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While for personal use I prefer #1, public version should be closer to #2 - original lots & desc in clearly labeled folder overriden by MODPACC files. Everything with proper ReadMe.

#4 can be tricky - Number one issue against SC4 are mod installers. Many hate them and creating new one, with complicated menu will not help. Who will use MODPACC? Veteran with almost 20 years of SimCity 4 experience or some newbie who found Simtropolis via Google Search?

Regional or thematic MODPACC's are great concept and I have ideas for 2 or 3, but this is collosal task, while our manpower is small. 

 

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5 hours ago, Edvarz said:

What I think could be a problem is the fact that a lot of mostly older (but also some newer) content was created using the Maxis Plugin manager or with techniques that made it unbalanced with the way the simulator works. With all the content I've put trough the PIM-X I've noticed most dat files have highly unbalanced stats or incorrect growth stages that made them either extremely weedy or extremely hard to grow; also, I highly doubt this was the intention of the original creators. So there is an argument for editing stats: you wouldn't want your shiny new MODPACC to carry the vices of old.

I guess the best option to fix this without having to actually modify any file is to make the same effort on creating replacement lots and cleanitol files to remove the old lot files, while mantaining the possibility to download the originals on the sites. It would require almost the same amount of work and would be just one extra step for the final users, or even less if its eventually automated in some way.

By the way, I'm still talking about automation because we have had some successful experiences with it. For example, Doc Rorlach's DL Catalogue, which dates from the mid 2000s, already manages to automate the backuping and datpacking of full plugin folders, even allowing the user to mark special folders to keep. He, and several other creators have made other tools that automate things, so I'm trustful on that, if we make the files easily readable by machines, someone will take the effort of making a script to automate the rest.

***

5 hours ago, BartonThinks said:

Another option is to remove the original files from the plugins pack but include a parallel folder installed in the SimCity 4 directory that contains these files. This would allow us to include the original files in the download so that they're easily accessible. At the same time, these extra files wouldn't bloat the size of the plugins folder. The main disadvantage is that it would require duplicate copies of many files, including SC4MODEL files. You'd need a specialized installer to keep the size of the download low (e.g., one that's capable of installing the same file into two separate locations), and while it would reduce the size of the plugins folder, it would take up a bunch of extra space on the user's hard drive.

This seems easily doable using one script per MODPACC, and Cleanitol, which every user of the NAM already has installed.

5 hours ago, BartonThinks said:

Ah, there must be some miscommunication or confusion here. I'm talking about collections that include the dependencies in the pack itself. From what Tarkus, Cori, CB, and Tibi are saying, it doesn't sound like a LEX style system is going to be workable any time in the near future on the STEX.

I mean, like this sort of packs. The file itself is empty, you use it by making the LEX provide you with the dependencies from their original sites. It would be the ideal, mainly in case something gets updated. I'm unsure about the prospects of having LEX tech on the STEX, but this makes it sound like it's more than just possible:

On 8/4/2021 at 2:20 AM, Cyclone Boom said:

This definitely is something which I believe would be technically possible to implement, and we certainly support the idea. As you say, the big task would be to import the entry data so then it could be cross-linked with file IDs and such. But crucially, when there's a will there's a way. So our reply is: Yes! we're very curious to learn more about this as a possibility to be setup in a test environment sometime, to see how it could be expanded to full scale in future.

***

More in general, I think I've covered my current points much, much before on this same thread:

 

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

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5 hours ago, Golan0 said:

While for personal use I prefer #1, public version should be closer to #2 - original lots & desc in clearly labeled folder overriden by MODPACC files. Everything with proper ReadMe.

#4 can be tricky - Number one issue against SC4 are mod installers. Many hate them and creating new one, with complicated menu will not help. Who will use MODPACC? Veteran with almost 20 years of SimCity 4 experience or some newbie who found Simtropolis via Google Search?

Regional or thematic MODPACC's are great concept and I have ideas for 2 or 3, but this is collosal task, while our manpower is small. 

 

I think most people are okay with installers for larger mods with multiple options, but I agree that we'd need to keep things as simple as possible for new users. I can imagine a mod with maybe 2 or 3 optional items. Anything beyond that would get into tricky territory. Ultimately, it might just be best to go with a one-size-fits-all pack as you're suggesting.

2 hours ago, matias93 said:

I guess the best option to fix this without having to actually modify any file is to make the same effort on creating replacement lots and cleanitol files to remove the old lot files, while mantaining the possibility to download the originals on the sites. It would require almost the same amount of work and would be just one extra step for the final users, or even less if its eventually automated in some way.

By the way, I'm still talking about automation because we have had some successful experiences with it. For example, Doc Rorlach's DL Catalogue, which dates from the mid 2000s, already manages to automate the backuping and datpacking of full plugin folders, even allowing the user to mark special folders to keep. He, and several other creators have made other tools that automate things, so I'm trustful on that, if we make the files easily readable by machines, someone will take the effort of making a script to automate the rest.

***

This seems easily doable using one script per MODPACC, and Cleanitol, which every user of the NAM already has installed.

I mean, like this sort of packs. The file itself is empty, you use it by making the LEX provide you with the dependencies from their original sites. It would be the ideal, mainly in case something gets updated. I'm unsure about the prospects of having LEX tech on the STEX, but this makes it sound like it's more than just possible:

***

More in general, I think I've covered my current points much, much before on this same thread:

 

I don't love the idea of relying on Cleanitol, just because it means that new users have another program they need to find and learn how to use. I could maybe see it working if Cleanitol is built into the installer itself, but that would only make sense if the MODPACC dependencies are being downloaded and installed separately.

