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(MOD)(needs testers) super speed residential development

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moved

just all 3 density growth speed up, no increase in  happiness capacity as it will cause rollback when old limitis reach. either a confilct with a file ive not found or server checks.

 

i did notice that when someone joins a region the game reloads the script values from ? eco folder or server ? and does not ever reload package folder

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Yesterday, tried the same thing hit a rollback couple seconds after first d1 upgraded to d2

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    have it in my package folder now, after reload seems stable. not had any rollback at all with the latest file. just not taking hold until reboot client and UI didn't appear to want to work unless it was in ecofolder but seems ok now.

     

    you had RB using the file linked above?

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    Hey sorry wasn't at home couldn't test your package specifically but I edited the values myself and it was giving me rollbacks yesterday. Will try it out with yours to make sure

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    I put the modified scripts_## package in my userdata/packages folder and it loads fine. After one rollback everything works.

     

    Could you perhaps do to versions for people? One that just increases max happiness for HD buildings, and one that also speeds up density development?

     

    Has anyone discovered the propery ID that has the settings for the smelter? Like amount of coal/ore it holds for processing?

    Each module hold's it own production, so that would be handy to find too.

     

    Another area of great interest to me is somehow fixing the electronics factories from losing their tech level and thus their production. So if someone could point me to the proper id's for something like the processor module and/or computer module, I will test trying to change stuff. :)


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

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

     

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    I don't think these changes are sync'ing to the servers. After playing for awhile with the edited values it drops be back to the main menu. This time I got the "unable to load city" error. So I deleted the s### directories from my eco game folder so the game loaded the latest version from the servers and the city that loaded was a very old version of the city.


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

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

     

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    yeah had same happen to me. similar to what use to happen to me when the game was released. just dropped to menu and on reentering city its reverted back in time. not sure if its maxis preventing changed deliberately for the leader board crap or if its an underlying bug they had to fudge over to get vanilla game to work.

     

    If i had to vote I'd say a bit of both! lol

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    I put the modified scripts_## package in my userdata/packages folder and it loads fine. After one rollback everything works.

     

    Could you perhaps do to versions for people? One that just increases max happiness for HD buildings, and one that also speeds up density development?

     

    Has anyone discovered the propery ID that has the settings for the smelter? Like amount of coal/ore it holds for processing?

    Each module hold's it own production, so that would be handy to find too.

     

    Another area of great interest to me is somehow fixing the electronics factories from losing their tech level and thus their production. So if someone could point me to the proper id's for something like the processor module and/or computer module, I will test trying to change stuff. :)

     

     

    PROP VALUE 0x1519facb is all things smelting. if search for that prop value you get alloy furnace, metal furnace etc. might be the base or its module controls production rate/storage etc but a quick look just now and looks like modules control what you want to try.

     

    throw these into your xml - not the proper hash names but the right things. should fill out all the smelter module stuff.

      <Instance Id="0xdc933d24" DisplayName="smelter factory sign" Comment="" Hidden="false" Tags="" />
      <Instance Id="0xa7fc5d34" DisplayName="smelter garage" Comment="" Hidden="false" Tags="" />
      <Instance Id="0xbccfabfb" DisplayName="smelter factory sign" Comment="" Hidden="false" Tags="" />
      <Instance Id="0xbccfabe8" DisplayName="smelter factory sign" Comment="" Hidden="false" Tags="" />
      <Instance Id="0x7f532ab0" DisplayName="alloy furnace" Comment="" Hidden="false" Tags="" />
      <Instance Id="0x7f532aa3" DisplayName="alloy furnace" Comment="" Hidden="false" Tags="" />
      <Instance Id="0x71249258" DisplayName="metal furnace" Comment="" Hidden="false" Tags="" />
      <Instance Id="0x7124924b" DisplayName="metal furnace" Comment="" Hidden="false" Tags="" />
      <Instance Id="0x6e630136" DisplayName="smelter flagpole" Comment="" Hidden="false" Tags="" />
      <Instance Id="0x6e630125" DisplayName="smelter flagpole" Comment="" Hidden="false" Tags="" />
      <Instance Id="0x44547658" DisplayName="smelter garage" Comment="" Hidden="false" Tags="" />
      <Instance Id="0x4454764b" DisplayName="smelter garage" Comment="" Hidden="false" Tags="" />

    i think you want the e0c000's for templates that control function. e1000 control their models. at least it seems that way.

