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Felgard

MOD: Street for busses - Ver: 2.0

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Adds a new street that can only be used by:

Base

  • Pedestrians
  • Buses
  • Police
  • Trade & Delivery Trucks
  • Garbage Trucks
  • Mayor
  • Power
  • Water

Advance

  • Pedestrians
  • Buses
  • Police
  • Trade & Delivery Trucks
  • Garbage Trucks
  • Mayor
  • Power
  • Water
  • Trains
  • Street Cars

NOTE: If claiming a city after the mod has been install it can require a full restart of sim city

Install Instructions:

  • Download the mod

  • Unpack the file 
  • Copy the "1_Universalstreet_Menu.package" to the "..\SimCity\SimCityData\" folder
  • Chose if you want the basic or advanced version
  • Copy the the file located in Base or Advanced folder to "..\SimCity\SimCityUserData\Packages\"

The mod is now ready to be used but additional steps can be taken to get more out of it

  • In the "..\SimCity\SimCityUserData\EcoGame\" you'll find some files named "SimCity-Scripts_#.package" copy the file with the highest number to "..\SimCity\SimCityUserData\Packages\"
  • Rename the copy of the file you just copied by prefixing it with "z_" so its name is "z_SimCity-Scripts_#.package"

Note: only copy one file
Doing the above two steps will allow you to build stuff along the street
 

Base

  • Parks
  • Bus stops

Advance

  • Parks
  • Bus stops
  • Buildings
  • Zone
  • Wind Turbines
  • Garbage Dumps
  • Some Garages

 

Addons:

The addons folder contains file that will allow a certain group of Vehicles to use my street.

1_Construction&moving trucks.package - Construction & Moving Trucks
1_Fire_services.package - Fire, Hazmat and Marshal
1_Health_Services.package - Ambulances and Wellness vans
1_sewage.package - Sewages
1_tech_pipe.package - Tech from Universities

To install the addons copy the file/s of your choice to "..\SimCity\SimCityData\"
 
How to find Origin Install folder

  • Start Origin
  • Press "Origin" in the left top corner
  • Press "Application Settings"
  • Change the tab to Advanced
  • The top most grayed out field contains the path to you origin install folder

easiest way to check is to see if it works is to check if the blue line appears when you open the menu for trains see below.

1369040675-spark-2013-05-20-11-01-29.png
---------
1369040674-spark-2013-05-20-11-01-45.png


 
Mirror: depositfiles 

  • version 1.1:  split the file in order to fix a problem no result but the problem seems to been solved
  • Version 1.2: made it prettier (just noticed i had uploaded the wrong file maybe naming my work folders aaa, hjb or kkk  is not the best idea)
  • Version 1.3: Made it Prettier (This time for real i promise)
  • Version 1.4: Had to change base street to another to make it compatible with simcity V4.0
  • Version 1.5: Yet again i needed to change the base street since fore some reason it refuses to load graphics. this one defaults to dirt road but should be amusement park street
  • Version 1.6: Got the graphics to work now it's pretty again got the file names wrong
  • version 1.7: Renamed the files after i realized that the game uses a load order
  • Version 1.8: Using the optional install step 5 now allows you to build a large amount of structures along the street
  • Version 1.9: no real changes just included some files and made a basic and advanced version. Also included a install instruction.txt (the same as above) 
  • Version 2.0: fixed the sewage addon
    added addon for tech (pink line from univcersities)

 

 

I'm sorry to say this but i lost interest in Sim city and by so modding it this is maybe obvious to people since it was a good while since i last visited here. 

 

This means i will visit this forum a lot less and update my mods extremely sporadicly also this means i wont b e able to help anyone who might have problems with my mod.

 

I do give permission to people to use my mods or files as they please but if so at least give me a mentioning

  • Like 4

Weird things seems to get easier the more i do it... is that a bug?

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Its a scripts package addition for the road network id  you want to modify (prop filters already have most of em like high density etc) - some of em refer to a prop that contains a parent and some props that are upgrade networks etc but the parent is the one you want. It contains the variant prop 0x0d6498e8 - key, specify as array. You can get the IDs he used from his post in the Car crossover thread OR check other roads and see what their IDs are set as. Felgard provided the instanceregistry stuff to add to scpak to read most of it too.

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    trial and error.