Personally, I have very little experience with scripting, so I would only want to rely on that option if/when someone with those skills volunteers. Until then, I think it makes more sense to proceed as if custom scripts aren't on the table.

As far as relying on a STEX Dependency Tracker style system, my feelings are similar to how I feel about scripting. It's theoretically possible, and it sounds like it could happen, but if we're going to rely on this, it doesn't make sense to start designing MODPACCs until we have a clear indication that it will happen. Otherwise, we could end up spending thousands of hours working on these MODPACCs only to end up with no way of distributing them.

Given this, I think we have one of two options:

Option #1: Proceed with the MODPACC Pilot Project under the assumption that the Dependency Tracker option may not be available. If we find out during development that the Dependency Tracker option will be available, the MODPACCs can be configured to use the Dependency Tracker system. We could also focus some of our energies on making the Dependency Tracker workable, if the STEX admins need support. If the Dependency Tracker never materializes, or if we can't find a time solution to the installer problem on the STEX, we can still proceed with the MODPACCs as originally planned.

Option #2: Table the MODPACC Pilot Project for the time being and focus our energies on getting the Dependency Tracker onto the STEX and finding a solution to the ZIP installers. This way, we can make sure that the Dependency Tracker is available before we commit to designing MODPACCs that rely on this technology. (Note: As someone with a lot of SC4 modding experience but zero experience in scripting or backend support, I would need someone else to volunteer to lead this work.)

Again, I 100% agree that a Dependency Tracker system would be the best option, I just don't think we should be putting all of our eggs into that basket. Until we have a strong indication that the Dependency Tracker can be added to the STEX, I'm strongly in favor of Option #1.

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37 minutes ago, BartonThinks said:

I don't love the idea of relying on Cleanitol, just because it means that new users have another program they need to find and learn how to use. I could maybe see it working if Cleanitol is built into the installer itself, but that would only make sense if the MODPACC dependencies are being downloaded and installed separately.

Personally, I have very little experience with scripting, so I would only want to rely on that option if/when someone with those skills volunteers. Until then, I think it makes more sense to proceed as if custom scripts aren't on the table.

In the case of the Cleanitol, the scripts are as simple as a list of file names to find and move away from the Plugins directory. If you do a relot for, dunno, Victory Stadium, all what Cleanitol needs is a text file that points to

PZ5x5_Victory Stadium_9103b76c.SC4Lot

and it will find it wherever it's installed, moving it into a backup folder elsewhere. The NAM, for example, uses a Cleanitol list to get rid of non SLURP-ed transit stations and replace them with the updated versions, and it launches automatically before installing the new files. But just asking the users to run an adjunct Cleanitol list shouldn't be a real problem: it isn't when they install MegaPacks, and now we are talking about reducing their workload even more.

Of course, my ideal point would be to automate the whole process, copying the APT approach that I mentioned back in 2017 (we sure have been talking of this for too long!), so all the removals and overridings are managed by a client-side software, but while that is not ready, using a well established method for removing duplicates seems to be acceptable.

48 minutes ago, BartonThinks said:

Option #2: Table the MODPACC Pilot Project for the time being and focus our energies on getting the Dependency Tracker onto the STEX and finding a solution to the ZIP installers. This way, we can make sure that the Dependency Tracker is available before we commit to designing MODPACCs that rely on this technology. (Note: As someone with a lot of SC4 modding experience but zero experience in scripting or backend support, I would need someone else to volunteer to lead this work.)

There is a relatively low-tech way to make this work and advance a lot even without coders on the project:

  1. Manually install and repackage as zip files the biggest number of unnecessary installers that are still doing rounds on the exchanges we can reach (mainly the LEX and STEX). I seem to remember reading that @Tyberius06, @Tarkus or @rsc204 were doing it already, so we could just volunteer and get a quota of files to repackage per week, then upload them back to the exchanges.
  2. Try and convince the reachable creators that have exclusive files on the STEX to duplicate them on the LEX, which has the dependency tracker working now, and as a backup measure, were something to happen to the STEX; I personally would vouch for the opposite as well, just because redundancy is great for this sorts of things.

That way, we would have a practical chance to get some pilot MODDPACs available in a couple of months, specially if we prioritise which files to work on smartly.

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but it is to meet the social needs of man and the development of the society"

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15 hours ago, matias93 said:

In the case of the Cleanitol, the scripts are as simple as a list of file names to find and move away from the Plugins directory. If you do a relot for, dunno, Victory Stadium, all what Cleanitol needs is a text file that points to


PZ5x5_Victory Stadium_9103b76c.SC4Lot

and it will find it wherever it's installed, moving it into a backup folder elsewhere. The NAM, for example, uses a Cleanitol list to get rid of non SLURP-ed transit stations and replace them with the updated versions, and it launches automatically before installing the new files. But just asking the users to run an adjunct Cleanitol list shouldn't be a real problem: it isn't when they install MegaPacks, and now we are talking about reducing their workload even more.

Of course, my ideal point would be to automate the whole process, copying the APT approach that I mentioned back in 2017 (we sure have been talking of this for too long!), so all the removals and overridings are managed by a client-side software, but while that is not ready, using a well established method for removing duplicates seems to be acceptable.

There is a relatively low-tech way to make this work and advance a lot even without coders on the project:

  1. Manually install and repackage as zip files the biggest number of unnecessary installers that are still doing rounds on the exchanges we can reach (mainly the LEX and STEX). I seem to remember reading that @Tyberius06, @Tarkus or @rsc204 were doing it already, so we could just volunteer and get a quota of files to repackage per week, then upload them back to the exchanges.
  2. Try and convince the reachable creators that have exclusive files on the STEX to duplicate them on the LEX, which has the dependency tracker working now, and as a backup measure, were something to happen to the STEX; I personally would vouch for the opposite as well, just because redundancy is great for this sorts of things.

