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Cyclone Boom

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This thread is intended for asking questions to receive short and simple solutions. *:read:

It is meant to be a place where it's easy to reply and quick to receive answers, instead of opening a new topic each time. For example, to ask about keyboard shortcuts, how to use a cheat command, or game versions like between a patched and unpatched game. Maybe even a post someone made for a gameplay tip.

That said, we very much encourage members to open a new topic for asking anything which might lead to a discussion, or a sequence of replies on the same subject. That way it allows people to find topics when searching for particular questions.

So if you're here and that applies, please consider opening a new:

Thanks! *:)

-CB & Cori

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Hi, this is my first post here, hoping to get a quick answer concerning the irm mod:

How does this mod work together with different downloaded industrial buildings that are not specially offered as "IRM" conform?

Do they grow or do they have to be modified for being used with the irm?

 

Thx in advance for your replies

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Yes they will still grow, but they may not appear according to the modified zoning rules used for IRM (fully explained in the included documentation).

Modifying any custom Industrial lots is as simple as editing one property which you can do with user friendly tools like PIM-X for example. 

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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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Thx for your reply,  it seemed to me that they do not. There were some IHT lots growing in massses before I started with the IRM but do not since then.

Maybe just because of other reasons: new region, new setup/ other demands ... we will see.

not sure wheater I will start that editing or not. Modding ist quite new for me, editing either.....

Do you maybe have a short how to (just for this case?), or a link where I can find detailled infos?

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So, not sure if this was ever answered elsewhere, and, I'm sure this is likely to be questionable at best going into this topic, but:

Even though some modders have left to paywall their work, thus having their accounts closed down, or at the very least cleared out, is it possible to have a page somewhere dedicated to the necessary props and dependencies for the removed lots/mods?

So, I've got some of WolfZe's stuff, but, a few of them require certain dependencies. I originally didn't save the info, cause I figured stuff would stay up, but, that appears to no longer be the case. But, the issue with their lots, none of them have read me files for their dependency lists. So, I'm wondering if it's possible to just have a page on the site that lists the mods that we did have access to (basically, it won't include their newer stuff, just what was hosted), and have their list of dependencies along with them?

I was talking with someone in another server and they were having trouble identifying what the dependencies were for one of WolfZe's lots, but, sadly, I don't have that particular lot to be able to help them out with their problem. Otherwise, I'd at least link the dependencies I knew about.

And, sorry if this is potentially in the wrong spot for it, or if it's a taboo/taboo-like subject, but, I feel that this should at least be addressed for everyone who's got the lots, but, maybe no longer remember what dependencies they used, or have to re-install the game or whatever.


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@Ryuu Tenno

These two topics might provide some more insights on WolfZe's content:
 

 

 

Even though the files are sadly no longer available (nor can we currently endorse their public redistribution), it is fine if anyone wishes to compile and post a list of WolfZe's content and any dependencies they require. This could be done in a new topic on the forums, should anyone wish to do this.

-CB & Cori

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8 minutes ago, Cyclone Boom said:

Even though the files are sadly no longer available (nor can we currently endorse their public redistribution), it is fine if anyone wishes to compile and post a list of WolfZe's content and any dependencies they require. This could be done in a new topic on the forums, should anyone wish to do this.

What part of the forums should this be done in? Cause, I've got a list of the files I can at least start us off with, but, nothing for dependencies. Should it be under general, mods, or custom content? (or possibly some other topic I'm unaware of?)


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2 minutes ago, Ryuu Tenno said:

What part of the forums should this be done in?

It'll go best in SC4 - Custom Content.

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Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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Thank you! :)

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10 minutes ago, Andrew0180 said:

If i love a building can I lock it in place?

Yes. Use the ? query tool, click the building, then in the lower left add an X to the Mark Hysterical Historical box. That will protect it from upgrading to something else. It won't prevent if from abandoning tho if economic conditions are bad for it.

