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4 minutes ago, Kloudkicker said:

I'm not familiar with that, do you have a link?

It's just a vanilla industrial object from the "Modern Times" add-on. :)Basically a cheat though. Because even after the original resources expired, it still kept pushing some resources out. Hence the mystery as to what is really happening down there... *:ninja:

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The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

 

My city journals! *:read:
- SimCity: Tribalism - seven urbanization concepts clashed together
Saving Magnasanti... - the most depressing city in history being revitalized

Also worth checking...
- "TMC's Drawing Board" - my city designs and plans.
 

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12 hours ago, TheMurderousCricket said:

the Prima guide clearly states that you need a road connection and an excess capacity to strike a deal.

The deal in one city can pull about 150% of what it needs, thus creating the surplus to initiate a chain deal to a further city... If the amounts involved get over the minimum deal threshold. If your early experience was with a small town, then its 150% might not have been enough to set a minimum deal, giving the appearance of chain-deals being illegal in general. No, they're legal, but you must first qualify for a big enough deal surplus to stake the next deal.

One way to help that is with neighbor-deal mods that lower the thresholds; see Cogeo's for water and power, then maybe you can make/find one for trash:

 

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-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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MOD LOT REQUEST.

I am looking for a 1x1 ploppable that I can piggyback mod with iLives reader.  I'm trying to go for something that looks like it leads to something subterranean, that I can copy several times and add different jobs (CO, CS , IM IHT).  BIG cheat.  Just looking to soak up some jobs in a megalopolis I'm building.  Don't mind if it gets high too.  Just a 1x1 that I can ILives Reader modify.

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3 hours ago, MayorBCL said:

I'm trying to go for something that looks like it leads to something subterranean,

Perhaps a lot created with one of the Underground Parking Props would have the look you want?

 

3 hours ago, MayorBCL said:

Just a 1x1 that I can ILives Reader modify.

Would it be correct to say you are familiar with Reader, but not with either of the Lot Editors?

I'm asking because if so, I can show you how to make your own lot using the above mentioned prop while in Reader only.

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

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21 hours ago, CorinaMarie said:

Perhaps a lot created with one of the Underground Parking Props would have the look you want?

 

Would it be correct to say you are familiar with Reader, but not with either of the Lot Editors?

I'm asking because if so, I can show you how to make your own lot using the above mentioned prop while in Reader only.

Corina:  Thank you!  You are correct.  I've gotten *somewhat* familiar with ILives Reader.  I downloaded the Lot Editors, but couldn't make head nor tails of them.  I would love to figure out how to make my own lots!  How would you like to communicate?  Do you want my email address, could we videoconference on like Google Meet or something?  What is easiest for you?

Would also love to clone one of those tiles and set it up for cap relief.  My cities stop growing at 1.6 mil

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8 hours ago, MayorBCL said:

What is easiest for you?

For this, I'll write it up as a mini tutorial with a few annotated pics from Reader and post it here for you in a day or so.

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

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On 15/10/2020 at 7:13 PM, Raymond7cn said:

Dear Robin, hope you don't mind me asking,*:blush: I have some Newbie's questions, How does game prohibit the traffic lights appearing in one-way?

Sorry totally missed this at the time. No mechanism exists that prevents the actual lights from appearing, but it wasn’t coded in the game to make them function. Whereas with other networks the lights change from Red to Green, on a OWR network they just default to green (on) always. This is rather undesirable, so T21s for lights on OWR networks were never a thing.

Tricks like the OWR SITAPs change the network where the intersection tile/(s) are, allowing such lights to function properly. This was first added in NAM34, but is intended to be expanded upon at some point, it’s an extension of the FTL project really. Likewise, similar trickery is employed on the to be released RHW QuickChange setups. Which again will allow functioning lights at such interchanges.   

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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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@MayorBCL

I'm starting this based on your current plan to make the changes and additional lots using Reader only. (Ofc, using LE is generally the preferred method. However, it can be useful to know the ways to accomplish similar things with Reader.) To start with, I extracted the Maxis Open Grass area park from SimCity_1.dat. I've kept only the two required Exemplars, moved in the properties which were previously referenced via Cohorts, stripped out both references to LText entries, and then made the changes needed so this is a completely unique lot.