That way, we would have a practical chance to get some pilot MODDPACs available in a couple of months, specially if we prioritise which files to work on smartly.

Re: Cleanitol -- I know how easy it is to use Cleanitol, but as someone who works on UX projects, I can safely say that asking people to install and run Program B as part of the installation process for Program A is something that's bound to create headaches, even if Program B is really easy to use.

That said, Cleanitol is really useful for certain tasks, and I'm not opposed to using it. I just think it will make the installation process less user-friendly if it needs to be manually used. The NAM installer does a good job of handling this by automating Cleanitol. But I don't know if we'll have someone on the project who can add that kind of functionality to an installer.

Re: Distribution and the LEX Tracker -- Your approach might work, and it's definitely worth considering. The one thing I'm skeptical about is getting creators to duplicate their content onto the LEX. That would mean we're asking creators to spend hours (several hours, in many cases) duplicating their files on the LEX and integrating them with the dependency tracker. I feel like some creators would rather simply authorize the use of their content in pre-packaged MODPACCs, since that doesn't require extra work on their part. I could be entirely wrong about that, though.

In any case, I just don't want to give the impression that we've already decided on a distribution model, or that we're only exploring a narrow set of options. That decision won't be made until we've got a team together to start ironing out the details of the project. Also, we would need to confer with content creators and STEX/LEX admins before we commit to a specific distribution model. Plus, our options may depend on the skillset of the volunteer group.

P.S. If you're capable of doing this kind of scripting and automation work yourself, that would be a huge help.

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2 hours ago, BartonThinks said:

That would mean we're asking creators to spend hours (several hours, in many cases) duplicating their files on the LEX and integrating them with the dependency tracker.

I was thinking more on asking permisson to upload the files ourselves, so no extra work on their part, and just a couple of minutes per file for ours.

2 hours ago, BartonThinks said:

P.S. If you're capable of doing this kind of scripting and automation work yourself, that would be a huge help.

Sadly, no. I get the gist of what has to be done, and might even try some crude ideas, but wouldn't be able to make a full automatic application. But I have the intuition that, if we communicate this plan more widely, we might get someone that could help.

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
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but it is to meet the social needs of man and the development of the society"

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I am against using any external tool im MODPACC. Not only to keep it simple, but also because sometimes it is (almost) impossible to use them in modern OS. 

Also - what is opinion of creators and admins about content of MODPACC? Asking active users for permission is easy. Some users were not active for ages. And many readmes contained very prohibitive terms of re-use.

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1 hour ago, Golan0 said:

I am against using any external tool im MODPACC. Not only to keep it simple, but also because sometimes it is (almost) impossible to use them in modern OS. 

Also - what is opinion of creators and admins about content of MODPACC? Asking active users for permission is easy. Some users were not active for ages. And many readmes contained very prohibitive terms of re-use.

Cleanitol works on Windows 10 and is also easy to use. The problem is the various development tools that present the problems. Currently the programs at risk are SC4 Terraformer, PIM-X, SC4 mapper and SC4 Tool. 

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4 hours ago, Golan0 said:

Also - what is opinion of creators and admins about content of MODPACC? Asking active users for permission is easy. Some users were not active for ages. And many readmes contained very prohibitive terms of re-use.

That's precisely the advantage of the MODPACC/dependency tracker/APT method: there is no modification of the files themselves, nor a change in their distribution, just offering a more convenient way to download, and maybe install them in batch.

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13 hours ago, matias93 said:

I was thinking more on asking permisson to upload the files ourselves, so no extra work on their part, and just a couple of minutes per file for ours.

It'll be worth checking in with creators to see their thoughts on this. I have a suspicion that most creators would be uncomfortable with having their content uploaded to the LEX by other people, though. They would need to provide us with access to their LEX account for this to work, and they'd need to trust that we'd upload all of their files according to their personal wishes/standards. That seems like a bigger request than simply asking for one-time use of their content in a larger collection. Also, I haven't uploaded anything to the LEX myself, but I get the impression that it's more than a couple of minutes work per file.

8 hours ago, Golan0 said:

I am against using any external tool im MODPACC. Not only to keep it simple, but also because sometimes it is (almost) impossible to use them in modern OS. 

Also - what is opinion of creators and admins about content of MODPACC? Asking active users for permission is easy. Some users were not active for ages. And many readmes contained very prohibitive terms of re-use.

That's something we'll need to explore.

At the start of this thread, there was a lot of support for having some kind of "good faith" system in place with regards to files by non-active creators. However, some creators expressed concern over this approach, and some other creators shied away from this approach after some of the more contentious arguments that came up over the course of the thread.

Hopefully, there's a way to make a "good faith" approach work, so long as there are safeguards in place to ensure: (a) fidelity towards the original files, (b) clear credit to creators, and (c) working with creators and STEX/LEX staff so that they're actively involved in this process. This is one of the reasons I recommend keeping the original files intact and using their original structure (as per option #2 or option #4 in this post), since this would mimic the results of someone downloading each file individually off of the STEX or LEX.

If there's no way to reach a "good faith" approach to content by non-active creators, one thing we might consider is focusing on files where custodians have the ability to grant access. For example, custodians may be able/willing to grant permission for the use of BSC, PEG, Mipro, and/or VIP content by non-active creators, provided certain conditions are met.

