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Post Modding Requests Here

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i know that there was a mod wich made avenues turn into seperate one way streets on sim city central, is there any other such mod anywhere?

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Any possible way to make a tool that measures the distance between two points? I find myself spending most of my time counting and recounting to make sure I got it right. I even place 1x1 streets everywhere as markers.

A workaround would be a road like tool that doesn't build anything and costs 1 simolian per square no matter what the ground looks like underneath (roads change in value depending on the terrain manipulation needed to build it)

Also, no one answered the earlier post, but I really like the idea of automatic pipes underneath all streets. It would make it much easier to manage the water that way.

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Can someone help me. The Radical Ordinance i got with the 4 ordinance Demands: Agriculture, Industry, Commercial Service and Office.

Well My Agriculture Demand Ordinance doesn't show up. Can someone tell me why.

And is there another Modd that has Agriculture Demand. thx

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Date: 1/30/2005 5:56:49 PM
Author: AWatkins
Also, no one answered the earlier post, but I really like the idea of automatic pipes underneath all streets.  It would make it much easier to manage the water that way.
Amen!  That would be so cool.  Can it be done?

-SC4M

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Posted:
Last Online: A long, long time ago... 
 

i have a request but i'm not sure if it falls under modding...
scrolling through BATS and whatnot in the game is time consuming, so i'd like to see a solution like seen in The Sim2

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Date: 1/30/2005 5:56:49 PM
Author: AWatkins
Any possible way to make a tool that measures the distance between two points?  I find myself spending most of my time counting and recounting to make sure I got it right.  I even place 1x1 streets everywhere as markers. 

A workaround would be a road like tool that doesn't build anything and costs 1 simolian per square no matter what the ground looks like underneath (roads change in value depending on the terrain manipulation needed to build it)

Also, no one answered the earlier post, but I really like the idea of automatic pipes underneath all streets.  It would make it much easier to manage the water that way.

Doesn't road cost 10

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Posted:
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this is a strange request but, can you make a mod that prevents RCI plops from destroying the demand for that wealth? it's so annoying!32.gif

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Posted:
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In short, no. In SC4, putting jobs on a lot means decreasing the demand. Think about it. Demand = Residential population-Industrial and Commercial jobs. Plopping a lot with jobs increases that ratio.

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Posted:
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here's one that might add realism. how about a mod that eliminates the on road button in sc4? that way accidents will be more realistic! huh huh huh?29.gif

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Posted:
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Is it possible to make a mod that when you zone it auto makes roads not streets?42.gif. Cause im getting tired of over lapping the streets with roads.

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Greetings. I do not know if this has been mentioned here, or elsewhere in these forums, or whether my request immediately indicates my overall ignorance of what it means to Mod something, but I'll ask anyway.
Is there a way to edit the order in which items appear in your specific toolbars? For example, I would love to be able to put all of my varied tree lots together in one long strip in the parks menu, rather than have them spread throughout the entire menu in no seeming pattern (I'm sure there is a rhyme and reason for the way things are situated in the menus). I would also move the lots in each of my toolbar menus that I use the most infrequently to the bottom, and those I use the most, toward the top.
Is this a possibility via modding, or is it simply an unchangeable part of the game?
Thanks for any consideration.

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Posted:
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I have a question about agricultural demand, which falls off and eventually turns negative as cities grow larger. I know I could get the super demand mod and jack up the agricultural demand, but I'd rather just stop it from falling off in the first place. The problem is especially agrravating on a regional scale, where new towns with plenty of open land refuse to grow farms because the rest of the region is more urbanized. 27.gif I don't know if this due to education levels or pollution or what, but I really don't think the farm killing effects should be region wide. 7.gif Any hope of changing this?

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Posted:
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Date: 2/5/2005 4:04:13 PM
Author: AWatkins




Date: 2/1/2005 5:01:45 PM
Author: Daeley

Doesn't road cost 10

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I am trying to start a city in the year 1000 A.D. and would like to remove trafficlights and streetlights.
Is it possible to do, and would someone be willing to make this mod?

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Date: 2/9/2005 1:45:18 PM
Author: Kwakelaar
I am trying to start a city in the year 1000 A.D. and would like to remove trafficlights and streetlights.
Is it possible to do, and would someone be willing to make this mod?
I could make the mod you're requesting give me a few hours. I'll attach it to my net post in this thread. Do you want the stop signs removed as well? Or better yet, I could replace all of the stoplights with stop signs.

-Swamper77

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Posted:
Last Online: A long, long time ago... 
 

MOD/LOT request

I would like a transparent lot that can be laid out to show real city (administrative) boundary. Something that can be laid on top of used tiles as well (kinda like planting trees). This layer should show up thicker than most streets, and on the top layer when viewed in the region transportation map. It can also be turned on and off.

