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Show us how you manage your plugin folder

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Good morning,

I think, that is a great idea, because over three years ago I had more and more trouble playing the game. CtDs every two minutes with large cities and so I decided to find the reasons for it. That was the first time ever I heard about the SimCity loading order, the way, the game load the files. I got into it and learned hot to use iLives Reader and other tools and lately I've found rivits DataNode tool, which helped me a lot to reorganize my folder again. My plugins folder is pretty big, but I use the SC4 DatPacker tool to reduce the loading times.

I recently updated to NAM 33 but I haven't had a chance to look into it. The 10_Civics, the zz_LastLoaded_NAM_33 and the zzz_Mods folders contains several subfolders.
I mostly use growable lots and no ploppables exept of course for buildings like fire-/policestations, rewards and others. With the Reader I alter the item order and the menu position of every building in my folders and where it shows up, because like takemethere mentioned, I had to spend a while scrolling through menus back and forth to find the right item. That was really annoying and most of you know, what we are talking about, right?!

With the DataNode tool I optimized the loading order and eliminated faulty plugins so that I now able to play for hours (when I play :) ) with CtDs or other problems.
I also used the Reader or LEProp to raise the power/water/garbage usage and polution radii for most of the buildings based on a key depending on the jobs/residents for that building to a "realistic" level. It took me a while to figure this out and I now I am playing in kind of a Hardcore mode. I had to make sure, that the game is still playable... :)

Every lot that I add to my plugins has to go through this checking process before I finally use it in the game. The DataNode tool was a big help here especially to find all faulty buildings, double files and overrides. I helped me a lot to find the buildings with the Occupant size=0 error. They caused me a lot of trouble and unfortunately there are a lot of downloads out there with this error.

Any questions? Go and ask me... ;)

Kind regards!

SC4 Plugins.png

SC4 Properties.png


  Edited by markussaage  
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Only since a few months ago I started sorting my plugins correctly. Otherwise it was just a giant cluster before.

There are sub folders for categories in 03,04,05,06,07,08

 

MACtOdP.png 


  Edited by art128  
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I'll take a quiet life... A handshake of carbon monoxide.

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Plugin management is basically an art form entirely unto itself, and like most art there is no right way to do it.  (There are, however, many wrong ways to do this particular art.)

This image is a bit outdated (for instance NAM 33 now spills into 2-"935" files), but it shows the gist of what I do; which is similar to what the others here have shown.  Total size is about 3.7 GB IIRC - NAM 33 pushed it up a bit.  Mine roughly follows the ordering of the menu items in the default game and reads a bit like a US State DOT spec book:

 

Plugins_150408.png

My actual plugins folder consists of symlinks (basically shortcuts, but better) to individual files in an identical structure under another directory.  (The game, both Windows and Mac versions, can't handle a symlinked folder but has no problem with individual files, hence why I didn't just link the "plugins" folder itself and be done with it.)  The functionality as the game sees it is unchanged.  It allows me to keep my user files on a spinning hard drive while having my actual plugin content on the much faster solid state drive.  The only files I don't datpack are slope mods (I use Ennedi's) and the NAM traffic plugins in order to allow some modularity.  I also have a set of tropical landscape terrain mods which I don't use often, but if I do it's just a matter of swapping out the "temperate" files.

I also believe that dependency management is almost as important as a good structure so I also spent the time to catalog all of my plugins by download in a spreadsheet in which I note where in the structure it goes and what its dependencies are.  Dependencies were typically determined from the readme files, but many were also found by experimentation as the readme files can't always be taken to be 100% correct.  Or in some instances, a lot requires a dependency that I modded out or perhaps I don't use the configuration that requires it - so I note those as well (generally italicized dependencies).  An outdated copy of the spreadsheet can be found here: https://www.dropbox.com/s/nunj7q54fqsbc1n/Plugin Index.xls?dl=0.  I've used this to weed some fairly large dependency packages out of my plugins - either by removing solitary packages that require a large dependency I don't have (or want) or modding a dependency out when it's only required by 2 or 3 packages I otherwise want to keep.  Just because somebody BATs a really nice set of "widgets" doesn't mean that it's worth carrying around a 10 MB file you otherwise never use.