The idea here is to have a down and dirty .dat file which will be functional without all of the fancy frills it could have. (That's not to say said frills cannot be achieved via Reader, but we're going for the basics at this point.)

We'll be using one of the Underground Parking Props for the part where it looks like it goes underground. (This'll make that mod a dependency so be sure to download and extract those files to your plugins.) More specifically, I've chosen the Steel Blue one:

01 - Underground Parking Prop Steel Blue - 7010-9102.jpg

^ What is important to note is the IID of 0x0C9DB0F1 for that particular prop.


Here's the base lot file I made: MayorBCL Lot 01.dat so you can follow along with these next pics. In the Lot Configurations you'll see I've set the Exemplar Name to MayorBCL Lot 01. As we make modified copies, this can be changed to keep track of what's what. The other key things we are concerned with are the lines highlighted in this pic:

02 - Important Lot Config Entries  - 7010-9103.jpg

^ The first rep of the data is what tells us what type of info it'll contain.

The one that starts with 0x00000000 is the linky to the Building Exemplar. And within that one, it is rep 13 which has the IID that corresponds to the Building Exemplar in the left pane above. It looks like this when double clicking for edit mode:

03 - Lot Config Entry 0x00000000 - 7010-9104.jpg

^ This is one of the places the IID needs to be changed when making a new lot. (We'll come back to this later.)

 

The entry starting with 0x00000002 determines which texture is displayed. In this case it's a base texture. If an overlay was also included it, too, would start with the first rep being 0x00000002 and the only way the game knows the difference is based on the alpha channel of the texture. Anyhow, it's the 13th rep that is the IID of the texture:

04 - Lot Config Entry 0x00000002 - 7010-9105.jpg

^ So, the 0x25273000 tells the game to use the Open Grass for a park texture. If you wanted to change that to something else, say, one that looks like bricks, you could use 0x262E3000 there.

 

The entry starting with 0x00000001 is the one I added to have the prop. Notice the 13th rep is the IID from the first pic above:

05 - Lot Config Entry 0x00000001 - 7010-9106.jpg

^ The third rep is the direction the prop faces. In this case it's set to north. (Valid choices are 0x00000000 = south, 0x00000001 = west, 0x00000002 = north, and 0x00000003 = east.) Most of the other reps are for the coordinates within the lot's footprint. Since we are using only one single prop I've set those to be centered and no need to change them.


Moving on, here's the Building Exemplar. I've highlighted the two entries you've mentioned you'll be tweaking:

06 - Building Exemplar - 7010-9107.jpg

^ Demand Satisfied is the Cap Reliefs and Demand Created is the number of potential jobs.

In both cases, the numbers for the reps are in pairs. The first number is the category and the second is the quantity. For simplicity, I've included all options. Here's the Demand Satisfied broken out into pairs of numbers with a note for which is what. I've set each to a quantity of 10 (that's the hex value 0x0000000A).

  • 0x00001810, 0x0000000A = Amenities $ (R$ Cap Relief)
  • 0x00001820, 0x0000000A = Amenities $$ (R$$ Cap Relief)
  • 0x00001830, 0x0000000A = Amenities $$$ (R$$$ Cap Relief)
  • 0x00003B20, 0x0000000A = CO$$ Cap Relief
  • 0x00003B30, 0x0000000A = CO$$$ Cap Relief
  • 0x00004900, 0x0000000A = Industrial Resource Cap Relief (Agricultural)
  • 0x00004A00, 0x0000000A = Industrial Dirty Cap Relief
  • 0x00004B00, 0x0000000A = Industrial Manufacturing Cap Relief
  • 0x00004C00, 0x0000000A = Industrial High-Tech Cap Relief

Note: For Demand Satisfied you do not need to have entries for all of them, but what you do have needs to be in proper pairs.

Then for Demand Created, it's the category for the wealth level of jobs and their corresponding quantity. For these I've set them to 3, 2, and 1 initially. Note: We also see the very same categories for Amenities as in the Demand Satisfied, but in this case they are not Cap Relief, but the amount of Demand used up.

