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What an interesting and eye-opening topic. I haven't read absolutely everything, but I think I'm caught up on the gist of everything.

My .2 cents as a returning player --> It is slightly daunting to go down the rabbit-hole on mod downloads, especially considering the user typically needs to jump across several sites and track down dependencies (some of which have their own dependencies). Additionally, since this spectacular game has been out for so long, many of the old links may be broken, not up to date, and generally a mess. It definitely requires some time and dedication to sort things out. I can absolutely understand how this might be daunting to new or returning players, and why they would be interested in modpacks of some kind. HOWEVER, I also do agree that there are many benefits to building up your own plugins (which I'm only starting to do once again). First off, it does help you learn about the game, and how it works, and how all of the files work together (at least in a general way). It also promotes new discussions with ongoing active members (who have all been very helpful with me), and so therefore can forge new relationships and connections and further growth in a way.

I don't have much to add, and as I'm not a creator I have no right (nor the clout yet) to really try and offer more opinion on the deeper aspects of this debate. I can absolutely see both sides, and I think (and hope) there must some compromises that can be reached. Preserving this game for the future will require we continue to embrace new and returning players, but all of this must be done with utmost respect of the content creators. I'm glad to see civil discussion on this, and I hope we all can stay civil (I'll be a wall-flower watching this post). =p

One thing I'll add for me personally (which may apply to others like me)... In my case, I'm not so much looking for instant modpacks to download to save me time, but I'm much more interested in perhaps some tutorials or help-threads (perhaps they exist?) on the best ways to optimize ones Plugins folder. As mentioned, even though it's daunting, I ultimately don't mind building up my own Plugins, and I feel like I'm learning a ton and getting to meet & discuss things with all of you. But I do feel like I haven't optimized my Plugins folder, and I'm much more interested in what all you vets do there. I know several of you .dat pack (I have no clue how, but I suspect I could learn no problem). So yeah, anyways I'm rambling as usual, but just kinda wanted that to perhaps be part of the discussion. There are some of us new and returning players that don't mind building our own folders, we just want to know we are doing it right and optimally!

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24 minutes ago, Daeris said:

but I'm much more interested in perhaps some tutorials or help-threads (perhaps they exist?)

I'd start with these.

 

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38 minutes ago, Daeris said:

One thing I'll add for me personally (which may apply to others like me)... In my case, I'm not so much looking for instant modpacks to download to save me time, but I'm much more interested in perhaps some tutorials or help-threads (perhaps they exist?) on the best ways to optimize ones Plugins folder. As mentioned, even though it's daunting, I ultimately don't mind building up my own Plugins, and I feel like I'm learning a ton and getting to meet & discuss things with all of you. But I do feel like I haven't optimized my Plugins folder, and I'm much more interested in what all you vets do there. I know several of you .dat pack (I have no clue how, but I suspect I could learn no problem). So yeah, anyways I'm rambling as usual, but just kinda wanted that to perhaps be part of the discussion. There are some of us new and returning players that don't mind building our own folders, we just want to know we are doing it right and optimally!

I've also launched a thread mostly for still active custom content creators, but it's good actually for everybody. It's about how I organize my plugin folder (basicly this is almost the same way how the BSC installers are building up the structure within the plugin folder or how the PEGPROD folder structure would show up after extraction/copying from the zip.) and more or less this is how I'm working currently on Project ZIP (which is an overall installer removing process over there on LEX with most of the BSC and other installer based uploads).

Of course you can read different methods in that thread too, because that was mostly for creators at the begining.

- Tyberius

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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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1 hour ago, Daeris said:

In my case, I'm not so much looking for instant modpacks to download to save me time, but I'm much more interested in perhaps some tutorials or help-threads (perhaps they exist?)