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

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Is it possible to expand the tax system in the game, or is it hard-coded to what we've got? Was curious, cause, in sc2k, you can adjust taxes per industry, and would love to see that in sc4. If not, I guess I'll have to add it to my list of things to suggest for whoever's interested in making an open SC4, lol


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Long and short the answer is no, since no properties exist that even designate particular Industry types beyond the four general categories I-AG, I-D, I-M and I-HT, which essentially means you'd need to modify the .exe code in order to make it happen. Yes in theory with .dll modding anything is possible, however practically speaking it would be a hideous amount of work to add something that would be a relatively minor change.

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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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    On 16.1.2022 at 4:57 AM, Cyclone Boom said:

    Even though the files are sadly no longer available (nor can we currently endorse their public redistribution)

    Pardon?


    <<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

    Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

    URL: https://simforum.de/index.php?forums/18/

    Oliver

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    34 minutes ago, City_Slider said:
    On 1/16/2022 at 3:57 AM, Cyclone Boom said:

    Even though the files are sadly no longer available (nor can we currently endorse their public redistribution)

    Pardon?

    I'll re-phrase...

    Due to the sad situation last year, the WolfZe files are no longer available to download. He asked for his account to be closed and files removed from the STEX.

    This means as things are, we do not support them being publicly redistributed.

    For example, we cannot allow anyone to re-upload his files on the STEX or forums. Alas, not even in the useful index @Ryuu Tenno posted.

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    Ah ok, Gotcha.

    I was on Way to do it...

    Maybe in some Month... we will c.


    <<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

    Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

    URL: https://simforum.de/index.php?forums/18/

    Oliver

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    On 1/15/2022 at 10:39 PM, Ryuu Tenno said:

    So, not sure if this was ever answered elsewhere, and, I'm sure this is likely to be questionable at best going into this topic, but:

    Even though some modders have left to paywall their work, thus having their accounts closed down, or at the very least cleared out, is it possible to have a page somewhere dedicated to the necessary props and dependencies for the removed lots/mods?

    So, I've got some of WolfZe's stuff, but, a few of them require certain dependencies. I originally didn't save the info, cause I figured stuff would stay up, but, that appears to no longer be the case. But, the issue with their lots, none of them have read me files for their dependency lists. So, I'm wondering if it's possible to just have a page on the site that lists the mods that we did have access to (basically, it won't include their newer stuff, just what was hosted), and have their list of dependencies along with them?

    I was talking with someone in another server and they were having trouble identifying what the dependencies were for one of WolfZe's lots, but, sadly, I don't have that particular lot to be able to help them out with their problem. Otherwise, I'd at least link the dependencies I knew about.

    And, sorry if this is potentially in the wrong spot for it, or if it's a taboo/taboo-like subject, but, I feel that this should at least be addressed for everyone who's got the lots, but, maybe no longer remember what dependencies they used, or have to re-install the game or whatever.

    To my knowledge, all of WolfZe's content does not require dependencies. All of the props are baked into the model. Which makes it next to impossible to plant mmp's on. He did collaborate on this lot, though, which is still available here.

    I have almost everything he made, and I've never seen a brown box pop up yet.

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    On 1/18/2022 at 6:03 PM, SIM-ple Jack said:

    have almost everything he made, and I've never seen a brown box pop up yet.

    okay, that's good to hear. I just could've sworn there were a couple he had that had some dependencies, so, I may have confused them with someone else's. Still, I intend to keep the topic open, for anyone who may have stuff that's since been removed that may have dependencies. Plus, I've been listing the exact files involved, so, it should at least help others, if they've lost track of what files are a part of the lot.

    On 1/18/2022 at 5:40 PM, Cyclone Boom said:

    Alas, not even in the useful index @Ryuu Tenno posted.

    Yeah, I hope I've explained that well in the first post of that thread, but, if not, I'll fix it. I'd rather people not get the wrong idea about it.

     

    On 1/18/2022 at 10:30 AM, rsc204 said:

    Long and short the answer is no, since no properties exist that even designate particular Industry types beyond the four general categories I-AG, I-D, I-M and I-HT, which essentially means you'd need to modify the .exe code in order to make it happen. Yes in theory with .dll modding anything is possible, however practically speaking it would be a hideous amount of work to add something that would be a relatively minor change.

