What is your preferred format for an introduction into C:SL mod development?
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1. What is your preferred format for an introduction into C:SL mod development?
Written Tutorials (e.g. "How to make a Bus Stop Replacer Mod")
Mod Example Project with comments in code (for download)
Documentation of the different simulation systems and classes of the game
By Michael RT
For what I’m trying to accomplish, as far as I can tell, I should be using either SC4 Tool or the iLive Reader. I would like to be able to edit certain parameters of buildings in the game. For example, changing the radius for police, fire, education, etc. I would also like to change how much power is generated from power plants, how much water is generated by water pumps and towers, etc. Basically do everything (hopefully) that can be done in SimCity 3000 here.
I’ve tried both SC4 Tool and iLive Reader but can’t seem to find the buildings I’m searching for. I’m truly starting from scratch and need some assistance on either of these programs. Any help is greatly appreciated!
Greetings to all fellow mayors and Simtropolitan citizens!
I want to present you a series of tutorials revolving around a very immersing part of the game: earthworks!
Why? Because it's a very fundamental aspect of any construction in real life and can add aesthetic and functional depth to your cities. I came up with a series of tutorials I'll be developing for this purpose, ranging from the most fundamental aspects to highly demanding applications of in-game earthmoving to shape the destiny of your city.
Perhaps the biggest gain players can get from mastering earthworks is making rugged terrain regions all that much more enjoyable. It may be tempting to always go with a very flat region to make building easy, but that approach makes players miss the opportunity of a challenging terrain resulting in a thrilling and wonderful landscape. I'll be making these based on my main ongoing region, the Sinnoh Region, as the one fundamental geographic element that defines it are its mountains.
One favor I ask followers of this series is to avoid posting on the tutorial threads until they have been constructed. Their completion will be announced here and in the meantime, the corresponding comments can be made here.
Finally, before we start, I would like everyone's feedback on which category should I tackle next after completing the fundamentals tutorial.
Network Addon Mod, latest version (currently the 36, versions 34 and 35 will still be adequate). In particular, make sure to have the NAM hole digging lots, these are super important to do a lot of the required steps I'll be showing.
Slope mode of your choice (in my case, the BRF Tunnel and Slope Mod). I recommend this one in particular because it's one of the most strict slope mods available for SimCity 4. I currently use an older version which still did not include a dedicated Real Highway (RHW) slope, but that isn't a problem for me as you'll all learn during the tutorials.
Region with hilly, rolling and/or mountainous terrain--anything that isn't a super flat expanse of nothingness will do.
God Terraforming in Mayor Mode (or if not your thing, use the cheat to activate God mode terraforming tools in Mayor Mode
T U T O R I A L S E R I E S :
A. EARTHWORKS FUNDAMENTALS: (in the making)
Starting a town (Emeragrove): now available! Main local road (Emeragrove): screenshots available, pending writing Bridge across river (Emeragrove): upcoming Power lines (Emeragrove): upcoming
B. EARTHWORKS APPLIED TO MAJOR TRANSPORTATION PROJECTS AND URBAN RENEWAL (future)
Rural Freeway Segment (Route 203) Rural Freeway Interchanges (Route 203) River Diversion (Jubilife) Urban Freeway Retrofit (Jubilife) Median Mass Transit (Jubilife) Suburban Freeway Retrofit (Route 204)
C. MOUNTAIN MADNESS (future)
Difficult mountain crossing (Oreburgh-Pal Park) Mountain Railway (Oreburgh-Pal Park) Dam and reservoir (Pal Park) Mine expansion (Oreburgh) Tunnels across mountains (Route 216)
D. COASTAL CHALLENGE (future)
Seaport (Jubilife Port) Power Plant (Jubilife Port) Beaches (Hotel Grand Lake) City straddling the sea (Sunyshore) Building a linear breakwater (Seabreak Path) Building an island (Flower Paradise) Underwater tunnels (Jubilife)
The very first post of this tutorial series!!
