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I think the resources map thing could work, the city, after all, changes this map as resources are consumed. The trick is whether it loads new cities from the local packages or from the server. So it is impossible for the servers to 'sync' these resource maps with a constant server side-version as available resources are always changing as their extracted.

 

I'm guessing they are stored as a sort of 'heat map', or a greyscale map where either pure white or black is max resources. Or, another way they could be stored is via an RGBA bitmap where each color channel is a single resource. Water, coal, ore and oil.

 

If someone could point me to the properties suspected to hold the resources I could determine how they are stored.

 

it appears a city map is 'cut' from the region map.

 

it have numerous layers. (why boc roads and even our city roads can sinks blow ground - because the soil / grass layers were never perfectly matched height-map wise). you have berdrock, soil, forest etc etc. all mostly height maps or in principal. adding trees for example just adds to the forest layer map. 

 

i think certain, or possibly all, the layes have a vector to control the range to apply to the greyscales. so a terrain map could be stretched in the y axis to change mountain heights. but this would stretch it away from its soil/bedrock layers. new building would sit on the bedrock(or whichever layer its meant to) above or below the user viewable land height.

 

resource extraction, pollution etc just pixel bleaches (out or in) from the original. the function is in or at least refereed to in one the js files i think. there is however not enough coal/oil maps etc for one per city. so either the game reuses them and we could therefor swap and change references to which ones to use, mod the maps easily to effect all sorts of terrain/ground layer stuff or the maps were compiled into the exe or pulled from the server.

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    I know what I am doing potorium and how to handle my rollbacks. I suggest you go work on not releasing rollback mods

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    sorry for pointing out you're asking a child object to have more its parent allows and it may well be causing the rollbacks overpolp has!

     

    I wish i hadn't noticed but was kind of inevitable as i had to trawl through you mods to see why no other script mod was compatible as you decided that making your changes was fine to do in the actual game file rather than as an actual mod package.

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    Someone got angry that people said he released stuff that broke something :( You know what... nah its cool im sorry but youre stuck on your own. Also no to your entire post

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    no you released a mod that means the rest of us have to work around you. since when does a modder hack a games main files and makes every other modder have to hunt down what can and can't be compatible?

     

    i've been in this modding game less than what 2-3 weeks whilst having spent a whole zero hours previously working in any IT role what so ever, and spent most if not near all of that time hunting down property and instance names, yet i can release mods that dont need to make changes to the main game file and throw barriers up for anyone else wanting to try their hand at modding.

     

    i offered one reason as to why your mod might be rolling back and your reply was

     

    I know what I am doing potorium and how to handle my rollbacks. I suggest you go work on not releasing rollback mods

     

    my reply is i suggest you go work on your mod so that it does not have to replace the games main script file so that every other script mod ever released has to crawl through yours to try ensure one doesn't break the other!

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    Rofl, you're acting like I did not know the consequences of what I did. Rather you got it all wrong, I give no shits about you or your plans.

     

    edit: Because you MIGHT be too dense: This is a mod pack, I give no fucks if it works with other mods.

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    Rofl, you're acting like I did not know the consequences of what I did. Rather you got it all wrong, I give no shits about you or your plans.

    Didnt expect anything else after your reply to my offering a suggestion as to why your overplop mod might be causing rollbacks! I thought the mod community was meant to be helpful and happy to be sharing ideas, so again sorry i offered a possible solution to your rollback overplop mod.

     

    fact still remains that whilst you're replacing the games actual script file with a new version(yours) it turns modding the scripts into a ball ache for others by having to trawl through your entire mod to try release mods that are compatible.

     

    I'll happily quit trying to make my mod packages only contain the bare minimum and just release an all in one replace the main script file  package instead

    if you have zero interest considering the idea of allowing different peoples mods be compatible which i thought was the whole idea of mods.

     

    mm yeah i'm being an idiot. Dont worry carry on as you want. it will be so much easier and far faster for the rest of us to just copy your lead and mod the main file.

    tbh stripping the files out the main script file has been having a tendency to corrupt them so been a pain to have to constantly recheck packages endlessly after stripping them out the main script file.