Ultimately, I think this will be the make-or-break issue for the pilot project. We'll either need to find a solution that content creators and the STEX/LEX admins are willing to sign off on for the pilot project, or we'll need to rest our hopes on the dependency tracker panning out.

I'm optimistic there's a way to collaborate with creators on this and find something that's workable -- even if it's just as a one-time experiment for the pilot project.

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11 hours ago, BartonThinks said:

For example, custodians may be able/willing to grant permission for the use of BSC, PEG, Mipro, and/or VIP content by non-active creators, provided certain conditions are met.

Perhaps there needs to be a field in the upload screen that says in the event of a creator becoming in-active that the custodian of their work becomes .... and it could just default to Simtropolis as the custodian ... in Paeng case he was still active over on the Banished sites so I was able to go and have a chat with him about his SC4 files and what he wanted to happen to them, but in a lot of cases people disappear and that's it.

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@BartonThinks

Sounds great for the prospective outlook from here looking ahead. *:yes:

For any other theme for MODPACCs like with your Great American idea, systematically they can be developed at their own pace too. Our idea behind MZ is to provide the base foundations for the long awaited community patch for SC4, which is easy to install and resolves shortcomings Maxis didn't get around to fixing at the time. Then any other pack of thematic curated content would ideally be cross-compatible with each other. So thinking like puzzle pieces, and each can add to the overall picture.

We believe ideally progress at this stage can be with what can be achieved at the moment, thinking with regard to technical feasibility. Then as more momentum is gained with the pilot project, considerations for more advanced options can be looked into.

 

On 8/9/2021 at 5:35 PM, BartonThinks said:

The first is MODPACC Zero. Cori and CB have already done a significant amount of work on this, so I don't know that this is a project that I would need to volunteer for as a leader. However, if the CoriBoom team would rather focus on other projects, I'd be happy to lead the development to make sure this one gets done.

In terms of our ModPacc Zero project (MZ), we're just beyond the stage of our prior post on the subject last year. We confess how other projects have gotten in the way to delay further progress, but now with the return of productive discussion here leading up to your proposals, it's something which we plan to be at the forefront for our focus. Ideally it can be Mac compatible too, so that's an area which will be considered in terms of re-creating all the various fixes (plus new things too from Cori's notes).


We must say, it has been very encouraging how this discussion seems to have taken a turn for the better.

So let's keep striving forwards! *:8)

-CB & Cori

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2 hours ago, catty-cb said:

Perhaps there needs to be a field in the upload screen that says in the event of a creator becoming in-active that the custodian of their work becomes .... and it could just default to Simtropolis as the custodian ... in Paeng case he was still active over on the Banished sites so I was able to go and have a chat with him about his SC4 files and what he wanted to happen to them, but in a lot of cases people disappear and that's it.

That might be part of the solution long-term, but I think we want to wait until after the Pilot Project to make any permanent policy changes. I think creators may want to see that this sort of thing can be handled properly and with respect for creators' rights before those kinds of changes are suggested or implemented.

That said, the way I'm approaching the Pilot Project is that it would be a one-time experiment where we could try out new distribution models, provided we have buy-in from creators and approval from STEX/LEX admins.

Making it a one-time experiment helps reduce the risk for creators, since if the Pilot Project doesn't work out, the existing distribution policies will remain in place. If the Pilot Project is successful, then we might be able to engage with content creators about changes to content distribution.

1 hour ago, Cyclone Boom said:

@BartonThinks

Sounds great for the prospective outlook from here looking ahead. *:yes:

For any other theme for MODPACCs like with your Great American idea, systematically they can be developed at their own pace too. Our idea behind MZ is to provide the base foundations for the long awaited community patch for SC4, which is easy to install and resolves shortcomings Maxis didn't get around to fixing at the time. Then any other pack of thematic curated content would ideally be cross-compatible with each other. So thinking like puzzle pieces, and each can add to the overall picture.

We believe ideally progress at this stage can be with what can be achieved at the moment, thinking with regard to technical feasibility. Then as more momentum is gained with the pilot project, considerations for more advanced options can be looked into.

 

In terms of our ModPacc Zero project (MZ), we're just beyond the stage of our prior post on the subject last year. We confess how other projects have gotten in the way to delay further progress, but now with the return of productive discussion here leading up to your proposals, it's something which we plan to be at the forefront for our focus. Ideally it can be Mac compatible too, so that's an area which will be considered in terms of re-creating all the various fixes (plus new things too from Cori's notes).


We must say, it has been very encouraging how this discussion seems to have taken a turn for the better.

So let's keep striving forwards! *:8)

-CB & Cori

All very encouraging to hear! I like the puzzle piece option, although I'd also like to explore the possibility of making MODPACC Zero a foundational component of other MODPACCs. I think it would depend on whether MODPACCs are designed as modular components that can be mixed and matched, or if the goal of a MODPACC is to have everything all in one place from the outset. Or maybe there's room for both approaches? In any case, I'm sure that will be an interesting topic for discussion. *:)

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13 hours ago, BartonThinks said:

I'd also like to explore the possibility of making MODPACC Zero a foundational component of other MODPACCs.

We envision MZ as being both standalone for all the basic fixes to make the game Vanilla Plus ready to play and as a prerequisite for any other MODPACCs.

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i just created a modpack for personal use in lotting. The modpack is Italian Mediterranean Modpack which is a regional modpack theme that is inspired by Italy. It contains all the most important files to make the modpack work correctly (lots + dependencies). In the modpack beyond the lots and dependencies also contains the Italia Terrain mod and Italia Tree Controller  to have a greater immersion in the Italian landscape. I created two versions of the modpack. the first contains all the files the second is the datpacked version

Currently the modpack I created will not be released but I will wait for the evolution of this nice discussion

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6 hours ago, Cyclone Boom said:

Cori and I are pleased to report our resumed progress on the upcoming ModPacc Zero  we've been developing.

