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Indiana Joe and the Quest for the Ultimate Plugins Folder

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    @T Wrecks  I appreciate your interest, it sounds like we're in exactly the same boat, you're only a few steps ahead.  And I think we all count as nerds if we're already here. *:lol:

    Thanks for your detailed recommendations, most of them already have a place in my old plugins folder, I just haven't gotten around to listing them yet as I update the guide.  But that does make me feel better about having a grasp on the best sources of custom content.  It sounds like you play mostly to those two tilesets you mentioned

    1 hour ago, T Wrecks said:

    Chicago 1890 and NY 1940

    and I have had some ideas about tilesets bubbling around.  I'm thinking about taking it one step further and re-defining the four sets we have to work with.  I could have greater control over what wealth types grow in the city quite easily.  Four possibilities:

    • The low-wealth set: low density is rural, low-income housing, trailers and farms; medium density is gritty apartments and row houses; high density: the projects.  Absolutely no R§§§.
    • The suburban set: nicer homes, apartment buildings, condos, with big yards, wide spaces, spacious parking.  Not wall-to-wall.  All wealths.
    • The urban set: compact lots, wall-to-wall, overall higher density, more art-deco and less modernist.
    • The modern set: green and energy efficient style housing, modernist mansions, high-tech looking skyscrapers.  Closer to the Euro set.

    Many ideas to swirl about.

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    As someone who has never organized their plugins folder and kept adding to it since 2005- this seems like a ton of work.

    ...But an interesting read nonetheless. Thanks for sharing! *:thumb:

     

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    I am also reading this with great interest as this is what I would have like to see for Plugin Sharing Discussion. Ok you will not provide ready download package for plugin folder, but this is almost as good. Well thought extra content set up for a North American City. It will certainly be useful for me. Thank you.

     

    I have made separate plugin folder for different style cities I play. Such, London, Paris, Chicago 1890 or modern vaguely North American Style city which is essentially a Mattsville @mattb325

    This way I have been able to keep my average plugin folder around 1 GB. But that has meant a lot of work and as I want to keep dependencies in minimum, it means that I have to do a lot of relotting. 

     

    I agree that with Modern North American and perhaps with Euro and Japanese/generic Asian one can be picky. Usually good content to choose from.  I have been looking for historic building and with those the selection is more limited. Also it is an issue that some Euro Batters have used different scale than Maxis based, I believe that most Batters did follow Maxis scale and because of that, it is kind of annoying to see a great Bat which does not fit into general building lineup.

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    @Indiana Joe: Those tileset ideas are sure interesting! Especially the division between suburban and urban is an interesting feature, as this is one of the hardest aspects to control using default means and methods. I've been thinking about that, too.

    You see, most of the Chicago-style small & medium residentials that I use are inherently more rural, whereas most NY-style residentials tend to have a more urban character. Heck, the entire era was more rural if you think about it. And then there's Don Miguel's old (but great) Castiron Lofts, which are pretty much Chicago tileset material IMO, but also definitely urban. I reckon the best I can do about this is to move the urban stuff to higher stages. In most cases, "urban" does imply a higher density anyway, and those Castiron Lofts are so big that Stage 6 pretty much checks out if you go by Maxis references.

    This should be viable for me because I tend to build from small to big anyway. Keeping things small in the beginning makes for an easy start and ensures that much demand gets built up because your villages grow slower than demand. Then, when you have nice and fat demand bars, going urban is pretty easy. This involves regional playing, too, as demand gets carried over to adjacent tiles to a degree. Going from small to big, you can "channel" surplus demand from the suburbs into your CBD-to-be.

    However, your tileset approach would not work for me because I do intend to upgrade to Houston 1990 eventually. I'd grow most of the region, particularly the rural / suburban part in Chicago 1890, maybe some cities, too. However, in cities I'd activate NY 1940 as well because this tileset contains more urban stuff. This is pretty much where I intend to stay for a while. Then, when things have settled and I have decent demand and want to refine things, I want to make the switch to Houston 1990 and revise cities. Nothing good grew there in the old tilesets? Release the hounds bulldozers! Whatever grows now will be International style to post modern if it's a larger commercial, or generally modern stuff. So that's a bit of organic growth I'm envisioning. Non-historical buildings might get replaced by modern stuff, too, which should make for a realistic mix.