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    This is something I've touched on before and something I feel quite strongly about; in my opinion, mods that regularly cause rollbacks should not be released. I'm already on the fence about scripts mods (since they have a tendency to not load properly and behave very randomly), but rollback-causing mods will definitely cause some huge problems sooner or later (I'm betting on sooner). I hope we're all on the same page on that front.

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    Its a funny thing the scripts package. I am not sure if anyone else has noticed, but cities become automatically killed by maxis after a set amount of patches based on what they change themselves. Too big of a change on their end with the scripts and you can say goodbye to your older city. So I figured, if maxis really can't be bothered to implement patching methods that retroactively let you play other cities; why should I give a damn. I guess I should be more on the communities side but to be slightly honest I made these mods more just to mess with what is possible. The by byproducts being released to the public. With overplopping being the only actual part of my entire mod pack that cuases rollbacks, and for good reason but even then so they are 100% recoverable and not actually needed to be part of the mod pack.

    Overall I have been thinking to remove overplopping just because most ppl can't resist using it in non-sandbox (myself included) so I might as well get rid of the temptation.

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    Using version 0.98d is now causing rollbacks.  I think Maxis pushed a patch to auto-check for script changes because everytime I start my game it "Downloads Scripts"

     

    Its probably overwritting something, they probably just killed this mod, which means the game isn't fun anymore.

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    Overall I have been thinking to remove overplopping just because most ppl can't resist using it in non-sandbox (myself included) so I might as well get rid of the temptation.

    u are right, and i also notice even not install the overplopping mod but all the vehicles and some building(school) still can over plop more than the original setting,i still dont know why.... :D

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    That relates to chain plopping. Chain plopping keeps the plop sticky and some buildings inherently allow for overplopping (not sure why maxis has it like that but for example the casino default has a max module limit of 100 lol, aritificial cap applied at 12. Technically chain plopping and going into overploppage is the safest overplop method as it only allows overplops on stuff the game already has limits set above the cap. So when the item is stuck on your mouse and you are at 6/6 if the building inherently allows for higher module counts you can plop 7/6 and it will unlock the limits :)

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    That relates to chain plopping. Chain plopping keeps the plop sticky and some buildings inherently allow for overplopping (not sure why maxis has it like that but for example the casino default has a max module limit of 100 lol, aritificial cap applied at 12. Technically chain plopping and going into overploppage is the safest overplop method as it only allows overplops on stuff the game already has limits set above the cap. So when the item is stuck on your mouse and you are at 6/6 if the building inherently allows for higher module counts you can plop 7/6 and it will unlock the limits :)

    :]

    thank you !!now i know why i can plop extra vehicles   :thumb:  :thumb: 

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    Interestingly enough, I never play sandbox mode and use overplop extensively and it has never once caused a rollback.

     

    I have massive trade cities, massive casino cities, and all work great.

     

    The only thing that was causing rollbacks for me was our attempted fix for mass exodus, but that has been addressed in 6.0 and is no longer an issue.


    Flexible Games, my favorite type of game, also the name of my YouTube Channel *:)

    https://www.youtube.com/c/FlexibleGames

     

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    have problems with the new map.... some cities have no connection with the project ! the highway is not right connected.... witch one is the right to connect the city?

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    Hmmm could you take a picture of the problem

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    I might be behind but cannot find the answer, I downloaded the outside the box mod pack and can build outside the mod but cannot go from city to city on the camera...am I doing something wrong?  Is there a tutorial to read/watch once you start the game and have it modded?  

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    I might be behind but cannot find the answer, I downloaded the outside the box mod pack and can build outside the mod but cannot go from city to city on the camera...am I doing something wrong?  Is there a tutorial to read/watch once you start the game and have it modded?  

    camera is stuck to the city you're currently in. you can plop outside the box but have to try lift the camera view as best we can. youcan't scroll about the region if thats what you mean?