Hi Daeris, thanks for the input....in addition to above, this thread is like a curated catalogue for the connoisseur and the author has gone back in periodically to update it:

https://community.simtropolis.com/forums/topic/75599-indiana-joe-and-the-quest-for-the-ultimate-plugins-folder/

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Hi there Daeris,

You are looking for Tutorials? Check this out:

https://community.simtropolis.com/omnibus/ 

I´v got a Thread about a lot of Tutorials at a German Forum, but ST wont let me copy and paste it, how sad. I´ll try it via PN.

https://www.simforum.de/index.php?threads/198993/

Works ;)

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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 2020-11-19 at 2:32 PM, Cyclone Boom said:

ModPacc Zero will certainly be a start, but there is much more which can be achieved if we work together.

This is a great idea!

One idea that has occurred to me (and may have already been mentioned in this thread or elsewhere): I think in an ideal world, a community patch should address bugfixes, while "additional" custom content should be kept separate. I thinking new players can be intimidated by massive amounts of new content. It would be awesome, for example, if the NAM were split into a "lite" version, with only the traffic simulator and path-finding fixes and a "complete" version, with all the transit stations and additional networks. I realize this can be done in a custom install, but maybe the existing installer could include "basic install", "custom install" and "complete install" options.

If possible, SC4Fix, the 4GB patch, Opera House fix and other essential bugfixes could all be packaged in a single installer along with the basic NAM fixes.

My reasoning here is that the less tech-savvy may install the NAM without appropriate fixes, have a couple CTDs and then give up on the whole thing. Other players may be turned off or intimidated by the quantity of drop-down menus included in the NAM. A bugfix bundle that fixes game-breaking issues without cluttering the interface would be a great start to ease people into modding.

On a side-note, the basic fix for the Maxis Seaport in BSC functional seaports requires no dependencies. If that could be included in a bugfix bundle, it would be great.

I guess my idea is a "vanilla plus" bundle that focuses on fixing the Maxis assets without adding new content.

A mod manager similar to Nexus Mod Manager or Mod Organizer 2 (used for Bethesda games, for example) could also be a great idea for custom content. Something that allows direct download from the STEX and LEX and would feature dependency checking, load order management and Cleanitol-type functionality.

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Speaking on the NAM end, we're very much in the process of evaluating some form of "lite" option (or options) going forward.  I would say that right at the moment, the idea is to produce a really lite version that probably doesn't even need to be updated (at least very often), which is a separate package.  For certain, that would include the Simulator (with TSCT), and base fixes from the Core folder.  Some other low-level options that might be considered would be Automata Controllers, perhaps an option for Euro textures and/or maybe a couple of very basic (and compact) network additions that make little/no impact on the menu (i.e. Street, Road, and OWR Roundabouts, Diagonal Streets).

Above that, we're probably looking at integrating a "mid-tier" within the full-blown NAM . . . probably similar to what we did with the ignominious "31.x" releases when we had pre-compiled "E-series" and "S-series" NAM Controllers.  The "S-series" would be something that would be more full-featured than the "L-series" (I guess that's what you'd call the NAM Lite Controller), but as before, nowhere near the full-blast "E-series", that's currently the default--and the "S-series" would also hopefully be compact enough to not require 64-bit OS/>4GB RAM and the 4GB Patch.

I'll also note, I've just devised a batch script to find SimCity 4.exe and run the 4GB Patch on it (see the NAM 39 thread here), which is planned to be in NAM 40, and will hopefully cut down on what has been our #1 tech support case type in the "Agile NAM" era (NAM 37+).

Regarding mod managers . . . the closest things we've had have been the late DocRorlach's SC4 Organizer (which, AFAIK, isn't available at the moment) and CasperVg's LEX Downloader X (which is a LEX-only utility).  Speaking from the LEX angle, our exchange has an API that can be easily accessed. 

I'll note that one of the curious things about the SC4 community is that, compared to your average FPS/RTS/Skyrim, etc., there's surprisingly few actual programmers around--especially C++ types.  The ones who are around are usually extraordinarily busy on the RL front, and things with outsider programmers who haven't spent much time in the SC4 world . . . unfortunately, that usually hasn't gone well.