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Correlation doesn't imply causation, but it does waggle its eyebrows suggestively and gesture furtively while mouthing 'look over there'. - xkcd.com

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Oh my, you guys are so organized ! My plugins folder looks like this (see below). I refrain from too many subfolders, having been told it can cause problems (but apparently you don't have any !). What I really went into much trouble to organize is not my plugns folder but two big folders that I call my Squirrel Cache, i.e. all the bats, mods, lots, whatever I've accumulated over the years, Authors and Categories.  I recently posted picts of those on my CJ, (and in order not to clutter this thread too much, I'll just give the URL here : https://community.simtropolis.com/journals/entry/26599-escape-from-martin-falls-zinfandel-revisited/ ; it's at the end of the comments). It's very useful to quickly choose plugins for a new theme (small town, medium cities, big monsters, old cities, seaside, canals, whatever). Also to find sometimes arcane dependencies. And answer What-Is-That questions, once in a while:-)  There is a lot of redundancies between Authors and Categories, but it makes the whole system more rugged.

Now, my playing plugins folder -- the basic one, which never changes now ; everything I need to play various regions or themes is in generally named ADD TEST folders (there were two in the region I was playing when I took the pict below, I was testing new stuff at the same time ; I like to live dangerously). They are divided into relatively detailed subfolders (Res, Com, Ind, Health, etc. ; but Transports have their own separate folders in the root folder ; I add to them when necessary in ADD TEST) so that I can easily find whatever is eventually causing problems. Also, when a region is finished I just have to take that folder out and replace it with a new one. (NB: I play heavily with custom content, almost no Maxis vanilla stuff.) Deps & Props have all the major, always necessary deps packs ; “Autres Deps & Props" is “other deps & props" ; I'm French ; and I rely on first letters, not number, to insure the folders' hierarchy ; (perhaps I should change that...But if it ain't broke...) It has, well, other deps, that I have found to be almost always necessary -- notwithstanding what is in the ADD TEST folder. “GAMEPLAY“ is a bit of a holdall for what doesn't really fit (for me ; very subjective) in other categories.

The whole shebang is between 3.5G to 4 G when I really go overboard. I play on a windowsed partition of my Mac.

Plugins folder : ( I like to remind myself of certain details in the folder names...)

Pluginscopy_zps3e261654.jpg~original

Gameplay :

Gameplay_zpsgfvgxarm.jpg~original

Deps & Props :

DEPS%20ampPROPS_zpsnbbe38sz.jpg~original

 

Autres/Other Deps & Props :

AUTRES%20DEPS%20amp%20PROPS_zpsq2gfwon2.

Add Test :

ADD%20TEST_zpsovatoxzu.jpg~original

As I don't bat, ot or mod, there may be some superfluous stuff, but it works, I don't CTD, and I'm happy with thing as they are...:-)

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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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So I recently, via the Simtropolis messaging system, I was talking to takemethere about plugin management. He suggested to me to post my methods in this topic so here goes.

To make 7GB of plugins manageable I do three things in the following order: 1. organisation, 2. datpacking and 3. altering available RAM and/or amount of virtual RAM available. Organisation is essential for effective datpacking. wouanagaine's datpacker (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=26) works wonders to an organized plugin folder. It vastly reduces the amount of CTDs, it boosts ingame performance and also somewhat reduces loading times as well. Anything beyond 2GB of plugins requires a datpacker to make the game playable.

Now for some pictures regarding my plugins.

1. i07WHY.jpg

My actual SC4 plugins folder looks this. It contains about 190 datpacked files. Note the BSC files, they are massive because the original BSC folder is huge- 2.15GB uncompressed.

 

2.I51iQ5.jpg

Files which must be loaded last I thus arrange last. The "ZZZZZZZZ" files are actually DAT files which are not datpacked folders. Essential files, needed for querying, need to be placed at the end to guarantee they work.

Now here is the directory where I keep the uncompressed files.

3. iIKMme.jpg

This is huge: 7GB, 4262 folders and 22358 files. This is murder for my PC if it were not for datpacking everything. One note about my file organisation, here are all the mods in the NDEX folder (category 1). The folders you see here are category 2 and contain the SC4Model, Lot and Desc (description/querying) files. Anything separate, like the odd prop or texture, is placed at the bottom of these folders.

 

4. kJOlPE.jpg

By datpacking the folders I managed to shave off a good 1GB of waste. While 6GB is very high for plugins it is very manageable for my PC because it only hast to deal with 197 files and not 22358! Datpacking does not effect the actual mods one bit, all the mods (although merged together in places) still properly function with ZERO adverse effects. Every file not relevant to SC4 is automatically separated (images, links and thumbnails). As an added bonus when using wouanagaine's datpacker sometimes it will come up with a mini error report if it has datpacked a dodgy file. It will tell you exactly where this file is. If you should encounter this file I strongly recommend that you remove it, otherwise those CTDs will hit hard and fast.

///

While file organisation and datpacking remove the worst of the CTD issues the game stability can still really suffer when working on large city tiles which are more than ~50% developed. There are two tricks which will reduce CTD's to a real minimum (like once in an hour or longer).