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    So at this moment no making those giant region/cities like we see on youtube huh?  Hopefully they find a way around it again

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    Yeah potoriums right, its been kinda limited camera wise since they fixed that little "trick/bug". There are some console commands you can use to lock yhour camera outside at a set position but its no real use since locking the camera prevents rotating/panning :( Kinda just useful for random screenshots etc

     

    edit: in case anyone wanted to play with the console the commands are

    scrui.PostGameCommand(scrui.BuildCommand(["lockCamera"]));
    scrui.PostGameCommand(scrui.BuildCommand(["camera", "immediate", !0, "move", "[X, Y, Z]"]))

     

     

    play with the xyz values though I don't think they actually stand for the xyz's in terms of left/right/updown

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    Question, how come I cannot build the max modules inside the city...example fire department, can only build 2 fire garages and then it maxes out since I installed the mods

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    Question, how come I cannot build the max modules inside the city...example fire department, can only build 2 fire garages and then it maxes out since I installed the mods

    Just noticing this same issue after the recent patch -- it is limited to the normal plop mode, though, not the anywhere-chain plop menu option via the mod itself. 

     

    Example, I was upgrading my power plant and demolished the 4/4 existing generators. However, when time came to plop new ones down via the standard plop men, each generator equaled 2/4 of the total module limit.  The result is two generators maxing out the four allowable modules!  One can by pass this by using the mod's anywhere-chain plop menu, but it's tough to align plops to your lot, especially if it is facing a different direction.

     

    ckrock04, you can uninstall the mod and plop modules normally, then go back and flip on BOC -- not ideal though. Anyone else experience this/ thoughts?

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    ...Just noticing this same issue after the recent patch...

     

    Did you update it? Each patch requires an update

     

     

    @ckrock: Screenshot a  pic of your SimCityData and SimCityUserData\EcoGame folders and pm it the pics

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    hi ProcsKalone , honestly i am the guy have nothing knowledge or any technique about to create mod,so i really impressive u guys can  create this mod...and this is the only reason i am still stick around with SIM5 ,even they still have ton of bug.but i am just wonder why u not add the France police station in to your mod?because i saw u add the new dlc in your mod really fast,so i am thinking if u add the station,than this mod will become the 100%perfect mod :] please dont angry this is just my own opinion after fews month i use this mod :)

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    @Ralph: I tend to work on something, then forget about it or do something else I was working on and leave the other thing half way. Mainly also because I am lazy, but updated below. Also, HKIS?

     

    Updated 0.98f

    • - Added French Police Station (Located BOC Menu : Buildings TAB)
    • - Also put in package for Rotated German Train Station, it requires manual installation located in SimROllerPackagev098f 5.00 - Installer.zip\SimCityData\1_GermanTrain.package. If you want to use this, copy it and put it into your C:\Program Files (x86)\OriginGames\SimCity\SimCityData\ (Or wherever you installed Origin) folder. The train station prop placement isn't finalized so it looks a little ugly (released because I don't think I will finish it but some ppl might still want it rotated as is)

     

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    A little question: Which modules would you guys prefer to have the "Too far from main" msg removed? Or should I do it for all? Just want to see as doing it for all will be a little more work but not much but I like to cut my work loads whenever possible.

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    LOL fact always is a fact coz u still doing a great job on this !! also please forgive me my bad english and grammar, coz i dont understand what is HKIS >.<

    and just test v98f ,the airship now become to a top floor jail and balloon park now become police car :boggle:

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    Whoops I didn't realize I used the same ID. FIxed that. Also was just wondering, noticed you were in Hong Kong, HKIS = Hong Kong International School. I went there for my middle school and 9th grade :)

    0.98g out
    - Fixed French Jail, Balloon Park ($$ & $$$) from appearing in the wrong menu,
    - Both new Balloon Parks now ploppable on Pedestrian Streets
    - Added Felgard's base 1_Universal_Street_Script.package to install to SimCity\SimCityUserData\Packages, as people were using Felgard's road menu from my BOC menu without proper installs. This should alleviate that.

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    wow that is cool :yes: ,what a small world, that's mean part of your childhood life was stay in HK?

    my grade 8-12 was in Vancouver 

    and also u forgot to add the airship in the short cut  traffic button ,acutely that shout cut button is really useful  for those people only can use 1280x720 screen  :yes:

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    Oh god I miss too many things. Will push an update sometime later tonight with a fix (will be same version name will post here when its updated)

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