    All this is partly because I don't want to do without modern stuff. Let's take the entire IHT sector: High-tech industry looks absolutely, utterly and completely stupid alongside old wooden houses and tenements if it's alone. It looks like some time travellers from 2020 invaded an Atlantic coast town around the early 1900s. However, if you have this industry alongside a town that shows modern glass facades among its older building substance, things look a lot more credible. (It'll be interesting to see whether I can do without I-HT long enough to keep things in their "natural" order or whether the game will force me to develop I-HT in order to grow my cities first and then allows me to modernise. The latter would result in a period in which my cities would look odd, having high-tech industry that I use to fuel the growth of 1920s skyscrapers.)

    Not to mention all the great modern BATs! Elite BATters like the two "download all of their stuff" guys @Jasoncw and @nofunk have made some modern stuff that I wouldn't want to miss. Add many great (mostly smaller and W2W) buildings by @gutterclub that are just too tempting, and what about skyscrapers and high-rises by the likes of @Darknono35, @kellydale2003 or @scotty222? Some great midrise stuff by @mattb325, too. And then there's the wonderful world of suburban 'big box' retail which only really begins to make sense in a post-war era.

    Modern Euro / Asian style is tempting, too, but this may be too far in the future for me to even touch. Fortunately for me, ace BATters like SOMY, ks_JPN, APTX8590 or @on001222 do have some stuff in their portfolio that's not super modern (at least not by the looks) and generic enough to look okay in a vaguely Euopean / North American city.

    Well, so much for my ramblings on tilesets, growth strategy, and some highlight BAT selection...

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    @T Wrecks It's interesting to me how you primarily separate the styles by age, and architecture is more of a second thought.  The default sets are well suited to be used like this.  It fits a linear playing style where all cities evolve over time, as in real life.  I realize more now how my playing style is a bit different, where I have somewhat of a regional plan, and everything is supposed to reach a certain point and stop there, as if frozen in time.  When all the city tiles are filled up, there are some big cities, some small towns, some rural areas, and then I'm done; the region is complete (hypothetically of course, as if I'll ever get that far in a region *:P).  Then on to the next one, with a different design.

    What I would like to do with the sets is have more finite control over the classes of residential building.  There are a few specific issues with residential development that irk me.  Once you add water and schools to any city, you start getting mansions.  Often in places you don't want them.  Similarly it is difficult to get W2W buildings to line up, etc.  I'm thinking I can remove the need to hover over residential plots with the bulldozer, and force exactly the type of buildings I want to appear.

    So with 4 tile sets to work with, 3 densities, and 3 wealths, it becomes a game of writing and erasing over and over on the drawing board.  The subjective part of this is how you classify different types of residential buildings, which can be done in a million different ways.

     

    Possible building classes by wealth

    Low wealth:				Medium wealth:				High wealth:
    Trailers				Cabins/farmsteads			Older, rural mansions
    Suburb. singles/duplexes		Suburb. 2-stories			Contemporary mansions
    Inner-city sing/dup			Inner-city 2-stories			Expensive townhomes/condos
    Gritty apartments			"Green," contemp. homes			Expensive mid-rises
    Gritty row houses			Nice apartments				Expensive high-rises
    Projects				Nice row houses					
    Mega prefabs				Nice mid-rises
    					Nice high-rises

    ...Roughly sorted by stage from top to bottom, going rural->suburban->urban.  I ended up being more specific in some areas than others; certain buildings like trailers/mobile homes just look out of place unless they are in precisely the right area, same with row houses, farm houses.  So I'd like to use the 4 sets to separate these things in a way that I can control where they grow.  A secondary sorting will happen as I roughly try to divide architecture between pre-war, post-war, late 20th c., and contemporary.  Or something like that.

    Currently the different ways to control wealth are of course the presence of water and schools.  For med/high density you need water anyway, so if you want a low-wealth, high-density area, you basically have to forego all education.  I think I can fix this too by having a tile set dedicated to low-income residential.  And if I keep mansions separated, I can re-zone and water suburban areas and force apartments and mid-rises to grow instead of mansions.

    So, some wealths may be missing from some boxes on the table.  Another thing to consider is lot size; I may want to avoid having large-lot mansions on the same tile set as large-lot trailer parks, or large-lot apartment complexes.  That way when I zone specific sizes, I know exactly what buildings I'm getting.  It's going to take a lot of fiddling to get it the way I want it, I'll be playing around with it in excel for a while.