Thanks a million!

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Swamper77
It would be great if you can make such a mod. Sorry, I forgot about the stopsigns, and I would rather you remove them as well. They weren't needed in the year 1000 A.D.
But whatever you make of it, thanks a lot.44.gif

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Posted:
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Date: 2/11/2005 4:16:35 PM
Author: Kwakelaar
Swamper77

It would be great if you can make such a mod. Sorry, I forgot about the stopsigns, and I would rather you remove them as well. They weren't needed in the year 1000 A.D.

But whatever you make of it, thanks a lot.44.gif
quote>

Errr... there's also no cars in 1000 A.D. no need for roads.

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Posted:
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Erm..

wagons, carts, etc?

They had those in 1000 AD. Not to mention horses.

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how about a mod that only allows the growing of gascookers uk housing and other british style buildings! i want my cities to look british but it will never work with all those american style buildings everywhere.37.gif


Please visit my Portfolio at ill-tonkso.co.uk

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Posted:
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Date: 2/11/2005 5:34:53 PM
Author: ardecila
wagons, carts, etc?

They had those in 1000 AD. Not to mention horses.
quote>

Then you would just lay out streets or using the dirt road mod or trails. but what is he gonna do with electricity and water? There's no power generators nor pumps back then.

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kvasir
No, indeed there is no need for roads,as there were no cars at that time, and I have been looking at the different mods with dirt roads to see if it would be possible to use those. From what I have read so far, it is not possible to use them as you can not build along them. I have accepted this as a compromise that I just have to use the normal streets and roads comming with the game.
As for water and electricity:
- waterpipes are under the ground and you will not see them in the city, waterpumps or watertowers I will make into something like a small well that can be placed around the city. That way I might not even need the waterpipes.
- electricity is a bit more tricky. Again I will make a small lot with a windmill or watermill producing power. I will connect everything with farmland, buildings or other parklots so there will be no need to use the powerconnection in the game.

ardecila
Wagons, carts, horses were the means of getting around, or walking ofcourse. For the first 900 years there will be no cars driving around in my cities.

I know this is quite an ambitious project to start on, and I will be working a lot with gmax to make buildings suited for the period. It will take a lot of time, but I think the idea of making a city that will develop for a long time is very interesting.
My wish to remove the modern streetlights and trafficlights is because these are the things looking the most out of place if you are trying to make a city in the year 1000 AD.

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Date: 2/11/2005 6:34:49 PM
Author: ILL Tonkso
how about a mod that only allows the growing of gascookers uk housing and other british style buildings! i want my cities to look british but it will never work with all those american style buildings everywhere.37.gif
quote>

ILL Tonkso
There is already a mod that you can use for this. It is called the TileSet Mod and you can download it here on Simtropolis. It is putting al the buildings from the game into the Chicago set. In the game you then don't use the Chicago set anymore. You might get a problem with certain types of zoning as there are not new lots and buildings for all of them yet. Until now I have not tried this one myself, but I will be using it to only grow custom made lots for my city of 1000 AD

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Swamper77
I have just put your 1000AD mod into the game, and no more streetlights etc, I am very happy and thankful that you took the time to make this mod. I now have cows roaming my quiet roads and streets.48.gif
<ahttps://www.simtropolis.com/idealbb/files//Alsfurt-1000AD-2.jpg align=baseline>

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I am wondering if there is a way to get low density residential to prefer streets to roads. Trying to make realistic suburbs can get very annoying when all of the zones automatically align themselves with a road.

So basically, all I am asking for is a modd which alters low density residential zones so that they would prefer access to a street insted of a road.

Thanks.1.gif

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Posted:
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Date: 2/12/2005 5:31:36 AM
Author: Kwakelaar

No, indeed there is no need for roads,as there were no cars at that time, and I have been looking at the different mods with dirt roads to see if it would be possible to use those. From what I have read so far, it is not possible to use them as you can not build along them. I have accepted this as a compromise that I just have to use the normal streets and roads comming with the game.

quote>

Kwakelaar - that's not the case, you can use the dirt street mod (the one made by Trolca). It simply alters the default street textures, and you can build along the dirt streets just like regular streets. However, I believe it may not do just what you want it to out of the box- if I'm not mistaken, it only alters streets in rural areas. That can, however, be fixed by a bit of screwing around with the reader and switching instance numbers.

What you can't build along are transit enabled lots, which is something rather different.

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Posted:
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Morifari
Thanks for pointing that out to me, I will try the Trolca dirt-roads to see how it works out.
Screwing around with the reader is not my strongest point. I have been trying to transit enable a citygate, and that have been no success so far. But try, try again.

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