-Tarkus

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1 hour ago, Tarkus said:

Speaking on the NAM end, we're very much in the process of evaluating some form of "lite" option (or options) going forward.  I would say that right at the moment, the idea is to produce a really lite version that probably doesn't even need to be updated (at least very often), which is a separate package.  For certain, that would include the Simulator (with TSCT), and base fixes from the Core folder.  Some other low-level options that might be considered would be Automata Controllers, perhaps an option for Euro textures and/or maybe a couple of very basic (and compact) network additions that make little/no impact on the menu (i.e. Street, Road, and OWR Roundabouts, Diagonal Streets).

Above that, we're probably looking at integrating a "mid-tier" within the full-blown NAM . . . probably similar to what we did with the ignominious "31.x" releases when we had pre-compiled "E-series" and "S-series" NAM Controllers.  The "S-series" would be something that would be more full-featured than the "L-series" (I guess that's what you'd call the NAM Lite Controller), but as before, nowhere near the full-blast "E-series", that's currently the default--and the "S-series" would also hopefully be compact enough to not require 64-bit OS/>4GB RAM and the 4GB Patch.

I'll also note, I've just devised a batch script to find SimCity 4.exe and run the 4GB Patch on it (see the NAM 39 thread here), which is planned to be in NAM 40, and will hopefully cut down on what has been our #1 tech support case type in the "Agile NAM" era (NAM 37+).

Regarding mod managers . . . the closest things we've had have been the late DocRorlach's SC4 Organizer (which, AFAIK, isn't available at the moment) and CasperVg's LEX Downloader X (which is a LEX-only utility).  Speaking from the LEX angle, our exchange has an API that can be easily accessed. 

I'll note that one of the curious things about the SC4 community is that, compared to your average FPS/RTS/Skyrim, etc., there's surprisingly few actual programmers around--especially C++ types.  The ones who are around are usually extraordinarily busy on the RL front, and things with outsider programmers who haven't spent much time in the SC4 world . . . unfortunately, that usually hasn't gone well.

-Tarkus

NAM version upgrade have been around so many times, some user´s aren´t aware of any features wich may be added recently. NAM development need to continue but maybe on a slower pace. ,most recent new features need to be doucmented. First gather and  test all features thourughly because releases weren´t perfect in regard to missing files or options. Lite version NAM 35 or 36 is still very complete for most users. Online a up to date downloadable NAM in customized by the user in a custom folder would be a option. 4 Gb and Nighlighting kept out of this equations is this is stil to risky on excecution level, still that´s something wich I think not belong into the NAM. Lite, Medium or All, then you sort out the list of options where there allready a default choice present. NAM 40 should be the start of a new way the NAM being distributed fully documented just like 31. Above all the relaiabillity of the download intstalation need to be garanteed. What the NAM basicly  contain for each is different, somen networks are more some lexxe essential, limitations ?

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With some effort we could better organize plugins for a mod manager by... I dunno, separating mods into individual folders?

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@kschmidt, I don't anticipate us slowing down in terms of NAM updates.  The old way of doing things--release cycles that would last 1-2 years (or 3, in the case of NAM 37), with interminable sweeping projects, and devs trying to cram whatever they could into a release because it'd be another 1-2 years before they could get more content out--was a disaster, and not sustainable.  With our new approach, NAM development is fun again.  We're actually gaining developers instead of losing them (amazing for an almost 18-year-old game that's often considered a bit niche), and the content that we're producing is more stable.  And when there are issues, we're able to address them much more rapidly--not years from now.  We've found the sweet spot.

With regards to the 4GB Patch, it makes a pretty big difference in terms of what the game can handle, and there's benefits to the average user (mostly if they're on a 64-bit OS with >4GB RAM) beyond being able to run a full-blast NAM Controller.  We just need to make it easier to install (which both myself and @CorinaMarie have been doing).  As far as the nightlighting goes, all of the reputable digital versions of SC4 out there (i.e. everything except the Origin Store version) already have the nightlighting patch applied.  It's really only an issue for people still running disc copies (fixable by installing patches), and for those running the infamous Origin Store version (which is why spreading the word about that version being truly bad is important).