1. Cut available RAM by 2/3s.

Go to the start menu and type in msconfig in the search box. This opens system configuration. Next click the "Boot" tab. Click "Advanced options", check "Maximum memory" and set it to 1/3 of your available RAM. The available RAM figure is giving inside the maximum memory box.

I run Windows 7 and this method has always worked for me and stabilised the game. I don't know why SC4 becomes more stable, all I know is that with this method it simply does become far more stable. BUT:

1. Also datpack the plugins, datpacking works best with an organised plugins directory.
2. I would not recommend this method to you if you HAVE NOT datpacked your plugins.

(NOTE: belfastsocrates tried this method and lo and behold his CTDs were substantially cut down, he told me so on his SC4D CJ.)

 

2. Boost the virtual memory by a few hundred GBs.

Increasing the size of the virtual memory. This is another more recent method that I simply stumbled across. I increased the size of my virtual memory to 200GB while still leaving 750GB of space on the C driver. I did this to somewhat improve my computer performance when playing Cities Skylines. As an added bonus it also makes playing SC4 more smoother to and minimizes CTDs. I would say this method is more or less as effective as the one described above, it also saves you from having to change the available RAM and restarting the computer. Instructions to do this can be found here- http://windows.microsoft.com/en-gb/windows/change-virtual-memory-size#1TC=windows-7. BUT:

I have only used this for a few weeks and I reckon I suffer twice as many SC4 CTDs compared with using the first method. The first method is more reliable.

///

One final bit of file organising advice. Run the BSC Cleanitol, it removes non-SC4 files such as pictures and weblinks all the while leaving SC4Model, lot and desc files intact. This is another useful tool created by wouanagaine- https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=97.

///

So if you're wondering how I can play SC4 with 7GB of plugins and a heavily developed large city tile so very, very smoothly this is why. BUT! And this is the but, even when doing all of this and when playing a large developed city tile CTDs can still occur, usually they happen in the middle of saving. A CTD that comes out of nowhere, when not saving, happens to me every hour to 90 minutes which is pretty good going.

I hope this helps.

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Dear sir/madam/whoever will read this!

This profile is now defunct.

Computer problems and issues with accessing my Imageshack account meant My SC4 CJ Scrapbook was lost and utterly irretrievable. This setback put me off SC4 for many months.

Apologies for the inconvenience and for the lost pictures.

But that SC4 itch did not go away and it had to be scratched! I have started afresh with a new account here- The British Sausage

The URS is a spiritual successor to the SC4 CJ Scrapbook.

With this update this will be the last time I visit my original Simtropolis account- admin/mods feel free to remove it or do whatever you need to do. I have no further use for the Ln X (BLANKBLANK) account.

 

With regards, Miles Saunders-Priem aka. Ln X aka. The British Sausage

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Lol you don't even want to see how I "organize" my plugins folder. I'm getting better, but at first I never considered organizing it despite the fact that I can be quite neurotic about organizing all my other files.

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The future awaits you in

l9Jsp71.png

 

 

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@Ln X OMG !   If I had only half of that on my PC , it would probably burst into flames before the Intro ended . No wonder your SC4 CJ has so much diversity and looks so good . 

Here is mine ...

SC4_Plugins_Folder_With_Properties.thumb

Un-datpacked , runs pretty smoothly . CTD's still occur , usually when panning or zooming and trying to query something without waiting a couple of seconds between commands .

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Residing in West Virginia , Product Of Maryland , Viewer Discretion Advised . 

When I'm not on Simtropolis or playing SC4 HERE you can see what else I'm into . 

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What can I say for my plugin organisation... As Feyss said, I wouldn't be too proud showing it off here! I go with the theory of: Windows Explore search is good enough for me! But I bet that will change once my Plugins folder exceeds a level. ;) 

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You remind me of those one-to-one, one-to-many, many-to-one and/or many-to-many relationships in database management.

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I can't even begin to fathom the thought of showing my plugins folder.....it's a hot mess! I started with good intentions by placing everything into folders that described the file best....Civic, Park/Stadium, Religion, Education, RCI, etc. All these folders would have folders in it that further separated files into more specific groups. Then somewhere, somehow, someway it all fell apart and now everything gets placed into a folder named after the date it was downloaded (I usually go on download binges but single or a few downloads that don't warrant a new folder will go into the most recently created folder).

Oddly enough I have a tad over 4GB of stuff thrown together in my plugin folder. Is it efficient?? I would say no, not in the least bit. but the game runs quite well given my sloppiness and CTDs are very rare....usually due to negligence around transit enabled lots. Every once in a while the game will freeze up when saving but on a 6 year old laptop, SC4 is very playable even with heavily built up regions.