     

    simply i removed all entries and just added one and started the game with it and watched to see what could use it i have found so far a total of 90 values but only identified and verified 15 of those since some seems to denote what can be ploped on or besides it.

     

    like the value i think allows you to plop the ferry or port.

     

    Some values are just conjecture from my side by using search and see what other props contain the same value.

     

    for instance one of the files has this value "0x158d2a2b" the same value can only be found in any building thats is placed on the coast


    Weird things seems to get easier the more i do it... is that a bug?

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    This is really awesome! I hoped that we would eventually be able to create things like bus lanes, 4-lane roads with embedded tram tracks or emergency vehicle lanes; I'm glad to hear that there are no technical limitations there. Furthermore, does this mean that you've managed to pack data from a scripts package into a separate mod? That would open up many avenues for testing!

    EDIT: I tested it and the "..\SimCity\SimCityUserData\Packages\" folder is indeed the place to put EcoGame package mods. I can't believe I never tried that before, this opens up a LOT of options!

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    there is no technical limits besides the fact that player made content wont be able to save to server.

    check in my Car crossover thread i released an experimental mod there

     

    i'm guessing that mods that modifies already existing content can save correctly since the server recognize it whilst player made new content is unrecognized and therefore turns into a placeholder


    Weird things seems to get easier the more i do it... is that a bug?

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    lol... cars & crap... :P

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    Thanks for the mod, it's awesome! Especially for using it with segregated city, dont have to plop double of each services except ambulance and fire trucks. However, can it be also made available for sewage? Again, thanks for the work on this mod

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    Thanks for the mod, it's awesome! Especially for using it with segregated city, dont have to plop double of each services except ambulance and fire trucks. However, can it be also made available for sewage? Again, thanks for the work on this mod

    sorry as i stated in my opening post sewage is bundled with cars


    Weird things seems to get easier the more i do it... is that a bug?

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    Thanks for the mod, it's awesome! Especially for using it with segregated city, dont have to plop double of each services except ambulance and fire trucks. However, can it be also made available for sewage? Again, thanks for the work on this mod

    sorry as i stated in my opening post sewage is bundled with cars

     

    oh sorry, coz I only saw you stated fire and ambulance lol. Anyway, it's good enough. Thanks again

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    Thanks !

    very usefull !

     

     

    EDIt :hhhm sems not working

     

    all cars use these streets

     

    1368990890-spark-2013-05-19-21-13-08.png

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    Edited coz hmmm it also didn't work for me with the new "universal street", normal cars will use it.

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    yep in C:\Program Files (x86)\Origin Games\SimCity\SimCityUserData\Packages

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    I just noticed the unused street you've based this on is supposed to be the 'footpath' for the upcoming amusement park DLC. It seems pretty easy for Maxis to add new networks, which will hopefully be good for modding in the long run (can you imagine a NAM equivalent where there's no arbitrary network limit?)

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    Thanks !

    very usefull !

     

     

    EDIt :hhhm sems not working

     

    all cars use these streets

     

    1368990890-spark-2013-05-19-21-13-08.png

    Cant figure out why it don't work for you i've checked the files and cant find any indication as to why it don't work and since it works for me both in a already built city and a newly claimed city in a new region i cant test for why it don't work...

    i just now tested on a new server and it didn't work but the next time i played it suddenly worked i suspect that this might have something to do with debug mode.

    try this file REMOVED unzip and place it in "..\SimCity\SimCityData\"

    THE FILE ENABLES DEBUG MODE SO IT WILL CONFLICT WITH ANY OTHER MOD THAT ENABLES IT

    if this fixes it it seems that the server will store whatever you have or can use debug mode since due to a mistake i made i had removed the debugmode.package but this street mod still worked.

    on a new server with out the debug mod this mod didn't work until i added back the debug mod


    Weird things seems to get easier the more i do it... is that a bug?

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    really wish i had my laptop and didnt have exams :(

    i meant how did you know it was called "Cars & Crap", from your post it seemed like thats what the devs called it?

    actually i don't i just called it that since using that value lets cars and sewage use that path. There might be more to that value but the quick testing i've done that was the most obvious results so i simply called it that.

    And when naming stuff i prefer shorter names so crap wins over sewage


    Weird things seems to get easier the more i do it... is that a bug?