With regards to the documentation, I agree that's been a weak point for awhile now.  It's funny you mention NAM 31's documentation, because the switch to the PDFs with that release is largely responsible for the documentation updates completely falling by the wayside.  The source files for the PDFs were borderline impossible to edit.  With NAM 36, between how many changes there had been, and the editing issues with the PDFs, we determined it was actually more prudent to completely start over from scratch with the documentation, and go back to the old-style HTML format.  That was basically the only way forward, to produce a version of the documentation that could actually be updated.

NAM 37's interminable release cycle basically left us in survival mode, and now that we've stabilized our new working process, the documentation has, slowly but surely, started receiving updates again.  I don't know that we'll have everything documented by NAM 40, especially since it's literally one person (me) doing all the documentation writing right now (and when it's not me, it's always another dev), but I can guarantee there will be some further coverage improvements.  Writing up a new guide for GLR and its related Dual-Networking features is priority one for me in terms of adding coverage.

-Tarkus

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On 22-12-2020 at 10:37 AM, Tarkus said:

@kschmidt, I don't anticipate us slowing down in terms of NAM updates.  The old way of doing things--release cycles that would last 1-2 years (or 3, in the case of NAM 37), with interminable sweeping projects, and devs trying to cram whatever they could into a release because it'd be another 1-2 years before they could get more content out--was a disaster, and not sustainable.  With our new approach, NAM development is fun again.  We're actually gaining developers instead of losing them (amazing for an almost 18-year-old game that's often considered a bit niche), and the content that we're producing is more stable.  And when there are issues, we're able to address them much more rapidly--not years from now.  We've found the sweet spot.

With regards to the 4GB Patch, it makes a pretty big difference in terms of what the game can handle, and there's benefits to the average user (mostly if they're on a 64-bit OS with >4GB RAM) beyond being able to run a full-blast NAM Controller.  We just need to make it easier to install (which both myself and @CorinaMarie have been doing).  As far as the nightlighting goes, all of the reputable digital versions of SC4 out there (i.e. everything except the Origin Store version) already have the nightlighting patch applied.  It's really only an issue for people still running disc copies (fixable by installing patches), and for those running the infamous Origin Store version (which is why spreading the word about that version being truly bad is important).

With regards to the documentation, I agree that's been a weak point for awhile now.  It's funny you mention NAM 31's documentation, because the switch to the PDFs with that release is largely responsible for the documentation updates completely falling by the wayside.  The source files for the PDFs were borderline impossible to edit.  With NAM 36, between how many changes there had been, and the editing issues with the PDFs, we determined it was actually more prudent to completely start over from scratch with the documentation, and go back to the old-style HTML format.  That was basically the only way forward, to produce a version of the documentation that could actually be updated.

NAM 37's interminable release cycle basically left us in survival mode, and now that we've stabilized our new working process, the documentation has, slowly but surely, started receiving updates again.  I don't know that we'll have everything documented by NAM 40, especially since it's literally one person (me) doing all the documentation writing right now (and when it's not me, it's always another dev), but I can guarantee there will be some further coverage improvements.  Writing up a new guide for GLR and its related Dual-Networking features is priority one for me in terms of adding coverage.

-Tarkus

thank you, well general NAM features there won't be much change. Some  feature like the new 7,5m elevated rail, rhw network disconettor, neighbour connectors or any significan feature. maybe covered in the Omnibus section and or featured in a video series. 3 year long pause between NAM updates I too won't find very friendly system,: other 3 release in one year seem little overhead, if there problems stick with what's fine leave it like a spring and autumn release cycle, that brings a more confortable feeling for the community in general. Wish you well in finding a good way forward !