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LnX : 7 G ??? OM.only4.G (max). One day, if I feel real daring, I'll try datpacking. Perhaps. But it's extremely interesting, thanks !

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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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Like Ln X said, being organized and datpacked is a requirement with a huge plugins folder. My machine is about seven years old and without any datpacked files it takes about 20! minutes before I'm in the game. Organized like this and datpacked it takes 2 minutes... :) Not to mention the ingame performance is a lot better!

I am very thankful for this little tool... :D

Kind regards!


  Edited by markussaage  
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Organization? I'm not familiar with this term... :P

After seeing some posters who really keep stuff organized, I wouldn't be able to bring myself to post mine (which is basically all of my ~6.7GB of files lumped together, with probably about 1,000-1,500 loose files in the Plugins folder after about 1,000 folders which are not sorted).


  Edited by MushyMushy  
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N0icqd8.jpg

“The deeper I go into myself the more I realize that I am my own enemy.”  ― Floriano Martins         Member of the NAM Team

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Just as an example of something a little different that seems to work well with my brain. I came up with a system that works well with the game and directly relates to the order of my "Storage" folder, so it's easier to move files back and forth from the plugin folder.  Use of numbers for ordering, varied amount of zzz''s at the end, in an attempt to have the game load it in the right order. 

But in order to also relate back to the Storage folder once you pass the folders with specific items I'm using such as Mods (within is the terrain mod, rock mod, water mod etc.) and start getting into buildings I have a Teams folder and for the Artists(I consider them artists) that are not associated with a team or the "loose files" end up in the Free Agents folder. Each of the folders for the artist contains sub folders to help organize. obviously the "teams" one has many more sub folders such as PEGPRODS breaks down into 00Peg , 01Paeng 02Murmik , then each have sub folders etc.

I know it might seem odd but I have a good idea of where the items I'm looking for are, this is more adding some order to chaos. It's a mess but its an organized mess.

C3kQSmb.jpg

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I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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    I think, that is a great idea, because over three years ago I had more and more trouble playing the game. CtDs every two minutes with large cities and so I decided to find the reasons for it. That was the first time ever I heard about the SimCity loading order, the way, the game load the files. I got into it and learned hot to use iLives Reader and other tools and lately I've found rivits DataNode tool, which helped me a lot to reorganize my folder again. My plugins folder is pretty big, but I use the SC4 DatPacker tool to reduce the loading times.

    With the DataNode tool I optimized the loading order and eliminated faulty plugins so that I now able to play for hours (when I play :) ) with CtDs or other problems.

    Forgot about the DataNode program! Thanks for the reminder, it was a while since I last ran it.

    How familiar are you with the DatPacker? By that I mean would you be able to explain how making a megapack of the plugins folder speeds up load times? The program description is rather vague/brief  https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=26.

    Edit* I see Ln X actually posted a detailed description of how it works in his post.

    How much of a difference do you find it made in loading times? And by loading times does this refer to starting up the game and/or the loading of individual city tiles?

    I also used the Reader or LEProp to raise the power/water/garbage usage and polution radii for most of the buildings based on a key depending on the jobs/residents for that building to a "realistic" level. It took me a while to figure this out and I now I am playing in kind of a Hardcore mode. I had to make sure, that the game is still playable... :)

    Same here! In fact, think that's a must in order to run a more realistic city(simulation wise) since different BAT's in the same category made by different creators usually have radically different capacities and ranges.

    A few years back I wrote down on paper all the values for the utility and service lots I had at that time in order to figure what values I wanted to give to them. I also modded the values for many of the original in-game utility buildings as well, though ironically I rarely make use of them anymore.



    t5TFtv8.jpg

    xnYB5ut.jpg

     

     

    The DataNode tool was a big help here especially to find all faulty buildings, double files and overrides. I helped me a lot to find the buildings with the Occupant size=0 error. They caused me a lot of trouble and unfortunately there are a lot of downloads out there with this error.

    One last question, what is the Occupant size=0 error? Is this the bug that creates the(dreaded) "immortal lots"?

     

     

    Plugin management is basically an art form entirely unto itself, and like most art there is no right way to do it.  (There are, however, many wrong ways to do this particular art.)

    This image is a bit outdated (for instance NAM 33 now spills into 2-"935" files), but it shows the gist of what I do; which is similar to what the others here have shown.  Total size is about 3.7 GB IIRC - NAM 33 pushed it up a bit.  Mine roughly follows the ordering of the menu items in the default game and reads a bit like a US State DOT spec book:

     

    Plugins_150408.png

    My actual plugins folder consists of symlinks (basically shortcuts, but better) to individual files in an identical structure under another directory.  (The game, both Windows and Mac versions, can't handle a symlinked folder but has no problem with individual files, hence why I didn't just link the "plugins" folder itself and be done with it.)  The functionality as the game sees it is unchanged.  It allows me to keep my user files on a spinning hard drive while having my actual plugin content on the much faster solid state drive. 