I've set up the following spreadsheet to track our project progress:
 

MZ - Progress Report - 2021.08.17.png

 

And the tracking report which is where we categorise each fix and the completion status:

MZ - Tracking Report - 2021.08.17.png

 

The list has room to grow too, and at 32 currently it may well be closer towards 50 by the end of this (and scope to update MZ in future too). Still a lot to do especially on the documentation side (we plan that to be fully contained), but we have been making swift ground now with development we're pleased to say. *:)

When investigating and re-creating these fixes, an area particularly in our focus is not presuming something will work simply because it's an established, well known mod. There can be ways to build upon and even try things differently when developing a mod further. An example is how I checked the Query Names Fix and found a couple of small things to fix in that too. So we're going through in detail to make sure everything included will be cross-compatible, with nothing untoward. That's the reason how the "Pending" listed items are still to be checked off to confirm total 100% functionality. Those in the "Optional" category will be part of MZ inclusive, but are designated such as we feel not everyone will want those items. Most might do (which is what MZ is all about), but nothing will be DatPacked other than individual components for each mod.

While I've gone through compiling some of these as shown, Cori diligently created a new concept for the Crime and Police Station Fixes. This will be a complete replacement for the original Crime Doesn't Pay mod that @RalphaelNinja made. Cori has built on their excellent work (all authors will be credited), to implement additional fixes and enhancements in the method for using it on existing tiles (phantom slider considerations). This also includes Lua fixes as well.  (And we know Cori is our Lua expert!)


For anyone interested, here's the thread we've just posted:
 

 

With this said, we invite any of you to check this out as we're looking for beta testers to give it a whirl. *;)

-CB & Cori

thank you for all the effort put into this project so far  I use most of these fixes but my selections were made after years of playing and gaining experience on what most affects gameplay

and even so I missed some of them so kudos to the CoriBoom team

this project will probably enhance gameplay for newer players as well as some older ones who weren't aware of all these fixes

I would categorize the website button as a core fix however as there is no longer a Maxis website to connect to

not sure what you wanted tested as I can attest most of these I have used for years with no problem but if you want a verification that the package works I can try to do that

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7 hours ago, sejr99999 said:

not sure what you wanted tested

That'll be in the thread First Beta - Crime and Police Station Fixes for ModPacc Zero. *;)

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I would like to give my 2 cents on the issue. I was thinking that maybe the SimCity 4 community could agree on some kind of Plugin MetaData Standard (lets call it PMDS) where there would be metadata like the author, dependencies, where it was uploaded, checksum etc... datpacked into an uploaded file done by the server side, this would allow people to share files with other people while still retaining credit, file integrity, info of where the file came from, info of required dependencies, and more. And because PMDS is added to files on the server side old files can even be "patched" with PMDS. PMDS would even allow the possibility of dependency checker tools, mass file integrity checks, and probably more stuff that I haven't thought about.

Now I don't have a lot of experience with datpacking so if it isn't possible than just ignore this post.*:blush:

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@Cyclone Boom & @CorinaMarie

This is great to see, and really promising stuff!

I've checked through the spreadsheet, and it looks like you guys have caught all of the core fixes that I'm aware of. The only "fix" I can think of adding is the IR patch in CAM, which adds agricultural jobs to the industrial census. CAM accomplishes this by patching SimCity_1.dat, but I believe it should be replicable with a simple exemplar override.

Some initial impressions that may or may not be worth sharing at this stage... *:)

  • Installation of Optional Fixes. I'm wondering how the "optional" fixes will be handled, or if that's something that's going to be figured out later in the build process. The three biggest questions that come to mind are:
    1. Would these be "opt-in" or "opt-out" components? That is, would the optional fixes be installed by default? Or would the user need to actively choose to have them installed?
    2. Will the optional components require an installer to make the installation process easier for users? Or is this something where users will need to move certain files in/out of their plugins folder?
    3. Would it be helpful to create sub-categories for the optional components, so that they're easier for users to navigate in an installer or through their plugins? Right now, I'm seeing three sub-categories of optional fixes: Gameplay, Visual, and Audio.
  • Gameplay Mods vs. Fixes. To my mind, the NKO Mod is closer to a gameplay mod than a bugfix. That is, I think of it as something closer to ReZone Plus or the Industrial Jobs Quadrupler -- mods that some users would consider "fixes," but which other users prefer not to use. Given this, I'm wondering if it makes sense to do one of the following two things:
    1. Expand ModPacc Zero to include some of the most popular gameplay mods, and add them to the "optional" category. So long as we stick to exemplar mods, this would be in the scope of ModPacc Zero, and I think new users would really appreciate a single-download option for these files. The one downside is that it could overwhelm users with options if they're simply trying to install the essential fixes.
    2. Split ModPacc Zero in two, so that there's "ModPacc Zero - Essential Files & Fixes" and "ModPacc Zero - Gameplay Mods." Splitting them up in this fashion would give users an easy, uncomplicated way to install the essential files and fixes. It would then collate all of gameplay mods into a single download where users can pick and choose which mods they want.
  • Compatibility Concerns. Some of these fixes, like the IHT fix and the Less Abandonment mod, are incompatible with CAM. I think it would be helpful to have a CAMpatible installation option, and/or to make any in-CAMpatible files easy to find and remove if the user chooses to install CAM in the future. Alternatively, you could configure the default installation so that these files automatically load before CAM's default installation folder, which would allow CAM to simply override the files. This might also be a concern for other mods, like SPAM, depending on what's ultimately included in the pack.
  • NAM Essentials. I know this is something people have been resistant to in this thread, but I think it would be a really good idea to include a set of bare-bones "NAM Essentials" in ModdPacc Zero. This would be limited to a default, newbie-friendly version of the NAM traffic controller and simulator, so that new users can fix the game's broken commuter calculations without having to deal with the full NAM installation process. I believe the community can agree that this is the single most important fix for SC4, and right now, the only way to implement this fix is to go through a full installation of NAM, which is by no means a newbie-friendly process. I think it would be relatively easy to avoid conflicts with the full NAM installation, especially if this is done in coordination with the NAM team.
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Thanks @BartonThinks for the input. *:)