Sincerely yours,

Kschmidt

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/OT\ wondring why... NAM 37. 38 and 39 wont be able to install. I tryed it a lot of Times.

*EDITmeans*

Thats why i opend the Page with old NAM Versions... but thats History.

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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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23 hours ago, City_Slider said:

/OT\ wondring why... NAM 37. 38 and 39 wont be able to install. I tryed it a lot of Times.

*EDITmeans*

Thats why i opend the Page with old NAM Versions... but thats History.

NAM 37 above use Java script so Java is requuired ! Read the requirement at

Sincerely yours,

Kschmidt

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Yes Sir,

all set for a long Time ago. It could be a Download Problem. I´m online left over Radio communications.

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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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Is there any update to the MODPACC?

I've been following this thread for awhile and read through the story book of replies. It would be nice to be able to download all the essential mods and what not from one location with their dependencies as well.

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Just chiming in to say I'm on board with sharing plugin folders/packs and have been for a while, whether an Official Simtropolis Production or not, since I forgot to mention it in my last post. It's long past time to make downloading new buildings and such as easy as it is for Cities: Skylines, for the good of the community and for new players who want to get into the game. I know the folks over at SomethingAwful have shared their own large plugin packs because they hate the way the SC4 community organizes their content, and while they're very haphazard, I admit to having downloaded some of them to pick out interesting lots. I wouldn't at all be surprised if someone ends up making a massive download of every single dependency for ease of use purposes.

I'd be fine with a couple ground rules for Official Simtropolis Packs though: all authors of all custom content must be listed in some sort of readme or credits, and all content must be neatly organized.

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Formerly known as biff.

YOU CAN'T CUT BACK ON FUNDING! YOU WILL REGRET THIS!

The Comprehensive SimCity Music Collection V3.1 | SimCity 2000 Music ReTexture (not mine, I just think it's neat) | Uploader of the first SimCity 2000 file on the STEX

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In my opinion downloading someone else modpack creates more problems than it solves. All modpacks I found are really messy (confilicting mods, maxisnite vs darknite, outdated, or just poor quality).

Creating plugin folder by someone from 0 is also nightmare, and to make it correctly, user have to know a lot about game and tools available.

There is no "Newbie pack", that introduce new players to game and show its potential in friendly way, not by cluthering menus with 100s of random lots.

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I'd rather go on my semi-annual STEX safaris, rather than go by someone else's tastes. I'm not into instant gratification. I'd rather assemble my own pack over time. Plus all the stuff you'd get from pre-made packs  that you may never use. One of my main gripes with NAM is all the menu cloggers I can't get rid of.

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I've ranted about this subject before, both in this discussion (and probably elsewhere). But apparently, it either hasn't been read, or has just been dismissed without any resolution to the issues I've brought up. So I'll try again.

Lots of people seem to agree with the suggestion of creating SuperMonsterMegaPacks and saying we "NEED" to do so to make it "easier" for new players to get started. But does it really make it easier if the new player just gets a bunch of files, but is not provided with any ides of how every thing works, or how everything actually fits together. And, NOBODY seems capable of suggesting how to handle the multiple issues involved in doing something like this (or maybe has even considered such things) (or they provide only partial solutions that will work under a narrow set of circumstances). Until everything below can be resolved, it likely isn't going to happen!

FWIW, my position is exactly the same as in @SIM-ple Jack's post above.

Logistics: Where are such Packs going to be stored? Who is going to pay for the necessary storage, as just one "Official" Pack stored here would probably double the storage needs of the ST server? Or is everyone supposing that creation of such packs would alleviate the need to store everything separately as well? OK, how about this scenario: "I'm looking for this specific building!" "Oh, that's in SuperMonsterMegaPack #4, Update 15 - download size only 3GB."  Really?? If individuals create their own Packs, the size of such packs would certainly be too large for most, if not all, "free" online storage sites. Are individuals going to be willing to pay to host their own SuperMonsterMegaPacks somewhere other than on ST? What about content that's available only on other websites?