    Wow is that ever elaborate! I've never even heard of symlinks, guess that shows you how much I know about programming. :???:
    I take it the gist of the idea is to run the  plugins folder off a separate and faster hardrive, but which files are you referring to when you say "user files"? And could you run the games core files using symlinks in the same way? Also is it beneficial to loading times keep the same order as the menu items?

     

     Just because somebody BATs a really nice set of "widgets" doesn't mean that it's worth carrying around a 10 MB file you otherwise never use.

    Agreed completely.
    I'm quite picky with what files I download and even more so for ones that require multiple or large
    dependencies. But I never had a system to determine which dependency would be more useful than others for the types of lots I want to keep. So thanks for the link, I'll definitely take a look.

     

     

    Oh my, you guys are so organized ! My plugins folder looks like this (see below). I refrain from too many subfolders, having been told it can cause problems (but apparently you don't have any !). What I really went into much trouble to organize is not my plugns folder but two big folders that I call my Squirrel Cache, i.e. all the bats, mods, lots, whatever I've accumulated over the years, Authors and Categories.  I recently posted picts of those on my CJ, (and in order not to clutter this thread too much, I'll just give the URL here : https://community.simtropolis.com/journals/entry/26599-escape-from-martin-falls-zinfandel-revisited/ ; it's at the end of the comments). It's very useful to quickly choose plugins for a new theme (small town, medium cities, big monsters, old cities, seaside, canals, whatever). Also to find sometimes arcane dependencies. And answer What-Is-That questions, once in a while:-)  There is a lot of redundancies between Authors and Categories, but it makes the whole system more rugged.

    Now, my playing plugins folder -- the basic one, which never changes now ; everything I need to play various regions or themes is in generally named ADD TEST folders (there were two in the region I was playing when I took the pict below, I was testing new stuff at the same time ; I like to live dangerously). They are divided into relatively detailed subfolders (Res, Com, Ind, Health, etc. ; but Transports have their own separate folders in the root folder ; I add to them when necessary in ADD TEST) so that I can easily find whatever is eventually causing problems.

    Ahh I see, so you have a folder of plugins you regularly use and then you chose what other files to use depending on the city from that massive stash of yours.

    And I must say having "TEST" folder is a great Idea!
    I have a
    similar folder for recently download BAT's/mods I'm testing out or still need to mod;
    xIkdNv7.png

    "Main" is subfolder of regular plugins seen in my first post. "3" is recently download BAT's that I'm in the process of checking out in game. "2" is recently download files that I've decided to keep but I haven't gotten around to modding their values in the reader and "doesnt work" are problem files that I want to keep but for whatever reason don't show up or don't work properly in game and I haven't gotten around to fixing yet.


      Edited by takemethere  

    question about DatPacker answered by Ln X, also merged multiple responses here
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    So I recently, via the Simtropolis messaging system, I was talking to takemethere about plugin management. He suggested to me to post my methods in this topic so here goes.

    Thanks for posting the information here, I'm sure it will be of help to many. :thumb:
     

    Anything beyond 2GB of plugins requires a datpacker to make the game playable.

    Not that I'm advising against any of the tips you've suggested since even for those who don't have any problems it's definitely make the game run faster, but I haven't had major issues with not datpacking my plugins folder at 3GB. This is probably only possible because I have a relatively new gaming computer, but it is possible non the less and it seems others can say the same.

    It also takes a little bit shorter to load up than I first thought. What felt like 2 to 4 minutes(perception is a funny thing) to both load the game after a computer startup and then to load my largest city was actually only around 90 seconds for each and of course much quicker to load the game if it's been recently played. Reloading after
    immediately exiting is 12 seconds and reloading after a day was 30 seconds. I guessing this is because some of the data is still on and taken from the cache or on the ram.

    One final bit of file organising advice. Run the BSC Cleanitol, it removes non-SC4 files such as pictures and weblinks all the while leaving SC4Model, lot and desc files intact. This is another useful tool created by wouanagaine- https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=97.

    ///

    That reminds me of why I stopped running cleanitol. I actually want images to go along with every file. I didn't do this at first but now whenever I download a new lot I make sure to save the preview image just in case there isn't one in the file itself and I make sure that the save name for the file folder is the same as the image name. It's another way for me to find a lot and confirm that its the right lot when I want to edit its values in the reader. I would not necessarily recommend for this for most because it of course increases the size of the plugins folder. It's why the number of files per folder is higher than anyone else who's posted their plugins information. But it's beneficial for me and I haven't noticed any significant drawbacks.