  • 0x00002010, 0x00000003 = Jobs $
  • 0x00002020, 0x00000002 = Jobs $$
  • 0x00002030, 0x00000001 = Jobs $$$
  • 0x00001810, 0x00000003 = Amenities $ (Demand Reduction)
  • 0x00001820, 0x00000002 = Amenities $$ (Demand Reduction)
  • 0x00001830, 0x00000001 = Amenities $$$ (Demand Reduction)

Edit 2021.03.12:

I almost forgot to mention the above is the way to create Civic Jobs in the Demand Created. Here's the list for other types of jobs and they also go in pairs such that there is the category followed by the quanity:

  • 0x00003110 = C$ Jobs
  • 0x00003120 = C$$ Jobs
  • 0x00003130 = C$$$ Jobs
  • 0x00003320 = CO$$ Jobs
  • 0x00003330 = CO$$$ Jobs
  • 0x00004100 = IR (Ag) Jobs
  • 0x00004200 = ID Jobs
  • 0x00004300 = IM Jobs
  • 0x00004400 = IH Jobs


From here, it's just a matter of cloning a file, generating new IIDs, changing the corresponding fields, and saving under a new name. I'll attach the cloned, but different file so you can peek inside: MayorBCL Lot 02.dat

Things that'll be different to make it a unique lot:

  1. IID of the Lot Configurations entry
  2. Exemplar Name of the Lot Configurations exemplar
  3. Rep 13 of the LotConfigPropertyLotObjectData for the entry starting with rep 1 = 0x00000000
  4. IID of the Buildings exemplar
  5. Exemplar Name of the Buildings exemplar
  6. Plop Cost (I increment by 1 for each so that sets the order in the menu.)
  7. Lot Resource Key

And then in the game you'll find them somewhere in your parks menu. Mine show up here based on a bunch of other stuff I have:

07 - Shown in Parks Menu.jpg

 

I hope this helps with what you are wanting to experiment with. *;)

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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Wow!!!  I can't thank you enough.  This is waaaaay more complicated than I thought!  But your tutorial is great, and a step by step guide!.  I'm going to start experimenting with them over the weekend, and I'm sure I'll have a million questions, but I promise to come back and re-read this tutorial a million times to try to drill it in my head before I ask any more questions!!!

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13 hours ago, CorinaMarie said:

@MayorBCL

I'm starting this based on your current plan to make the changes and additional lots using Reader only. (Ofc, using LE is generally the preferred method. However, it can be useful to know the ways to accomplish similar things with Reader.) To start with, I extracted the Maxis Open Grass area park from SimCity_1.dat. I've kept only the two required Exemplars, moved in the properties which were previously referenced via Cohorts, stripped out both references to LText entries, and then made the changes needed so this is a completely unique lot.

The idea here is to have a down and dirty .dat file which will be functional without all of the fancy frills it could have. (That's not to say said frills cannot be achieved via Reader, but we're going for the basics at this point.)

(...)

CorinaMarie, you are a gem *:thumb:

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Come and visit. We got home made cookies. http://community.simtropolis.com/journals/journal/5386-pr-crastinas-travels-sc4/

By the way, we also have cookies at Tariely's Little Shop of Relots (and Lots)

 

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4 hours ago, MayorBCL said:

I promise to come back and re-read this tutorial...

Cool. *:)

When you do re-read, look for the Edit 2021.03.12 part as I'd completely overlooked something about Jobs I was going to mention and I've added that in now.

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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18 hours ago, CorinaMarie said:

Then for Demand Created, it's the category for the wealth level of jobs and their corresponding quantity. For these I've set them to 3, 2, and 1 initially. Note: We also see the very same categories for Amenities as in the Demand Satisfied, but in this case they are not Cap Relief, but the amount of Demand used up.