 

6 hours ago, BartonThinks said:

The only "fix" I can think of adding is the IR patch in CAM, which adds agricultural jobs to the industrial census. CAM accomplishes this by patching SimCity_1.dat, but I believe it should be replicable with a simple exemplar override.

That will go well, and we can look into incorporating that in some form. Cori and I aren't familiar with CAM since we don't use it ourselves, but it sounds like a fix which would prove useful and might provide agricultural data to be viewable in the Census Repository too.

 

6 hours ago, BartonThinks said:

Installation of Optional Fixes. I'm wondering how the "optional" fixes will be handled, or if that's something that's going to be figured out later in the build process. The three biggest questions that come to mind are:

  1. Would these be "opt-in" or "opt-out" components? That is, would the optional fixes be installed by default? Or would the user need to actively choose to have them installed?
  2. Will the optional components require an installer to make the installation process easier for users? Or is this something where users will need to move certain files in/out of their plugins folder?
  3. Would it be helpful to create sub-categories for the optional components, so that they're easier for users to navigate in an installer or through their plugins? Right now, I'm seeing three sub-categories of optional fixes: Gameplay, Visual, and Audio.
     

For the installation, we aim to try and aim for simplicity in mind with how they're structured. Based on this, we're leaning more towards how they'd be "opt-out" mods for how the main MZ package would include everything bundled as it comes. An installer is a possibility, but mainly especially considering what @Tyberius06 is doing with his Project ZIP to eradicate them, it's something where we like the idea of packaging in a regular zip archive. However, options are golden, and so we've got ideas to explore creating a Java based installer (like the NAM uses), so then to allow cross-compatibility on Mac and Linux systems too. (Keep in mind tho, neither of us has ever programmed in Java so that would require additional research.)

So it's quite possible we'd release this individually for people who'd like the configuration to be done that way, for picking and choosing from the main categories of MZ mods, and also allowing individual ones to be de-selected if desired.

Sub-categories are very possible too, and we plan to prefix all mods with a numerical system which considers loading order as well.

 

6 hours ago, BartonThinks said:

Gameplay Mods vs. Fixes. To my mind, the NKO Mod is closer to a gameplay mod than a bugfix.

That's true. It is why we have in mind to include it as "Optional" given those are items which we believe many mayors would like to use, but understandably with personal preference a key consideration, not everyone would want those items. The "Core Fixes" are the absolute essentials which fix main gameplay aspects.

In terms of possibly splitting MZ into more than one release for fixes and gameplay, it is well worth considering. We do like the idea of simplicity for MZ being an all-encompassing package, and believe the majority would appreciate the whole shebang for the full installation. All the while, providing those who only want selected parts the choice to tailor their own installation to their preferences. A bit like how the NAM allows a "Custom" install with all the various options.

 

6 hours ago, BartonThinks said:

Compatibility Concerns. Some of these fixes, like the IHT fix and the Less Abandonment mod, are incompatible with CAM. I think it would be helpful to have a CAMpatible installation option, and/or to make any in-CAMpatible files easy to find and remove if the user chooses to install CAM in the future.

Good point about compatibility. This is something that is alas always an issue given exemplars override in their entirety, even with a single property changed. It would be ideal if SC4 allowed an empty exemplar, with only a new property which overrides another. All others in the overridden exemplar still being loaded up, but sadly it doesn't seem possible unless maybe doing something elaborately fancy with chained cohorts.

What could be the potential way forward is like we did for NKO is to integrate the changes CAM (and possibly SPAM) makes into the new IHT Jobs Fix and what Less Abandonment overrides as well. That might be doable, but of course with regard to growth stages it would mess things up if not using CAM in full, since several exemplars are responsible for altering them.

Another part of the MZ documentation will be a "Recommended" section where some main mods can be linked to. NAM being #1 on the list clearly, and then likewise for the 4 GB Patch and linking to Cori's Shoppes and anything else worthwhile. Also a "Quick Tips" section for gameplay is an idea too, such as the power zoning trick and other things which can help particularly new players get started on their mayoral journeys.

 

6 hours ago, BartonThinks said:

Alternatively, you could configure the default installation so that these files automatically load before CAM's default installation folder, which would allow CAM to simply override the files. This might also be a concern for other mods, like SPAM, depending on what's ultimately included in the pack.

Yeah, that could be what it comes down to. We will be including a "Compatibility" section in the documentation to cover things like this, but it gets back to the simplicity of what would be most ideal. For instance, one thought is to include an Extras folder which would be excluded by default, but effectively provide added choices for an advanced installation of the various mods. An example is like my Save Warning mod which has different options, and same for the Web Button mod too. In the documentation it would then explain about what to do if using the CAM or SPAM, etc. Then steps for how to ensure MZ can still safely be used.