     

    Matt

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    Don't forget that you can also leverage tax rates as a temporary "toggle" for certain wealth classes. I can totally imagine myself starting a village with R$$$ taxes at 20% to choke all R$$$ growth for the time being - until I have built up some R$$$ demand in the background. Then I can lay out a new zone dedicated to mansions, reduce R$$$ taxes to normal again, and those wealthy Sims will start moving in where I want them.

    Of course, this method is very primitive and has its limitations. It still requires much bulldozer / "Make historical" control (oh, how I wish we could drag "Make historical" rectangles!).

    I wonder if fiddling with the game's internal settings might help. IIRC, @CorinaMarie has successfully manipulated the property that enables higher-wealth buildings to replace ("kick out") lower-wealth buildings in the first place. This sounds interesting.

    Likewise, I have once stumbled across a property that controls the influence of nearby low/medium/high-wealth buildings on the desirability of a given plot for the respective wealth classes. Manipulating this could also help to get far more homogenous neighbourhoods. You could make it so that wealthy Sims absolutely detest living near poor folk so that the desirability for R$$$ around low-wealth housing would turn deep red. This also seems to be an interesting route.

    On a completely unrelated note, given the degree of pondering and fine-tuning you and I are apparently willing to put into this, I wonder if either of us will actually make it back into the game at all! *:P

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    Wow guys this is great stuff!  I had never utilized taxes to their fullest to force different wealths to grow, because as soon as I reset taxes everything would just get replaced anyway.  The Kick Out exemplar sounds like a game changer on that front.

    So now I don't have to worry as much about wealth if I customize the tile sets, I can focus more on building style.

    Thanks to you both.  Just goes to show that you can always read and learn more about the game, no matter how much I think I know *;)

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    @Indiana Joe

    This is a very insightful exploration into the strategic methodology behind a carefully curated set of custom content.

    With it so easy to quickly become overwhelmed with the myriad of BATs, lots, and mods out there, I couldn't agree more with having a focus. Setting out key principles and then to select items accordingly to one's personal preference. Whether into the gameplay or the more artistic non-functional side of things (or even a balance), by using a systematic approach it then becomes easier to not only realise what items to use, but knowing each is there for a designated purpose. Then as compiling a Plugins set, making a decisive effort to organise and keep track of what is what. Although it may seem a monumental effort at first, in the long run this collectively does reap the rewards.

    So thanks for taking the time to document your approach. In what arguably is more of a creative hobby than just a game, there are endless possibilities. Sometimes simply knowing where to start is the biggest step. I'm sure along with the valuable input shared already by everyone in this discussion, it'll help as an inspiration to many. *:)


    As an aside...

    For greater visibility and since it can relate to various gameplay aspects (including RCI wealth management), I've moved us over to the General Discussion forum. I also featured the thread so it'll be listed on the homepage feed and sidebar tabs. I highly suspect both new and returning SC4 mayors will have an interest in the recommendations being discussed here. That way it can stand out from modding topics, which are otherwise specifically focussed on the creation aspect of custom content.

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    @Cyclone Boom  Thanks for the feature!

    As for The Big List, I am taking a break from worrying about BATs, which are gonna take forever.  Adding a section at the top for essential/miscellaneous small mods and fixes.

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    I checked the size of my plugins folder: 7.88GB *:rofl: To tell you the truth, my desktop takes 3 minutes to load the game. :]

    Over the years, I had to rebuild the plugins folder from scratch because of some crashes with my HD. The question is: why do I still have 7.88GB of files? Because I spend most of the time customizing, not playing properly. With the addition of lots of quality stuff available for download, I get it all. Currently, I do not have much time to play because of my college, but whenever someone shares new stuff, and I like them, I get it. Every city I build has a focus. Some are of great density, some smaller, some I focus on transportation, others in industries, others in farms, anyway ... Every city, a city. Since my focus is on customizing, creating the perfect landscape and skyline, I spend a lot of time searching for the plugins inside the game. The poin that @Indiana Joe has touch is very important. Actually, the game does not handle very well with a huge amount of plugins, and that's why I think every person needs to keep the plugins folder very well organized.

    The question of compatibility betwen plugins: I see that A LOT, every time. Night scenes, for an exemple, are nightmares. I use @SimFox's Day'n'Night mod, and many plugins don't have support for this. Night scenes in SimCity 4 are beauties, and that fact breaks my heart. *:( I will try to do a list of plugins that follows this pattern as soon as i can. 