  • 0x00002010, 0x00000003 = Jobs $
  • 0x00002020, 0x00000002 = Jobs $$
  • 0x00002030, 0x00000001 = Jobs $$$
  • 0x00001810, 0x00000003 = Amenities $ (Demand Reduction)
  • 0x00001820, 0x00000002 = Amenities $$ (Demand Reduction)
  • 0x00001830, 0x00000001 = Amenities $$$ (Demand Reduction)

OK.  I've been working with what you posted!  Thank you, but the above is confusing to me.  If I want to plop the MayorBCL lot, and have it draw citizens to my city, do I need to raise or lower the Amenities in "Demand Created".  Your post above seems to indicate that if I put a high number in 1810,20,30, the plopped lot will "use up" and "reduce" that demand.  I want to plop the lot, and have it skyrocket the number of new citizens.  I think I've busted the caps using the "Demand Satisfied" numbers above, but I'm confused as to your language of "using up" demand and (Demand Reduction.  I want as much demand for Jobs SSS and Amenities SSS as possible, and to bust the caps, allowing those demanding those residences and jobs to come on in!

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For the part quoted, that is showing how plopping a lot which offers the jobs of 3, 2, and 1 (for R$, R$$, and R$$$ respectively) are offset with the Demand Reduction of the same amounts.

When saying demand reduction, I do mean there will be less demand by those amounts after plopping. The way I tested this was to set the number much higher for 1810 and as I plopped more and more of the lot, the demand bar for R$ was reduced each time. It may very well need trial and error to see the full effects.

If you are simply trying to inflate demand, you might like the Plopmatic 9000. And if Caps are a problem you could use Cap Lifter. Ofc, both are radical mods and will unbalance the game overall, but for cheating to test certain ideas, they might be what you are looking for.

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

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2 hours ago, CorinaMarie said:

For the part quoted, that is showing how plopping a lot which offers the jobs of 3, 2, and 1 (for R$, R$$, and R$$$ respectively) are offset with the Demand Reduction of the same amounts.

When saying demand reduction, I do mean there will be less demand by those amounts after plopping. The way I tested this was to set the number much higher for 1810 and as I plopped more and more of the lot, the demand bar for R$ was reduced each time. It may very well need trial and error to see the full effects.

If you are simply trying to inflate demand, you might like the Plopmatic 9000. And if Caps are a problem you could use Cap Lifter. Ofc, both are radical mods and will unbalance the game overall, but for cheating to test certain ideas, they might be what you are looking for.

A million thanks again.   You have been so kind and helpful.  I wasn't trying to insinuate that I wanted to go full Plopmatic.  I've done something similar in the past, and you are right.  It unbalances the game and isn't fun.  I hadn't heard of the Cap Lifter yet, so I might look into that, but right now, I am having a blast right now playing with the lot you created and doing clones.  Once again, I apologize if I offended you with my last quote and question.  You are the best!

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4 hours ago, MayorBCL said:

I apologize if I offended you with my last quote and question. 

Thanks, tho no apology needed. I wasn't offended at all.

 

4 hours ago, MayorBCL said:

I am having a blast right now playing with the lot you created and doing clones.

^ This is the important part. *:)

The lots and mini tutorial are the physical aspects of how to edit. For the implications of any particular edit and that's where the trial and error comes in.

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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OK, I've been playing and tweaking all weekend, and this is what I've always run up against in my cities, even with the Mayor BCL Lot 2.  As you can see from the first screenshot, my city quickly was built up with skyscrapers that I wanted until I hit about 1.1M.  On larger maps, I can squeeze closer to 2M in before what you see happens.  On that screengrab, I'm even running a Super Demand Mod (as you can see from the other lines).  I try to lift the Res Caps as you can see from the Capacity Satisfied on Screengrab 2.  The instructions I see in Reader says I can put an integer as high as 10,000,000, so that's what I used on the Amenities SSS line.  Trying to get more capacity for RSSS citizens to move in.  But I'm stymied, like I get in all my cities.  I many HIgh Density R 4x4s zoned, that just sit there, with not even a mansion built on them.  What do I need to tweak in my Mayor BCL Lot2 that you can see to get my res cap lifted so I can get more RSSS to move in?

Screenshot (23).jpg

Screenshot (24).jpg

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7 minutes ago, MayorBCL said:

What do I need to tweak in my Mayor BCL Lot2 that you can see to get my res cap lifted so I can get more RSSS to move in?