As mentioned, since we aren't familiar with CAM and SPAM specifically, we can certainly use your assitance (as well as anyone else's).

 

6 hours ago, BartonThinks said:

NAM Essentials. I know this is something people have been resistant to in this thread, but I think it would be a really good idea to include a set of bare-bones "NAM Essentials" in ModdPacc Zero. This would be limited to a default, newbie-friendly version of the NAM traffic controller and simulator, so that new users can fix the game's broken commuter calculations without having to deal with the full NAM installation process.

It does sound an excellent idea on paper, but yeah it's something to be prudently judicious about.

We can speak to @Tarkus about this sometime and see whether it could be viable to include some form of NAM inside MZ perhaps. This might be what fits into the theme of a "NAM Lite" which I recall was being floated around as a prospective idea they may develop for a future release. Certainly we don't want to step on any toes, and are in favour of MZ ideally being what won't need regular updates to keep up with compatibility for the NAM's full releases. We completely agree how MZ will never be a replacement for NAM or any other large self-contained mod, including CAM and SPAM too. So indeed, it would greatly depend on if the NAM Team agrees this is worthwhile. Of course, the NAM is their mod not ours, and also we're not the experts at everything traffic simulator related as they are.

There is always scope for expansion of MZ in future, and so this might even fit into a possibility for someday, rather than what we'd finalise for an initial release. Plenty to consider, and nothing is set in stone at this stage either. There are lots of ways how it can be achieved as we keep making progress.

Ultimately much like with the Pilot Project for ModPaccs (especially regarding author permissions for creative content), we want this to be done right too.


Thanks again, and this is all important discussion as things continue to move forwards.

-CB & Cori

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Thanks for the detailed reply, @Cyclone Boom.

Re: Opt-in vs. opt-out mods -- I think most of the items marked optional make sense as "opt out" features, but there are a few that I think would be a mistake to include by default. The minimize button remover is one that comes to mind, since it could cause chaos for people who go to take a screenshot and don't know how to get back to the game's menu. I'd also be against include mods like NKO as default features for ModPacc Zero, in the same way I'm sure other users would rather not include mods like CAM or the industry quadrupler as default features in an "essentials" pack.

Re: CAM & SPAM compatibility -- Unfortunately, the strategy used for the CAM-patible NKO mod wouldn't work for the IHT fix or the Less Abandonment mod, because of how many properties CAM alters in the relevant exemplars and the way these properties relate to other files (as you've alluded to already). I don't believe their are any concerns with SPAM-patibility for the IHT fix or Less Abandonment mod, because SPAM overrides different exemplars.

(And for what it's worth, I'm more than happy to help out with anything CAM-related. While I don't play with SPAM these days, I believe I understand it well enough that I can help out with SPAM issues, too.)

Re: NAM Lite integration -- So, the simplest solution I can think of is to simply add NAM Lite to MPZ, to be installed in a folder marked "Network Addon Mod - LITE," and then ask the NAM team to modify the installation instructions for NAM to say this folder must be deleted first. The instructions already say this for past versions of NAM. If it works for older versions, I think it would work for NAM Lite too.

The two other possibilities that come to mind would be:

  • Name the "NAM Lite" default installation folder so that it loads before the "Network Addon Mod" folder. This way, the NAM files will override the NAM Lite files so long as the user doesn't rename the folders.
  • I'm not sure if this is actually an option (paging @Tarkus??), but I believe NAM 41 runs Cleanitol at some point to remove redundant/conflicting files. If this feature can be used to detect and delete the NAM Lite files, then the NAM Installer could take care of this issue for us.
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I would personally consider the CAM to be a bug fix to the lot growing simulator in the same way that the NAM is a bug fix to the traffic simulator.

The game picks out lots to build based on what stage they are (because how many lots of each stage there are in the city are restrained to a certain percentage of total lots in the city based on the city's size), and also tries to fill demand. So Wren Insurance grows too much because it's only stage 7, so there can be more of them in your city, but they have way way way way way higher job density than even most of the stage 8 lots, so they're very appealing to grow if you have the demand.

The other problem though, is that if a lot grows, it can only be replaced by a lot of a higher stage and with more jobs/residents.

So if the stage is too low (relative to its jobs/residents), it will grow too much and will rarely be upgraded. If the stage is too high, it will probably never grow to begin with.

Many of the Maxis lots have the wrong stage, and screw up the growing simulator. And then the Maxis stage 8 lots are essentially broken because there's quite a bit of variance in terms of size/job density but one stage 8 can't upgrade to another stage 8 (luckily they're so large that you wouldn't normally expect them to be replaced in real life anyway, but they're still broken).

Of course like with the NAM there's the practical issues of it, but ideally this would be compatible with the CAM.

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4 hours ago, Cyclone Boom said:

An installer is a possibility, but mainly especially considering what @Tyberius06 is doing with his Project ZIP to eradicate them, it's something where we like the idea of packaging in a regular zip archive.

Consider that the Project ZIP aims to replace the installers that serve no function to the end users, this is, the ones that would work just as well by simply unzipping the files anywhere on the Plugins folder. Any mod that's more complex than that would reasonably justify an installer, specially if there are several optional elements.

 

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4 hours ago, Jasoncw said:

I would personally consider the CAM to be a bug fix to the lot growing simulator in the same way that the NAM is a bug fix to the traffic simulator.

The game picks out lots to build based on what stage they are (because how many lots of each stage there are in the city are restrained to a certain percentage of total lots in the city based on the city's size), and also tries to fill demand. So Wren Insurance grows too much because it's only stage 7, so there can be more of them in your city, but they have way way way way way higher job density than even most of the stage 8 lots, so they're very appealing to grow if you have the demand.