     

     

    So if you're wondering how I can play SC4 with 7GB of plugins and a heavily developed large city tile so very, very smoothly this is why. BUT! And this is the but, even when doing all of this and when playing a large developed city tile CTDs can still occur, usually they happen in the middle of saving. A CTD that comes out of nowhere, when not saving, happens to me every hour to 90 minutes which is pretty good going.

    I used to start having crashes when saving about two years ago which imo is the absolute worst kind. Because just you think you've safe and right around the time you expect to see the save prompt... BAMMM! SC4 might be my favorite game of all time, but it sure as hell pissed me off when it decided to troll me like that. Actually made me stop playing for a while. But now I always use a specific pre-save procedure that prevents this from happening. I don't know how I figured this out and I don't know if it will work for everyone but here's the trick to it;

    - First, go to a part of the city that is either completely undeveloped which for most of my cities is over water. Or if that's not possible, get to an area of the map that is either lightly developed or better yet the corner of the city.
    - Then go to zoom level 5. zoom level 6 has always worked too but personally I rarely scroll around at this level so I keep it at 5
    - Then save! (using
    [ Ctrl ] + [ s ])

    Not only have I never had a single crash since using this procedure, but save times have also dropped
    noticeably. Don't want to get into this too deeply but since we're on the topic I'll run some quick tests...

    city of Dresden 8,715KB large city tile
    5bGn8ZL.png
    zoom 1 - saved in 20 seconds(seen above)
    zoom 2 - crashed after 19.5 seconds
    zoom 3 - saved in 25.5 seconds
    zoom 4 over development - saved in low of 26.5 high of 30.5 seconds
    zoom 4 over water - saved in 22 seconds
    zoom 5 over development - saved in low of 27.5 high of 32 seconds
    zoom 5 over water - saved in 20.5 seconds
    zoom 6 over development  - saved in low of 25.5 high of 29 seconds
    zoom 6 over water - saved in 18.5 seconds

    As you can see save time was always quicker over the water with no lots on screen then over developed land which varied quite a bit from location to location. For the record, reload times remain unchanged at around 40 to 43 seconds regardless of zoom level or location and 76 seconds after the crash.

    I've also found a solution to the only other crash I regularly had - when zooming out. Not sure if this has been posted anywhere else before or if there's an alternative solution, but the way I avoid this crash is to first go to the edge of the city, then zoom out facing away from the city and lastly wait a dozen or so seconds for the game to load the higher zoom before slowly scrolling back over map from the edge.

    Using these to methods I've been able to play(and save) the game crash free for literally months on end. Discalimer* not counting the times I've accidentally hit the scroll wheel mid city or when scrolling up a menu and I veered the cursor off the list again by accident. I think I'll make use of the datpacker just for that since it reduces the chances of zooming causing a crash.

    I still deal with one problem that regularly forces me to restart the game though. Occasionally when going to the desktop while the game is running and then coming back to the game the screen will go black. The game hasn't crashed though because I can still save it and and return to that save afterwards when I restart, so I'm guessing it's some sort of graphics card issue. I've only recently been having this problem and I've yet to find a solution for it. I think maybe playing in windowed mode might help but I'm not really a fan of windowed mode. So since I can still save my city it's not a big issue for me overall.

     

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    @ takemethere: The "occupant size=0" bug is mostly caused by the 1.4.0 version of iLive's Reader when you SAVE and edited lot. I had my problems with it and CtDs after I edited a fire station. I picked it out of the menu and plopped and Boom... CtD... That was the first time I figured that there is a problem. When you open the reader and the occupant size property right on top of every lot is =0 (zero), than that building is faulty. Since then I only use the old 0.93 version of the Reader and I never had this problem again. Some folks bugfixed the newer versions of the reader and say, that this won't happen anymore, but I stay with my old version... :)

    BTW: the DataNode tool shows in the created error log file lots with this problem, too. It's the easiest way to find and eliminate them.

    As an example Jasoncw's Inland Steel Building comes or came with this bug in the downloadable file here. I texted him awhile ago and let him know. I don't remember, if he answered me so I am not sure that he fixed it in his download(s). I fixed it for me in my plugins though. There are more buldings for download out there with this problem.

    Another way to see if a building has this problem is using LEProp for editing. When you open a building with that problem and there is a value of 10 in the Pollution -> Air Amount section shown, then I'd say check this building in the reader.

