 
Over the years several of these errors were present even in the developments of experienced modders that seeked a solution to what they wanted to do without realizing the negative results for these changes .
 
So to increase the interest of new modders  a good suggestion that would be great a search in  the forums about what if want do to avoid the same mistakes 
 
The links below bring sources of knowledge about the use and relationship between  the files and also the properties that appear in the Reader .

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Great! Thank You! It worked. I don't know how to change anything else but that worked. Thanks again.

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Can ploppable lots be placed in a Tab Ring or is that only viable for Network Puzzle Pieces?

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53 minutes ago, CorinaMarie said:

Can ploppable lots be placed in a Tab Ring or is that only viable for Network Puzzle Pieces?

As far as I know, only for network puzzle pieces. I read somewhere about it, but @Tarkus or @rsc204 knows better the reasons, I suppose.

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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

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I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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The TAB Loop functionality is something that is made possible via RUL0, the IntersectionOrderingRUL, which controls the placement of ploppable network-based items (i.e. puzzle pieces, starter pieces, and FLEX pieces).  RUL files can't handle Lots, only network items.

-Tarkus

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Hello fellow modders *:thumb:

Does anyone know of any tutorial that teaches how to organize lots together in the menus? I'm about to release 11 models of courts and the ideal would be that they stay together in the park menus.

Ok ignore this JP guy
https://community.simtropolis.com/omnibus/SimCity-4/modding-information/how-to-organize-your-in-game-menus-r184/

:lol:

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Please a tutorial to do submenu items of existing lots 😭 for Submenu DLL

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fsanchez

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4 hours ago, franyer said:

Please a tutorial to do submenu items of existing lots 😭 for Submenu DLL

Agreed. Being a visual learner a well done Tutorial with Code Examples would be most helpful. Have a semi good grasp of JavaScript, XML, and .plist files from my experience modding another game. Unfortunately, Hexadecimal would be a totally new experience for me. As in, where to find the proper entries, how to convert to them if need be, what they mean, etc. Have some large mods in my Plugins Folder. Large here would apply to the number of lots they contain, like the lots of lots in KOSC's Parking Lots. These large mods would greatly benefit from some well branched Sub Menus thereby further reducing my Park Menu's scroll time. One of you more experienced Code Gurus will no doubt get around to doing stuff like this in your own time but a custom made set of Sub Menus for the peccadilloes of my personal Plugin Folder is the most direct solution in the mean time. 

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Frankly adding submenu support is not difficult and instructions and a template come with the DLL mod.

Essentially you make an Exemplar that defines the new menu including name and icon. Then you just add a property to every item you want in said menu, linking to its IID.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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