Labor: Who would one suggest create and curate such packs? Even if it's just a single, "Official ST" Pack, who decides what goes in it, or not. Who creates the content list of hundreds and hundreds of individual downloads that are included? Who determines that everything included actually works together? Don't forget that everyone that works for ST is doing so in their free time, and without pay. So, maybe by one of the Players? Please volunteer, rather than just suggesting it "NEEDS" to be done. And don't forget about finding/including all supporting documentation for individual downloads (ReadMe files).

Support: If there are problems encountered with such a Pack, who would be responsible for supporting it? The individual Content Creator (CC)'s? The ST Staff? What about content that was created by  CCs on other websites? If multiple individual Packs are created, the individual who created them? Or if such SuperMonsterMegaPacks are published "AS IS", what then? If an individual decides to create their own SuperMonsterMegaPack, and publishes it, but has modified numerous files to suit there own needs, has maybe switched out props, or significantly modified Exemplars, and has not documented any of the changes, what then? And if new players download such SuperMonsterMegaPacks to make it "easier" on them, which probably means they are unaware of most inner workings of the Game, and probably unaware about the structure of the individual game files, what then?

Updates: With all the new content that is constantly being created and published, how would updates for existing SuperMonsterMegaPacks be handled? Would it be the individual CC's responsibility to create Monthly? Quarterly? Yearly? updates? The ST staff? Whoever creates their own individual SuperMonsterMegaPacks?

Search: If multiple SuperMonsterMegaPacks are created, how does a new player determine which ones contain the content he/she wants without being able to see what each Lot looks like? Are the creators of such packs also to be required to provide a catalog of .jpgs for players to search through? And are new players supposed to download every available SuperMonsterMegaPack to search such catalogs? And especially if the majority of the content in each SuperMonsterMegaPack is duplicated in other SuperMonsterMegaPacks? How does this make things easier on the new player? Or is the new player supposed to completely search all the SC4 websites out there for the content they think they want, and then try determine to which SuperMonsterMegaPack(s) they need to download?

Legal ramifications: The issue of Intellectual Property (especially as if applies to no longer active CCs) has already been discussed to death (with no universally-accepted resolution determined), so beat a dead horse again in this post. However, what about all those prolific, still-active CCs? Who will be responsible for contacting them all for permission to include their content in such Mega Packs? What happens if they say no? Then, whoever downloads such a Mega Pack would have to check every included download included to determine if anything from those CCs are needed. Or, if such content is included without the CC's permission, and they demand that all their content be removed from the website under threat of a lawsuit (that type of demand happened on this website at the beginning of this year)? That would render all that CC's work unavailable, and potentially render anyone else's work that depends on any of that CC's content, unusable.

So bottom line: if one is going to make a suggestion (for something that "NEEDS" to be done), it would certainly help if one also actually provides realistic, concrete suggestions on how to implement it (which requires actually thinking about what needs to be done to implement the suggestion). Otherwise one might as well also make a suggestion to automakers that they need to create engines (for cars, trucks, ships, aircraft) that run on water to save our climate (Gee, makes lots of sense, but how do you actually do it)!

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@twalsh102 If you read back through the thread, all of the points you've raised have been brought up multiple times, and people have responded with suggestions for making shared plugins folders work despite these issues. For example, Mattb325 made a suggestion that the person who created such a pack would be responsible for storing it offsite and providing support. I myself have suggested making relatively modest "starter" packs for new players, which would dramatically reduce the need for updates and support, and would make it easier for players to understand or search through what's in these files.

I honestly don't understand the rationale behind some of these posts. Obviously a Plugins Mega Pack isn't going to appeal to most of the users who are already on Simtropolis and who have spent years putting together their own plugins folders. But just because it doesn't appeal to you personally doesn't mean the idea wouldn't appeal or have merit to someone else.