I'm replying so you'll know I'm not ignoring your question. *;)  However, I do not know the answer. :O

While I did play around with the Plopmatic demand mod for a wee little while, I've not tried to get such high population in one city tile. Heck, I've got a region of 144 large tiles where after about 4 years of play is just crossing 500k pop for the whole rural thing. *:lol:

I'll kick this off now to anyone else who knows more about modding for the upper end. (It could be the game just needs the balance of other adjacent city tiles, but that's only a guess on my part.)

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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Hello,

i´m looking for a Mod, that riser a Tile 0,1 Meter per Click or setting.

*Edfit means* is it possible?

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<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

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17 hours ago, City_Slider said:

i´m looking for a Mod, that riser a Tile 0,1 Meter per Click or setting.

Terrain Properties - 10th of a Metre Adjustment.dat

^ That's Maxis vanilla with a single property tweaked from the original 40.0 to 0.1:

7010-9194.jpg

 

Ofc, if you have a terrain mod which also alters this particular exemplar you'll want to make sure my modified one loads last. Once you've completed whatever raising or lowering of the city tile's land, you can remove this mod after you quit the game.

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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7 hours ago, CorinaMarie said:

That's Maxis vanilla with a single property tweaked from the original 40.0 to 0.1:

Thanks a´lot for it. Thats more than helpfull :-)

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<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

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On 15/03/2021 at 12:27 AM, MayorBCL said:

The instructions I see in Reader says I can put an integer as high as 10,000,000, so that's what I used on the Amenities SSS line.

But I think in programming-speak what is meant is that a valid value for the data type. That doesn't always equate directly to a valid number for the simulation. Not to mention, if you edit these things, there is a possibility that that data does not simply get altered for existing instances. It might be necessary to re-plop/regrow any lots affected by the change for the new figures to update.

Before you go editing everything else, there are a couple of things you should be careful to check, if you haven't already. Have you actually hit the caps for Res sims?, given the numbers it's fairly likely, but a tool like the Census Repository will actually show you your current caps. You should also check your regional residential capacity v.s. the number of jobs, which should be roughly a 2:1 ratio. Again the Census Repository gives you this information more easily, but you could count up the number of Com/Ind jobs for each city and compare it with the Region's population.

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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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Sorry, but how does this Mod works @CorinaMarie ? It´s installed, but i cant find it?

Regards, Oliver


<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

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@City_Slider

7010-9203.jpg

^ So it either raises or lowers all terrain in a city tile by 0.1 metre rather than 40.0 metres at a time like it used to do.

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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12 minutes ago, CorinaMarie said:

So it either raises or lowers all terrain in a city tile by 0.1 metre rather than 40.0 metres at a time like it used to do.

Hmmm... thats not helpfull. I need it only by one Tile, not the hole Region.

Example... City A got a High on 308,1 at the NH Connection. City B got at the same Point 308,2. I would like to make it even, so i need a Mod, that lower, riser only one Tile. Do you understand me?


<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

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3 minutes ago, City_Slider said:

Do you understand me?

I do now. *:yes:

There's a difference in the terms we used. A Region is a collection of City Tiles. Inside any city tile are cells. (These cells are often called tiles so that's where the confusion comes in.)

So, for an absolutely precise 0.1 metre for a single cell, I'm uncertain how to create that. :O

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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Hey Cori, you do not need to fix my Problem, cuz... thats my Problem. I was only asking for it. There are other Way´s to get the goal, but it needs a bit of Time. With this Mod, it would go much faster. So please stop the work to figure it out how to creat this Mod. That´s the Time not worth for only one Member.

I blow you one Handkiss... *blowing*...

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<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

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1 minute ago, Kloudkicker said:

@CorinaMarie what about your floral eraser? What was the alteration on that mod, I forgot exactly?

Yes, it could be altered to be 0.1 metre, but it does it at the size of the cursor so it's not specific to an exact 16 x 16 metre cell.

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

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But with Ctrl and 1-9 ? And Zooming in?

*E* i need to learn all the Stuff before i see the Ground ;-)... in about 10 or 25 Years:-o

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<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

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