    Well, I organize my files in two ways: First: I have an Original folder with the downloaded files and the zip's that keep all the pics and descriptions as well. So if I have a problem or just wanna check on some stats on a lot I check in there. Second: I use my corrected and tested files for playing in special checked folders, so I know that the files in there are OK.

    I hope this help y'all out a little bit.

    Kind regards!


      Edited by markussaage  
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    I used to start having crashes when saving about two years ago which imo is the absolute worst kind. Because just you think you've safe and right around the time you expect to see the save prompt... BAMMM! SC4 might be my favorite game of all time, but it sure as hell pissed me off when it decided to troll me like that. Actually made me stop playing for a while. But now I always use a specific pre-save procedure that prevents this from happening. I don't know how I figured this out and I don't know if it will work for everyone but here's the trick to it;

    - First, go to a part of the city that is either completely undeveloped which for most of my cities is over water. Or if that's not possible, get to an area of the map that is either lightly developed or better yet the corner of the city.
    - Then go to zoom level 5. zoom level 6 has always worked too but personally I rarely scroll around at this level so I keep it at 5
    - Then save! (using
    [ Ctrl ] + [ s ])

    Thanks for that! I will try that out to see if it works.

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    Dear sir/madam/whoever will read this!

    This profile is now defunct.

    Computer problems and issues with accessing my Imageshack account meant My SC4 CJ Scrapbook was lost and utterly irretrievable. This setback put me off SC4 for many months.

    Apologies for the inconvenience and for the lost pictures.

    But that SC4 itch did not go away and it had to be scratched! I have started afresh with a new account here- The British Sausage

    The URS is a spiritual successor to the SC4 CJ Scrapbook.

    With this update this will be the last time I visit my original Simtropolis account- admin/mods feel free to remove it or do whatever you need to do. I have no further use for the Ln X (BLANKBLANK) account.

     

    With regards, Miles Saunders-Priem aka. Ln X aka. The British Sausage

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     Wow is that ever elaborate! I've never even heard of symlinks, guess that shows you how much I know about programming. :???:
    I take it the gist of the idea is to run the  plugins folder off a separate and faster hardrive, but which files are you referring to when you say "user files"? And could you run the games core files using symlinks in the same way? Also is it beneficial to loading times keep the same order as the menu items?

    It is pretty elaborate, and it was a bear to put together.  I had already set up the datpacking scheme, but it probably took about 2 months to compile the whole spreadsheet and root through my dependencies.

    By "user files" I basically mean everything in c:\...\My Documents\SimCity 4\ (to use Windows terminology) - except for the plugins folder which I link to the SSD.

    A symlink is basically an alias (Mac) or shortcut (Windows), but there are some benefits I won't go into as it's outside the scope of this thread and since I'm not a programmer myself.  I typically discover these things on a one at a time "can I do this?" basis and most of the time it turns out you can.  Basically, unlike a Windows shortcut "soft link", a symlink is a "hard link" where the application will see the link as the actual file that is being linked to.  There is no basic equivalent functionality available in Windows as I'm aware though there is a 3rd party tool that I used to set up a Parallels virtual machine - I was so able to gather all my save games and such for several games and store them all in one easily backed-up folder on my Mac and through a series of links make Windows see them as if they were actually residing in one of many folders all over the place on my "C drive" - everything from my SimCity 4 plugins to RCT saved track designs.  

    http://schinagl.priv.at/nt/hardlinkshellext/linkshellextension.html

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    Correlation doesn't imply causation, but it does waggle its eyebrows suggestively and gesture furtively while mouthing 'look over there'. - xkcd.com

    Visit my SC4 City Journal, Leicester County | Index | Street Map
    Buffalo and Upstate New York BATs

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    I play on a Parallels virtual machine, and from there I can see what's on my mac SC4's big disk (appropriately named "Simstuffy”) but I have to send-to-documents to get stuff on Parallels and from there in my SC4 plugins folder. These symlinks sure sound interesting...

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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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    @ takemethere: The "occupant size=0" bug is mostly caused by the 1.4.0 version of iLive's Reader when you SAVE and edited lot. I had my problems with it and CtDs after I edited a fire station. I picked it out of the menu and plopped and Boom... CtD... That was the first time I figured that there is a problem. When you open the reader and the occupant size property right on top of every lot is =0 (zero), than that building is faulty. Since then I only use the old 0.93 version of the Reader and I never had this problem again. Some folks bugfixed the newer versions of the reader and say, that this won't happen anymore, but I stay with my old version... :)

    I remember I had to rid of a lot because it was causing crashes like that and also I had some problems in the past after editing files using the reader. Thankfully I keep a backup set of my plugin folder on another drive. Strangely it rarely happens anymore even though I haven't updated my version of the reader or bug fixed it. The one time I did have a problem in the last year was with one of my own creations though. Good thing was that it wasn't causing CtD's. The bad thing was that when you bulldozed the lot and placed a different building on the same spot the new building doesn't show and when you query it, it showed the query window from the old lot. Anyhow thanks for the explanation, it's good to know what exactly it is so I can be on the lookout for it.