As far as long posts about why this can't be done -- this thread has been dominated by these arguments from day one. You say that people need to come up with realistic, concrete suggestions. Well, it's pretty hard to make progress on realistic, concrete suggestions when 75% of the people in this thread derail these discussions with posts about why shared plugins folders don't appeal to them personally or posts that rehash all of the reasons the idea might be challenging or impracticable.

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🚜 Get well soon, Cori! 🚜

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As Barton said,

MegaUltra packs don't work, because either they are unsorted mess, or too subjective. I see starter pack as something small - fixes, several most used dependencies, relots, some civics, utilities and growables, 1 GB max. No NAM, CAM, park sets, flora&terrain mods, etc. As user friendly as possibile.

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I might be in favor of packs as a general idea, but I agree that any good pack shouldn't have the NAM, or the CAM, or flora/terrain mods, or park sets. The inclusion of those would overcomplicate things, so I agree those are items players should seek out on their own.

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Formerly known as biff.

YOU CAN'T CUT BACK ON FUNDING! YOU WILL REGRET THIS!

The Comprehensive SimCity Music Collection V3.1 | SimCity 2000 Music ReTexture (not mine, I just think it's neat) | Uploader of the first SimCity 2000 file on the STEX

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maybe just a beginner's list of links to put together a themed plugins folder  i.e.  Paris, or London , Tokyo etc  could just have a sample of transport, comm, res, industry. civic 

just to help newbies get an idea of what the possibilities are for getting more from this old game.  Then they can go from there to create their own mega plugins packs

it is important to know too that you can create many different plugins folders and switch them in & out as desired   one can get years of enjoyment this way in addition to creating

awesome SC4 cities  that's what I've been doing since 2009 and still trying to make best use of about 36Gb of content   good luck to all newbies  it can be time consuming 

and a lot of work but it's worth it if you're really serious about getting maximum enjoyment from this game

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Personally, I think an all-in-one terrain mod would be nice to include, as it's an easy way to dramatically improve the appearance of the game. I'd also strongly consider including something like the HD tree replacement mod from T Wrecks on similar grounds. In any case, there's a strong chance you would need to include some flora files, since a number of lots use flora files as dependencies.

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🚜 Get well soon, Cori! 🚜

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Average, at least BSC SG Megaprops, BSC Mega Textres are base library in any plugin folder, variety of RT, CP,  D66.Misc smal props these maybe merged like LBT Megprops at least, last JES, CSX, AC, mat325 and SM2 are mostyly optional if you as these are used with specialized themes like harbour, airports. Installation and performance wise we would like to have at least packs to load, installer megapack would be great if you could select wich packs to install to any location, practice with many installations you exchange a whole BSC directory removing what´s not needed, so mayor issue be or the author like to ease installations or a bandwith issue as large mega pack obviously lay a harder burden on downloads !

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An important thing to keep in mind is that we don't necessarily need to figure out what goes into a plugins megapack or starter pack, since we wouldn't be restricted to making just one. That is, someone could do an essentials pack with just cheats and bug fixes (as Cori and CB are doing), someone else could do a pack that's meant as a starter pack of select custom content, and someone else could do a sweeping megapack. The bigger issue at this point is (a) figuring out terms by which these packs would be released, and (b) getting the signoff from the community.

As far as (a) goes, I still think what Matt suggested a few years ago makes sense as a basic framework...

 - users who upload plugin packs need to do so offsite and are responsible for hosting costs, upkeep, and support

- users who wish to link to their packs on ST must get authorization from the ST admins beforehand

- plugin packs cannot include models that have been modified in any way (e.g., resized, recolored, etc.)

- plugin packs must include attribution to all relevant creators included in the pack

- if a creator does not want their content included in plugin packs at all, this must be respected by users who create plugin packs

- if a creator wishes to have their content removed from a specific plugin pack, then the pack can no longer be shared on ST unless this is corrected

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🚜 Get well soon, Cori! 🚜

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30 minutes ago, Tarkus said:

On the LEX, we're going to be able to do this (and if you're willing to put up with the installers until we implement Project ZIP, you already can, with the three volumes of LEX Superior Collections that xxdita put together last year as an initial proof-of-concept).  STEX-side, however, there's not a lot that can be done at present, unless Dirk changes software packages, or allows for what's currently here to be modified to add that sort of functionality (and indeed, if that were to happen, with our API system, it'd be theoretically possible to link them).