    I think the purpose of the game itself is not customization, but due to the amount of plugins, online communities, the city journals, my focus on SimCity 4 has changed over the years, and for that, having a plugins folder which has variety, compatibility and at the same time organization, is a task that requires a little more attention.

    PS: I still didn't learn speak English, but i keep trying  *:thumb:

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    Very interesting to read all this. Most of my  content I have in my documents/simcity4/plugins folder. Some mods I have installed in C/steam?apps/../plugins.These are mods that fixes the issues with simcity4 and the mods that I have always on, like the terrain and water mod.

    I read somewhere that the steam plugins folder loads first, so I thought, lets put those important mods there.

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    15 hours ago, Indiana Joe said:

    Wow guys this is great stuff!  I had never utilized taxes to their fullest to force different wealths to grow, because as soon as I reset taxes everything would just get replaced anyway.  The Kick Out exemplar sounds like a game changer on that front.

    So now I don't have to worry as much about wealth if I customize the tile sets, I can focus more on building style.

    Thanks to you both.  Just goes to show that you can always read and learn more about the game, no matter how much I think I know *;)

    You do not need to use the Kick Out exemplar- just make sure the desirability stays high, make sure the crime is low, pollution is low, commutes are reasonable and there's never any garbage.

    When I focus on one wealth-type of residential I overtax all the others to eliminate demand, I then go crazy on the "Make Historical" and this locks in the buildings I want to stay.

    As long as make historical is turned on and desirability stays high a residential building will not go abandoned or delipidate into R$$ or R$.

     

    Anyway as for plugins my current plugin folder is a little lightweight coming at 5.4GB, sometimes it gone up to 8 or 9GB! But several times I have deleted all the plugins and rebuilt from scratch. My advice for getting the buildings you want and seeing them appear ingame is to write down their lot-name on a piece of paper, use the building plop and plop 'em in. This works always for commercial and industrial, it also works for residential if the residential building plopped in replaces a residential building of the same lot size and wealth type. However plopped residential does not spawn traffic so use sparingly!

    I don't care for the simulation, I bend it and cheat it for convenience: as long as buildings are not getting abandoned and I can see Sims and vehicles spawning then I'm happy!

    Finally, after copying and pasting from a tutorial I created about building diagonally, here is a list of pretty much everything you need to build diagonally and make the textures look smooth and seamless. Enjoy!

    List of goodies:

    Diagonal buildings:
    xannepan's content- https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1613 (LEX).
    Glenni's content- http://community.simtropolis.com/files/file/22357-transition-from-long-to-short-diagonal-buildings/ (STEX).
    prepo's content- https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1324 (LEX).
    Ferox's content- http://community.simtropolis.com/files/file/18809-diagonal-euro-buildings/ (STEX + his other files are largely W2W).
    zero7's content-https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1174 (LEX).
    Paeng's gridbusting warehouses- http://community.simtropolis.com/files/file/27701-paengs-gridbuster-warehouses-vol01/.
    Motokloss's content- http://community.simtropolis.com/profile/422335-motokloss/content/?type=downloads_file.
    Reddonquixote's content- http://community.simtropolis.com/profile/68861-reddonquixote/content/?type=downloads_file.
    --Quite a few of his buildings have diagonal versions of them.
    Darknono35's content- http://community.simtropolis.com/files/file/29566-nybt-605-third-avenue-ny/.
    SimCity Polska links: http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=47, http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=145 and http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=83.

    Fillers:
    SFBT diagonal filler lots https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1197.
    MGB - diagonal fillers http://community.simtropolis.com/files/file/29797-mgb-diagonal-filler-set/.
    T-Wrecks's IM IRM filler set - http://community.simtropolis.com/files/file/28298-industrial-revolution-mod-i-m-filler-set-1/.
    Diagonal industrial fillers- http://community.simtropolis.com/files/file/27699-nightowls-diagonal-industrial-fillers-and-extenders/.

    Bonus:
    Paeng's Pedmall Parks- http://community.simtropolis.com/files/file/26454-paengs-pedmall-parks/.
    The latest NAM (more support for SAM 6 and 10).
    RRP Wooden Fences- https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1888.
    KOSC diagonal parking- http://community.simtropolis.com/files/file/30953-kosc-sp-modular-parking-diagonal-set/.