     

    PROP (0x00b1b104) unittemplates? ?{1184} (0x40e0c000) Smelting Flagpole True 302 PROP (0x00b1b104) unittemplates? ?{1184} (0x40e0c000) smelter garage True 284 PROP (0x00b1b104) unittemplates? ?{1184} (0x40e0c000) Alloy Furnace True 572 PROP (0x00b1b104) unittemplates? ?{1184} (0x40e0c000) Metal Furnace True 584 PROP (0x00b1b104) unittemplates? ?{1184} (0x40e0c000) smelter factory sign True 338

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    I put the modified scripts_## package in my userdata/packages folder and it loads fine. After one rollback everything works.

     

    Could you perhaps do to versions for people? One that just increases max happiness for HD buildings, and one that also speeds up density development?

     

    Has anyone discovered the propery ID that has the settings for the smelter? Like amount of coal/ore it holds for processing?

    Each module hold's it own production, so that would be handy to find too.

     

    Another area of great interest to me is somehow fixing the electronics factories from losing their tech level and thus their production. So if someone could point me to the proper id's for something like the processor module and/or computer module, I will test trying to change stuff. :)

    PROP (0x00b1b104) fluid networks (0x40e0e900) knowledge network t2? True 102 False PROP (0x00b1b104) fluid networks (0x40e0e900) knowledge network t1? True 98

    False

     

    i think these are the 2 tiers of knowledge, starting point for electronics skill needs?

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    Hmm... While I found references to the alloy furnace in the scripts_ file and the _game file I can't find any references to production or storage. Not even a hint at possible values for them.

     

    Has anyone had any luck with this?


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

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

     

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    I can't seem to get the happiness increase to stick. I keep getting rollbacks no matter how I try to change it. Maybe this is one of those things that can't be changed without causing their servers to barf.


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

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

     

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    PiD 0x0ecaeb00 is alloy furnace extraction rate, will be the rate at which it works i guess

     

     

    0x00b1b104-0x40e0c700-0x8b9b592d is alloystorage but possibly the ally lots at trade depots

     

    simcity.kPropStorage_AlloyCapacity = 230118656;

    0xDB75500 is kPropStorage_AlloyCapacity used only in 2 places the metal furnace uses the same kPropStorage_MetalCapacity  for its storage

     

    PROP (0x00b1b104) Templates Toy and Mission (Data) (0x40e0c000) 0xe178bfb4 True 304 PROP (0x00b1b104) Templates Toy and Mission (Data) (0x40e0c000) 0x5efc719b True

    232

     

    one will be trade depot the other the freight depots?  maybe the alloy furnace uses a trade depot lot as its storage?

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    maybe 0x00b1b104-0x40e0c000-0x243980bc

     

     

    pid 0x0e585ae2 ? is 3 more.

     

    alloy furnace is module of metal spec trade factory ?  whats its standard in game storage capacity ?

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    For the happiness mod you have, I want to test, can you make one that has happiness maxed for HD in all three wealth levels?

     

    Edit

    Currently the alloy furnace stores 20 tons of alloy. But the value shown will be based on whatever standard Maxis uses for goods. I believe the resources are stored as a basic unit, then shown in the UI as something else.

     

    For example, a basic storage lot stores 20 tons of alloy/metal ect, but 2000 crates of other goods. So I'm thinking the base unit is 1 ton/100 crates, so 20 tons of storage would be 20, a natural conversion, but 20 also for crated material.


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

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

     

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    try PID 0x0d7b15b4 in  0x00b1b104-0x40e0c000-0x243980bc

     

    and yeah i can throw happiness into w1-w3

     

    only extractors (oil/coil etc) or manufacturers have that PID and its set to 20.