Or if the admins (and @Tyberius06) here have some time to what xxdita did on the LEX. But considering we aren't the capital of dependencies (don't get me wrong, STEX's collections do surpass LEX counterparts) due to large file limit (though in the past we have it) and more importantly, the focus of community is forum activity and new content creation, I'm not to see that anytime soon. I do hope it'll be happening.

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11 hours ago, Tarkus said:

Slightly off-topic, but to get to @SIM-ple Jack's point regarding the NAM's menus, that's something where we're taking a "big look" (and in fact, I had a voice chat earlier with a number of the other NAMites and NAM Associates, where that topic arose).  We're killing off the old-style "static puzzle pieces" that were the bread-and-butter of NAM development for many years, and going further and further into draggables and FLEX Pieces (ploppable network items which accept overrides).  For the users out there who are okay with forgoing access to the old puzzle piece buttons, this is going to mean some combination of fewer buttons and shorter TAB Loops, all while actually providing even more functionality.  We're still determining what form our UX improvements will take, but suffice to say, we're committed to making the next big leap there, and welcome feedback from the userbase as to what they would like to see on that front.

With regards to non-NAM-related concerns about menu occupancy, for buildings, the only way they end up adding buttons is if they're ploppables/landmarks, utilities, civic/service buildings, or ports.  RCI growables do not consume menu space.

And @twalsh102, I absolutely agree with you.  Beyond that, as 4 years of this thread has shown, outside of the proposed bugfix bundle and extant monolithic packages like the NAM, one is going to be hard-pressed to find any sort of consensus about what constitutes "starter pack" or "essential" material.  On top of that, trying to put it all into a pre-assembled large pack is either going to require a lot of permission wrangling, or "eminent domain", both of which have the potential to be messy.  The best solution, IMHO, is a dependency tracker with bulk downloading capabilities--which bundles existing files together, thereby side-stepping many of the permission issues, allowing for the sort of granularity and curation options needed to make this sort of thing viable.  It also wouldn't require anyone to install and learn any sort of external Linux-y/Unix-y package manager, which might be intimidating or seen as overkill by the average user who just wants to download some files. (Indeed, for awhile, we had a hard enough time with something as commonplace as Java with the current NAM installer.)

On the LEX, we're going to be able to do this (and if you're willing to put up with the installers until we implement Project ZIP, you already can, with the three volumes of LEX Superior Collections that xxdita put together last year as an initial proof-of-concept).  STEX-side, however, there's not a lot that can be done at present, unless Dirk changes software packages, or allows for what's currently here to be modified to add that sort of functionality (and indeed, if that were to happen, with our API system, it'd be theoretically possible to link them).

-Tarkus

 

LEX tracker is a great tool to sort out dependecy issues, remember downloaded content, corrects if dependecy´s changed. STEX should provide a similair service poiinting at downloads done, reducing the double downloads to a minimum. Batch downloading for starters very usefull. Installers prgorams remain the only mayor hurdle to adres;,  what it´s use a agreement between the creator and  the user, provide a facility to point out where  the files should go, Structure in a plugin folder showing where files should go can be added by extending the file path in the zip files, so what purpose do installers have if essential things like can be provided in a text file instead of loading a webpage aftherwards ? Raising standards on the information provided by the creator regarding dependecies and any special issues, like what to install or a certain file versions !

Learning curve for starters is high, understanding how to add Bats, Lot´s, Mod´s, MMP´s any file, which files work together others should be kept out of each other way, crashes. Some way to go before maybe one or more issue becomes clear, documentaton provides in most cases the sollution, others only be mastered afther several encounters !

Sincerely yours,

Kschmidt

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