Earthwork Fundamentals 1: Starting a Town
Welcome to Emeragrove!!
Population: 0 Infrastructure: just a neighbor connection Trees: 0 Citizen complaints: 0 ...Huh....not a whole lot of action in here. Maybe we can change that!
Our blank slate: a large city tile with a river running along the western side and rolling terrain on almost all of its land area. We will settle next to the head of navigation of the small river, highlighted by the saddle shape in red.
We want to investigate the terrain characteristics in the area, we start by activating the “terrainquery” cheat (Ctrl+X, then write "terrainquery"). This allows us to obtain the tridimensional coordinates for any point within the city tile.
We find that, towards the northwest of our view, the terrain’s elevation (y = 258.9 meters above SimCity level) is a meager 8.9 meters above the game’s sea level (250.0 meters).
Moving towards the southeast, we find a slightly more elevated position, at 260.8 meters above SimCity level. We secure this elevation by plopping road tiles to form a flat surface we want to propagate via cut and fill. This matters because if the starting terrain is too low, the slope cannot be demonstrated effectively and Sims are at risk of losing everything to a river flood within the floodplain area.
We then continue placing single road squares in a checkerboard pattern and emphasizing the boundaries of the terrain we intend to level off. One convenient way to do this is to plop a sufficiently long stretch of road squares along which we’ll be dragging the roads proper to level additional terrain along the stretch of squares.
We keep dragging roads until covering an area sufficiently large to host our town’s historic center.
Now, we zoom in towards an edge of the flattened terrain. As you can notice, the slope between the leveled terrain and the floodplain may be too steep for comfort or even safety (landslide risks, perhaps?).
We can now fix that by dragging short stubs of road, starting at the flattened area’s edge. These stubs should be one square shorter than the distance needed to directly touch the floodplain.
We continue this operation until we have the particular edge covered.
Then we begin doing the same along the diagonal edge. Notice how the stub is dragged from the protruding corner of the tile.
The most up to date version of ilive reader is necesary, check the mods page of http://simtropolis.com for this program.
How to back up simcity_1.dat
1. Find it in your program files and then maxis then simcity 4.
2. copy the file to your desktop and leave it there.
3. If anything goes wrong simply replace this file.
Lesson 1. Creating ordinances that bring in 5000 per resident.
1. Open your ilive reader and load simcity_1.dat
2. Open the analyser click tree then search
3. Find the plus sign beside ordinances and open it
4. search for the ordinance named smoke detectors
5. click it and in the data that appears on the left choose cost per resident double click this info line and edit the value that can be edited. ( a negative number means you are losing money for purpose of this lesson change it to 50000)
6. While we are here lets also change the flamability rating. Find the line named % effect on flamabillity and change it. (1 = normal flamability 0= no flamability 100000=super flamability)
7. close analyser and save
8. Test out the patch
Coming soon how to increase fire radius.
By Bad Peanut
Hey guys! so with the hint of a road modding tool in the next DLC arriving, and presuming it's something like Network Extensions let's discuss what roads would be cool to add!
I've looked at the source code of Network Extensions and I've looked at their textures etc so I want to make a start at creating textures for roads. for that i need suggestions!
Use https://streetmix.net/new to visualise your road. I won't even consider ones that are just some random description For roads you want to zone on: use either 16m wide roads or 32m wide roads as those are the two widths that work with zoning. For highways you can use any width lanes for cars, trams, buses etc should be 3m in width. parking should be 2m wide sidewalks should be at least 2m wide (maybe 1.5m at the smallest) and this is for either side of the road, so at least 4m of sidewalk altogether! try and keep in mind that it's not about creating new types of prefabs like MOM, it's for reskinning like we do with Network Skins! Here's some examples of Vanilla Roads visualised in StreetMix
a 16m Wide Basic Road:
And a 32m Wide Medium Road
You can click on the above links to be taken to a template in streetmix.
Give me inspiration!
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