    Thanks for that! I will try that out to see if it works.

    No problem. Let me know in the future if it's working for you or not, I'm curious if it will work as well for heavily customized(content) cities such as yours.

     

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    .

    Anyhow thanks for the explanation, it's good to know what exactly it is so I can be on the lookout for it.

     

    You're very welcome! Glad to help you out here. :)

    Kind regards!

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    Insane. But needed I guess. Me and my 49 odd addons get along by sorting the zipped files in a manner of

    • Automata
    • Dependency
    • Lot
    • Mods
    • Props
    • Textures

    In this directory I have a Numbers (MAC) file with a table that describes each and every addon (name, zip location, SC4 location, needed dependency, dependency for..., and other data). Then I have the Plugins folder which is organized after developer - if I have more than 1 addon from the same person. I avoid renaming files unless I absolutely have to. In the event that I forget what an addon is (been there, done that) I can compare the installed file with what's in the zip. That way I avoid duplicates.

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    On 12/6/2015 at 3:33 PM, tariely said:

    I play on a Parallels virtual machine, and from there I can see what's on my mac SC4's big disk (appropriately named "Simstuffy”) but I have to send-to-documents to get stuff on Parallels and from there in my SC4 plugins folder. These symlinks sure sound interesting...

    Too many times I had wiped out a Parallels setup and ended up losing something I wanted to keep - never anything "important" but once including my original (c. 2003-2007) SC4 setup (regions and plugins).  Doing it this way, I install a fresh copy, get all the links set up and then back that up.  When Windows inevitably breaks (or I screw something up), it's as simple as deleting the VM "file" and popping a copy of the backup in its place.  Meanwhile, those linked files can get caught up in my regular Time Machine backups.  (I don't otherwise backup my Parallels installations.)

    As an aside, losing that original plugins folder was a blow at the time and getting back into the game a few years ago, starting from scratch was quite a task.  However, seeing as how my current suite and the lost one share maybe 10% of overlap due to outdated plugins, it was in retrospect probably a good thing it happened.

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    Correlation doesn't imply causation, but it does waggle its eyebrows suggestively and gesture furtively while mouthing 'look over there'. - xkcd.com

    Visit my SC4 City Journal, Leicester County | Index | Street Map
    Buffalo and Upstate New York BATs

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    I duplicate like crazy on both side of the computer divide, and only delete when I am sure everything is secure. Redundancy 'R' Us..:-)

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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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    Wow, i have barely touched my plugins folder after about 4 years in terms of layout. It might seem ok but i have so many BATS from non-English sites that it is hard to find them all and many of them date back 5,6,7 or more years ago and i did this about four PC'S ago, i have just copied it all via an external HDD. I have few problems with CTD, only occasionally, less than 3 or so years ago. I have about 2GB in my downloads folder that i am slowly adding and lot editing, along with another 1GB of files that don't fit what i am doing in terms of building style. A lot of the categories arise via installing them. 

    Plugins_zpsgcvg94ot.png

     

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    (I'm a bit confused -- are we talking GAME plugins folder or plugins (general) folder ? Or both ? :-)

    I definitely prefer a modular Game folder, by categories, not by authors (that's for my general plugins folders/Hoard:-), still growing, both Authors and Categories [redundancy R us...], and yes, alphabetical...). I find it easier to manage, as I can always cross-reference with the By-Authors or By-Categories Hoard Folder:-). Also, when I reorganized the whole shebang, a few years back, I tried to give clear names for each plugin, not to rely always on the dezip name, which can sometimes be downright opaque. I also give myself pointers as to how this or that plugin functions (G&P --grow&plop--, LM only, Res, CS or CO, $$, $ or $$$ , IND HT or IM etc.  dimensions, even style -- "old  cities", W2W...reward...). I've found it helps tremendously when looking for s specific item to add to the Game foider ("hey, I need more medium CS blocks. Damn it, why does everybody make CO$$$ big towers ???") Also helps when trying to find What Is Causing A Problem. Last but not least, I religiously keep, or find, or make, pictures of the plugin. And keep the readmes -- when they're useful, that is, not when  they just say "I made this or "put in the plugins folder"... or are in Japanese.:-/ I even sometimes screen-capture what is said on the STEX or LEX plugin page : sometimes it's more useful than the readme, or adds useful info to it...

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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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