    AND Gobias' sidewalk mods. NOTE (29/04/2017): The administrators of the BSC LEX have restored Gobias' files: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2850.

    PLUS grab the rest of T-Wrecks IRM fillers and while you are at all of his IRM files.

    FINALLY- If you are a real die-hard then type in "diagonal" into the LEX and STEX searches. Scour these exchanges and nab everything which says diagonal. It will probably take several hours but the reward of more variety is always worth it.

    {---}


    Additional content (edit- 16/04/2017)

    Simcoug's R$$ Diagonal Homes:

    Simcoug's Diagonal W2W Tenements:

    Rivit's RUM-http://community.simtropolis.com/files/file/29279-rum-for-rrw/.
    --This is for transparent railway textures.

    MGB - Terrain Grass NAM (TGN) for Gobias Berner Oberland- http://community.simtropolis.com/files/file/30159-mgb-terrain-grass-NAM-tgn-for-gobias-berner-oberland/
    --Replaces all the road network grass textures with the Berner Oberland styled grass. There is also a Sudden Valley, Appalachian and Pyrenean version of this mod to.

    Selecting the base texture replacement option for the Berner Oberland, Sudden Valley and Appalachian terrain mod installers. This goes hand-in-hand with the TGN. For Berner Oberland and Sudden Valley you can find them on the LEX.

     

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    On 19.9.2018 at 5:23 PM, CorinaMarie said:

    This isn't a Cori Original idea. I found it in the apparently anomalous exemplar reveals new type thread from 2005. *;) However, it doesn't appear anyone ever seriously tested it so I created one for myself (Cori's_No_Kickout_Lower_Wealth_CAMpatible.dat) and in combination with @Bones1's Less Abandonment Mod, I find it to be the Holy Grail of city growth management along with tax rate adjustments. Without those two mods it means many of my buildings will upgrade and throw off the balance with many then abandoning and filling up with too many lower wealth Sims.

    Cori Do you have a thread where you discuss your findings? I want to learn more. I often play with historical style and I want to create slums. Whitechapel you see. But I don't necessary want to choke my sims with pollution or kill the education.

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    6 hours ago, The British Sausage said:

    You do not need to use the Kick Out exemplar- just make sure the desirability stays high, make sure the crime is low, pollution is low, commutes are reasonable and there's never any garbage.

    I suppose it depends on the underlying goal when building any given city. *;)

    In terms of how the No Kickout toggle adjusts the growth simulation, I've been testing it with @CorinaMarie and feel it's an extremely useful mod for improved realism and finer control. Since contrast between wealth levels is something common in real world cities, it prevents lower wealth from being taken over. This means wealth levels can coexist, such as by R$ remaining inside an area suitable for and containing R$$ and even R$$$ homes. Tax rates can be adjusted accordingly, and should one later wish to upgrade an area, it's possible to selectively bulldoze. This then provides higher wealths an opportunity to reconsider and grow in place, providing the conditions are suitable.

    It therefore makes the balance of jobs and Sims easier to maintain, all with the convenience of not needing to mark hundreds of buildings as historical. As a bonus, we've noticed how some lower wealth buildings can survive which would surely have been automatically upgraded. For instance I recall there being a few terrace houses and also small sized prefab blocks which were still there in among an area of wealthier condos and apartments. An exception to the rule is should a building abandon, it's then able to automatically redevelop. In a way this seems realistic too, given it represents how a property developer has invested in a restoration or a full reconstruction.

    While it may need consideration to plan ahead when developing and take a little getting used to, I feel No Kickout is really a highly beneficial gameplay adjustment. It may well be that Maxis toggled it off prior to release, so then to allow more widespread RCI development with less control over what can grow where.

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    30 minutes ago, Cyclone Boom said:

    I suppose it depends on the underlying goal when building any given city. *;)

    In terms of how the No Kickout toggle adjusts the growth simulation, I've been testing it with @CorinaMarie and feel it's an extremely useful mod for improved realism and finer control. Since contrast between wealth levels is something common in real world cities, it prevents lower wealth from being taken over. This means wealth levels can coexist, such as by R$ remaining inside an area suitable for and containing R$$ and even R$$$ homes. Tax rates can be adjusted accordingly, and should one later wish to upgrade an area, it's possible to selectively bulldoze. This then provides higher wealths an opportunity to reconsider and grow in place, providing the conditions are suitable.