     

    smelter extracts 2400

     

    file now on stex

     

    all wealth density3 happiness caps increased. quick test, it loads and ui visible with it in my eco folder as read only

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    I wish there was a way to reverse the FNV hashes to all combinations of characters up to a certain length that would produce that hash value...

     

    An alloy furnace burns 24 tons of ore and 12 tons of coal per day... So an extraction rate of 24000 might be a clue.

     

    How'd you find that ID above? I'm still not used to the Pak program or how this SC manages all the cross-referenced material.


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

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

     

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    nope but is easy to make the hash of all combintions and flag those that match a list.

     

    at least the logic behind that. programming wise it would take me longer than to calcualte them all by hand:D

    i wrote a program that built every combination of word using all 200+ ascii characters in each position etc. there was like 165 billion + combos by the time it had got to 4 letters :D

     

     

    i'd have to get the code used to produce the hash, and the list of all unknown hashes simpak knows

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    I put the happiness package in the ecogame folder and set as read only and it did not change anything.

     

    Just FYI.

    Edit

    Just tried putting the package in the /packages folder and SimCity wouldn't even start. Gave a memory allocation error. @.@


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

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

     

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    i must have set the cap figures too high.

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    file now on stex

     

    forgot 2 tiers of density templates, might be why :(testing it loads now

     

    game loads and reloads after exiting etc. And simcity client has a handle on the file (can't delete in use). not ran test over time to see if RB's happen. There is no change in happiness needed to upgrade. all the same apart from increased happiness caps on the 3 d3

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    think it rolls back :( left a game running idle and just checked. had to rollback on logging in again. didn't build anything to see if it ever saved though,

     

    remade a city. played it for ages!! 30mins:D long time in game for me these days!!  exited, reloaded. left running, exited.... saves and reloads ok for the 30 mins i kept going in and out city/game

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    its in my package dir. might need renaming to ensure its loaded last if its in eco folder?

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    4 mods on stex. one for each wealth density upgrade speeds. and one with just increase to all 3 happiness capacities.

     

    no idea if the 3 density ones are compatible. but happiness and one one of the other 3 will not be

     

    low density growth worked fine for 2 hrs, saving on and off the server.

     

    med/high density only tested for effect and loading on and off server as only the same properties changed in w2 and w3 relevant files.

     

    happiness one only tested for loading on and off server, again only some of the same property fields changed  But is the 3 growth mods files combines so 3x as likely to rollback maybe

     

    if its server side checks, hopefully maxis can disable a few to allow a temp fix for mass exodus ;)

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    Hmm, something seems to have happened to the package file you linked above. The V2 file won't work in simcitypak, I get a array out of bounds error. I tried looking at it because the residential UI in the game with that file was corrupted.

     

    Edit:

    I downloaded the new file from the stex and while the UI thing is fixed, I can't get the changes to hold without rollbacks.


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

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

     

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    I hate to be 'that guy', but I must admit I'm torn on this one - As much as I'm very impressed with the research and work that went into this mod and I'm always happy to see that things like this are even possible, I'm not sure if releasing it publically is a good move. Consider posts like this one by maxis developer ryani; http://www.reddit.com/r/SimCity/comments/1gcfbn/animal_farm_debugged_city_inspired_by_sc_halby/caj5w3j - especially the line "if you're mod-friendly, you don't want to give any ammunition to people who would claim they harm the game". Whether we like it or not, we do require some level of support from Maxis because what we do has an impact on their 'multiplayer game'. This is why I've personally only released visual and non-gameplay affecting mods.

     

    Please don't take this as me telling you to remove your mods or anything - this is just a general concern I have with gameplay affecting mods and the reaction that might follow from EA/Maxis when they start affecting the leaderboards.

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    should also say i'm having a nightmare if i reopen an uncompressed package file, as in reopen one thats had changes made.

     

    having to save each unmodded file to a dir. load the single files back in together, make any changes needed then export as one.

     

     

    means if you have a look at the files, you'll need a fresh dl as it corrupts when opening to view:(


    the reason for them was to test the mass exodus being 100% confirmed to residence capacity. the mods if they dont roll back, will help avoid a bug until its fixed :D

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