The other problem though, is that if a lot grows, it can only be replaced by a lot of a higher stage and with more jobs/residents.

So if the stage is too low (relative to its jobs/residents), it will grow too much and will rarely be upgraded. If the stage is too high, it will probably never grow to begin with.

Many of the Maxis lots have the wrong stage, and screw up the growing simulator. And then the Maxis stage 8 lots are essentially broken because there's quite a bit of variance in terms of size/job density but one stage 8 can't upgrade to another stage 8 (luckily they're so large that you wouldn't normally expect them to be replaced in real life anyway, but they're still broken).

Of course like with the NAM there's the practical issues of it, but ideally this would be compatible with the CAM.

While I consider NAM and CAM (especially edited to work with SPAM and IRM) essential to play SimCity 4, they shouldn't be part of MODPACC. Some fixes (like to Wren Insurances) could be added to MODPACC 0, but in a way to easly overwrite them by CAM instalation. 

As Barton said, this is pilot for now. To test whatever it works, so keep it simple. Later on we can add dedicated CAM or NAM addon.

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Regarding NAM Lite (that name's much preferable to "NAM Essentials", which was the name of an often-unnecessary and confusing component of our old "Modular NAM" paradigm of NAM 21-30), it does still figure into our plans.  However, just as with the full-blast NAM, we'd vastly prefer to retain full control over its distribution, maintenance, and support, which means any potential NAM Lite package should remain a standalone item, rather than being merged into a larger package of fixes.

-Tarkus

 

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16 hours ago, Jasoncw said:

I would personally consider the CAM to be a bug fix to the lot growing simulator in the same way that the NAM is a bug fix to the traffic simulator.

The game picks out lots to build based on what stage they are (because how many lots of each stage there are in the city are restrained to a certain percentage of total lots in the city based on the city's size), and also tries to fill demand. So Wren Insurance grows too much because it's only stage 7, so there can be more of them in your city, but they have way way way way way higher job density than even most of the stage 8 lots, so they're very appealing to grow if you have the demand.

The other problem though, is that if a lot grows, it can only be replaced by a lot of a higher stage and with more jobs/residents.

So if the stage is too low (relative to its jobs/residents), it will grow too much and will rarely be upgraded. If the stage is too high, it will probably never grow to begin with.

Many of the Maxis lots have the wrong stage, and screw up the growing simulator. And then the Maxis stage 8 lots are essentially broken because there's quite a bit of variance in terms of size/job density but one stage 8 can't upgrade to another stage 8 (luckily they're so large that you wouldn't normally expect them to be replaced in real life anyway, but they're still broken).

Of course like with the NAM there's the practical issues of it, but ideally this would be compatible with the CAM.

 

12 hours ago, Golan0 said:

While I consider NAM and CAM (especially edited to work with SPAM and IRM) essential to play SimCity 4, they shouldn't be part of MODPACC. Some fixes (like to Wren Insurances) could be added to MODPACC 0, but in a way to easly overwrite them by CAM instalation. 

As Barton said, this is pilot for now. To test whatever it works, so keep it simple. Later on we can add dedicated CAM or NAM addon.

These two posts basically sum up my feelings on CAM. If it were up to me, I'd consider it an essential fix to the game, for all the reasons Jason listed. At the same time, I know other people don't consider it essential for one reason or another. To my mind, anything included as a default feature in an essentials pack is something that should be universally (or near universally) considered an essential fix. So while I'll evangelize for CAM until I'm hoarse, I think it and similar mods should be treated as "opt-in" content.

14 hours ago, matias93 said:

Consider that the Project ZIP aims to replace the installers that serve no function to the end users, this is, the ones that would work just as well by simply unzipping the files anywhere on the Plugins folder. Any mod that's more complex than that would reasonably justify an installer, specially if there are several optional elements.

 

And this post basically sums up my feelings on installers. They're a nightmare for 99% of files, but I think they make a lot of sense for major mods and content packs that require or encourage customization. In those case, I think an installer is more intuitive and user-friendly. That said, I think a well-structured ZIP with clear instructions could also work, so I'm not too worried.

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7 hours ago, Tarkus said:

any potential NAM Lite package should remain a standalone item, rather than being merged into a larger package of fixes.

This makes perfect sense to me.

How do you feel about tweaks to the Traffic Simulator Exemplar only as a component of MZ? (For other readers: This is simply another one of the existing Maxis Exemplars which the NAM team has tweaked to perfection.)

 

26 minutes ago, BartonThinks said:

That said, I think a well-structured ZIP with clear instructions could also work, so I'm not too worried.

That's our initial plan as it's something we already know how to do.

We pretty much assume an installer would have to be Java based to be cross platform compatible. Creating that isn't currently in our skill set, nor on our radar to learn any time soon. *;)

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Just popped in to see what's happening and was encouraged by the organizational progress being made by @BartonThinks. I noticed some discussion about using a java based installer and remembered a utility that I checked a couple years ago. It is a java app and it seems to be still actively developed. It can wrap jar and class files into an executable with options preset or overridden on command line. Not sure if this will work for your process but here is the link Launch4j.

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Wow, I logged back in after a couple months.

 

And I see this forum restarted and began to move forward after the 6 month hiatus. I'm glad everyone is on board with this! It definitely sucks having to redownload all the mods you have after you (me) forget to backup your game files after a fresh install of Windows.

 

Thanks for everyone who has contributed to this and will continue. I take no credit whatsoever besides rekindling the fire for this project!

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