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    Had no where else to post this so I just wanted to share here how awesome your find was felgard :P Hahaha managed to get it so every road on the maps destroyable and doesn't seem to cause an issue with the server. Only nasty part is the regional highway seems to be laid ontop of a brown dirt path thats part of the terrain so it looks horribly ugly once you do get rid of it lol. Now to get that road interchange bulldozable!

    Thanks again fel for sharing

     

    edit: btw odd thing, for some reason your road mod works more or less EXCEPT it doesnt use that new texture/model you found for the low den avenue which is kind of odd.

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    i am starting to suspect that things placed in the packages folder only works for ecogame mods and only if one have or can use the debug ui on that server one play on.

    And theres no guaranty that other mod file placed here will work.

    i'll split my mod up into two files and we'll se if it works better

    There the file is updated


    Weird things seems to get easier the more i do it... is that a bug?

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    I'm afraid the Packages folder might not be the magic bullet that we hoped it would be - I've done a few tests with my tram mod yesterday, and the behavior of the scripts files seems a little random - it even differs from city to city. For example, when I load up an existing city the mod works perfectly, but when I create a new one, the ecogame part of the mod gets ignored (this might shed some light on why some people here are having problems). I can't explain this behavior, but I'll try to find out more today.

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    Joined a new server and claimed a plot in a public region and it didn't work quit placed the debp.package into the simcitydata folder and loaded up the same  map and it worked. 

     

    removed the debp.package joined another server and claimed a plot in public region and it worked so far it seems compleatly random if it works or not


    Weird things seems to get easier the more i do it... is that a bug?

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    game code tripping out with error whilst loading (or before loading) packages and skipping past loading unessential packages maybe?

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    game code tripping out with error whilst loading (or before loading) packages and skipping past loading unessential packages maybe?

    maybe but then why would it work for some and not others?


    Weird things seems to get easier the more i do it... is that a bug?

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    perhaps if everyone posted the structure of their simcity folder, to see if theres any difference between those that it works and those that it doesnt.

    its a good idea but i don't think it would help since during my testing it has work on some maps and not on others and then after a restart it suddenly works on the map it didn't work on before.

     

    but once it worked once on that map it will work in the future regardless of what i do.

     

    it can be that the region or map is flagged as cheating whilst looking through the java scripts i found some code that reported a city box as either broken or cheated so it could be that

     

     

    ProcsKalone in his moding thread suggested that the ecogame mods don't load on first run so one should try to restart the game once.


    Weird things seems to get easier the more i do it... is that a bug?

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    perhaps if everyone posted the structure of their simcity folder, to see if theres any difference between those that it works and those that it doesnt.

    its a good idea but i don't think it would help since during my testing it has work on some maps and not on others and then after a restart it suddenly works on the map it didn't work on before.

     

    but once it worked once on that map it will work in the future regardless of what i do.

     

    i can be that the region or map is flagged as cheating whilst looking through the java scripts i found some code that reported a city box as either broken or cheated so it could be that

     

     

    Sucks to hear. I have hope though that there's still some way around this issue. Does the randomness also occur with sandboxed or private sandboxed regions as well?

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    @fatbuster the same happens in sanbox as well

     

     

    i did a quick test just now started a new region (sandbox) built a short stretch of this road and checked if trains could use it.

    result: mod failed to load

     

    next using the tip ProcsKalone said in his thread about restarting i simply quit the game and restarted  it and chose to resume the map i just made.

     

    result: Mod works.

     

    i'm guessing this is due to the fact that a new city plop is not flagged as something (cheating?) so on first load the game disallows ecogame mods once the map has been saved to the server it can flag it so next time one loads the map its allowed to use ecogame mods or on creation the plot is using the server rules thereby not using local files until next session

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    Weird things seems to get easier the more i do it... is that a bug?

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    So, which value allows trams, i hate them not going along their tracks? (I do have a little OCD about my transport, you should have seen some of my simcity4 maps :P)

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    So, which value allows trams, i hate them not going along their tracks? (I do have a little OCD about my transport, you should have seen some of my simcity4 maps :P)

    check out my thread about car crossover i've posted a list there

     

    also check out the "SimCityPak - Modding Tool" thread there is more information there

    • Like 1

    Weird things seems to get easier the more i do it... is that a bug?

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