    It therefore makes the balance of jobs and Sims easier to maintain, all with the convenience of not needing to mark hundreds of buildings as historical. As a bonus, we've noticed how some lower wealth buildings can survive which would surely have been automatically upgraded. For instance I recall there being a few terrace houses and also small sized prefab blocks which were still there in among an area of wealthier condos and apartments. An exception to the rule is should a building abandon, it's then able to automatically redevelop. In a way this seems realistic too, given it represents how a property developer has invested in a restoration or a full reconstruction.

    While it may need consideration to plan ahead when developing and take a little getting used to, I feel No Kickout is really a highly beneficial gameplay adjustment. It may well be that Maxis toggled it off prior to release, so then to allow more widespread RCI development with less control over what can grow where.

    All good points!

    It's just I have method which is reliable and I don't have to go through every building and apply the No Kickout toggle which sounds like a huge amount of work.

    If I wanted too I could mix and match- zone in some of the lots in an area and grow low wealth, then zone in the reminder of the lots and grow medium wealth. In each case I just alter the taxes and always click on "Make Historical".

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    1 hour ago, The British Sausage said:

    All good points!

    It's just I have method which is reliable and I don't have to go through every building and apply the No Kickout toggle which sounds like a huge amount of work.

    If I wanted too I could mix and match- zone in some of the lots in an area and grow low wealth, then zone in the reminder of the lots and grow medium wealth. In each case I just alter the taxes and always click on "Make Historical".

    Nah the great part about it is it's just one little option in one exemplar that instantly affects all RCI development.  It removes the need to go building to building and is almost like a mass-make-historical button.  (Except buildings could be replaced by higher density, same wealth)

    I played with it to test and it's actually pretty amazing.

    And thanks for the diagonal list!  That's the kind of thorough study of content I was hoping to see when I made this thread.

     

    Matt

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    2 minutes ago, Indiana Joe said:

    Nah the great part about it is it's just one little option in one exemplar that instantly affects all RCI development.  It removes the need to go building to building and is almost like a mass-make-historical button.  (Except buildings could be replaced by higher density, same wealth)

    I played with it to test and it's actually pretty amazing.

    And thanks for the diagonal list!  That's the kind of thorough study of content I was hoping to see when I made this thread.

     

    Matt

    Alright, now I am curious!

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    8 hours ago, The British Sausage said:

    I then go crazy on the "Make Historical" and this locks in the buildings I want to stay.

    This will indeed work and has been the recommended method for years.

    As CB mentioned, the No Kickout allows one to skip the necessity of clicking on hundreds of buildings to make them historical. I'd personally rather be playing than spending all that time mousing around.

     

    4 hours ago, Bombardiere said:

    Cori Do you have a thread where you discuss your findings?

    There is no dedicated thread. It's such a simple mod that my explanation above really covers everything. It's also one you can put in and take out whenever you like without the need to bulldoze anything. Keep in mind if you've used it and then remove it a bunch of lots will revert to their old habit of getting taken over by higher wealth levels unless you've made the area undesirable to them or marked them historical.

    If you enjoy clicking buildings as historical for hours on end then there is no need to use this time saver.

     

    4 minutes ago, Indiana Joe said:

    I played with it to test and it's actually pretty amazing.

    Those who've tested it agree. *;)

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    1 hour ago, CorinaMarie said:

    This will indeed work and has been the recommended method for years.

    As CB mentioned, the No Kickout allows one to skip the necessity of clicking on hundreds of buildings to make them historical. I'd personally rather be playing than spending all that time mousing around.

    Ha ha! All I do in SC4 is mouse around! Scroll up, scroll down...

    But I go pretty slow one city block at a time and all that mousing around gives me time to think, but I get the areas I need and the look I'm aiming for...

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    2 hours ago, CorinaMarie said:

    No Kickout allows one to skip the necessity of clicking on hundreds of buildings to make them historical.

    This affects other property types too, doesn't it? With no-kickout set, don't you also prevent commercial and industrial from upgrading?

     

    3 hours ago, Cyclone Boom said:

    it prevents lower wealth from being taken over.

    In my cities, if too many $$$ sims build McMansions where they're not needed, they starve out and abandon, soon to be re-occupied by greater numbers of lower wealth sims who can actually find jobs in my gritty industrial sectors. The repurposed mansions add character to my neighborhoods. YMMV.


    -- Jeff Fisher ><> Vancouver WA
    "I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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    11 minutes ago, jeffryfisher said:

    This affects other property types too, doesn't it? With no-kickout set, don't you also prevent commercial and industrial from upgrading?

    Yep. It also keeps higher wealth commercial and industrial from running your low wealth versions out of town. Ofc, if you have such demand for the higher wealth ones you can either zone more and they can grow there or you can selectively bulldoze some lower wealth and let them sprout in their place. Basically, all it does is put you, the mayor, in control without the hassle of making lower wealth buildings historical to prevent them from being ousted.

     

    14 minutes ago, jeffryfisher said:

    The repurposed mansions add character to my neighborhoods. YMMV.

    That's perfectly fine if that's the style and look you are striving for and you don't mind the reduced tax income when they are inhabited by lower wealth Sims whilst in the dilapidated state.

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    Fortunately the website seems to be running pretty steady now, I am able to continue adding to the list.  Updated a bit, there's a lot of sections I have to go back to but I am trying to flesh out the parks section.  There are a whole lot of things I can choose to include or not include, it will be difficult to get a good, flexible variety while not overloading the menu.  There are endless parks on the exchanges, it will take a while to research.

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    On 18.9.2018 at 10:41 AM, Indiana Joe said:

    There are enough newer, modern, HD parks from various authors, I don't think I need older sets from  SFBT and BSC and such (check out that second link for deadwoods' other good content).

    Now this is a point on which I'm not decided yet for my own plugins. The SFBT sets are sometimes really nice to make fluent transition from Maxis lots to parks, or to make sure that the driveway on some Maxis lots actually ends at a road. Using my HD tree replacement mod, the "HD" aspect is also catered for. I don't see myself throwing out all Maxis stuff altogether, so I guess there'll be plenty of Maxis driveways left to line up. For bigger park areas and/or standalone parks, I tend to agree with you and will most likely switch to KOSC's packs myself.

    Paeng also fully deserves being mentioned, as does @Fantozzi's extension set 'Big Paeng Theory'.

    One might as well mention that, given today's abundance of MMP stuff, going full MMP is also an option worth considering when it comes to making parks.

    _______________

    On a personal side note, I have finished the first residential category, single-family homes, and have moved up to the 1-tile wide rowhouses. The trend continues: lower number of items, but with far higher lot counts than before. Particularly with Cycledogg's sets, the number of lots may well exceed 50. Releasing my stuff is totally an option, but I'll test it all first, and in any case I need to finish the IRM releases I have queued up.

    I'm currently wondering whether the amount of custom foundations out there may put me in a position where I can equip non-"slope friendly" (SF) buildings with foundations from other uploads that are a close enough match. Mattb325 has been on an uploading spree recently, and many of the houses he uploaded come with custom foundations as well.

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    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    You must have managed to post right before or after I added Paeng in there *;)

    I have also been considering the idea of publishing some re-lots in order to make available some consistent sets.  To me, individually lot-ing all my RCI sounds like a bit too much of a task.  But for civics and some ploppables, I have some concepts in the works.  Stay tuned.

     

    Matt

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    2 hours ago, Indiana Joe said:

    You must have managed to post right before or after I added Paeng in there

    "PEG Ponds" deserves special mention because it enables a mayor to construct large-scale lakes and streams at elevations above the Maxis water-line. Those who want consistent look and feel would want to get a water mod that makes Maxis-level water look the same color.

    Also, PEG Ponds works best if one plans ahead and takes care to render a region's height-map so that lakes and streams are flat areas at shore-elevation (gray) rather than holes punched down through the Earth's crust to reach the Maxis water-level (black). Flattening using god-mode tools is possible but tedious.

    At one time, I experimented with a water-elevation mod that was supposed to give me Maxis water at elevation within a terrain basin, but I couldn't control it. YMMV.

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    -- Jeff Fisher ><> Vancouver WA
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    You can transition PEG's MMP Tahoe water to Brigantine cleanly, by painting right into deeper water. You can also cleanly transition PPonds, Streams and the CSK into Tahoe and each other. IMHO it's the most comprehensive set of water pieces there is. MMP water is really the only way to go however when the terrain isn't pretty flat, or maybe some of the waterfall lots. I've seen some great examples where people have used these sets to keep water flowing between mountains all the way to the shore. Sadly, many of the CJs/MDs showing such wonders have long since ceased to function :(.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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