    I had a feeling it was hard coded. Thank you for clearing that up for me! :)

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    Hi! I've been attesting to the See Quality STEX download philosophy. I've been seeing quality and I've been downloading it!

    This doesn't really matter, but I've seen that I have duplicates of many Maxis civic and reward buildings. For example, I have duplicates of many Maxis police buildings, but I don't have a duplicate of the police kiosk.

    Would anyone know what can create this?

    If needed, I can share information on my plugins directory.


    Fun fact: Buffalo sauce contains the entire DNA sequence of buffalo, so you can clone buffalo while eating buffalo wings with buffalo sauce at Buffalo Wild Wings in Buffalo, New York. I've never tried it, though.

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    @Turnstyled

    Without linkys to the content, I can merely guess that many peeps have made their own small, large, and deluxe police stations whereas the police kiosk isn't a common real world item.

    You prolly already know the following, but for other peeps who might find this post:

    Be careful with any modded building which alters the cost of one or more budget sliders. Should you have some plopped in a city tile while the cost was one thing and then load said city tile with an updated plugin which has a different cost this will cause the Phantom Slider Bug upon saving.

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    @CorinaMarie

    Thank your so much! I actually wasn't aware of what the phantom slider bug was. I had seen it mentioned, though. 

    I'm actually at my parents' house for dinner and I tested from my phone using Moonlight! Moonlight is reverse-engineered Nvidia Gamestream. The game was running on my desktop at my apartment. 

    When one police station had construction animation and the other didn't, I realized that the "problem" was Utilities Construct: 

     

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    Fun fact: Buffalo sauce contains the entire DNA sequence of buffalo, so you can clone buffalo while eating buffalo wings with buffalo sauce at Buffalo Wild Wings in Buffalo, New York. I've never tried it, though.

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    An update to my "problem" is that after I thought that having More Realistic Radius load after Utilities Construct would fix the issue. It did not. With the help of SC4DataNode and some logic, I think I've successfully done what I intend to do. I absolutely want ModPacc Zero to take precedence, so it loads last. I've named the folders of various mods as such:

    Utilities Construct
    z00_Private Schools with Sliders
    z10_More Realistic Radius
    z400_ModPacc Zero

    This way, Utilities Construct loads, then Private Schools with Sliders adds sliders to private schools, then More Realistic Radius adjusts the radius of Maxis buildings (including private schools), then ModPacc Zero does its thing.

    Doing things this way, the duplicate police buildings are gone!

    Edit: There may have been duplicate reward buildings with my original load order. I'm not certain, though. I think that there were. Either way, the duplicates are gone.

    Edit 2: Yes, there were duplicate reward buildings! I just reset the load order of those mods. You can blame that on Rewards Construct being where I wouldn't like it to be in load order.

    So...My load order is as follows:

    Utilities Construct
    Rewards and Transport Construct
    z00_Private Schools with Sliders
    z10_More Realistic Radius
    z400_ModPacc Zero

    Edit 3: Oh, my. I get stressed being in my apartment. Being at my parents' house for dinner once a week is a time for me to destress. Firstly, I had meant Civic Construct in my first post about the topic, not Utilities Construct.  Secondly, what I was seeing as far as "duplicate reward buildings" were the Female and the Male Mayor's Statues.

    Also, I've just now realized that adding an extra zero to a folder doesn't make it load after all the other folders with fewer zeroes.

    So...Yes, Utilities Construct being in an incorrect place in load order was causing duplicate police buildings to show up. My load order of related mods is now:

    Civic Buildings Construct
    Rewards and Transport Construct
    Utilities Construct
    z00_Private School with Sliders
    z10_More Realistic Radius
    z90_ModPacc Zero

     

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    Fun fact: Buffalo sauce contains the entire DNA sequence of buffalo, so you can clone buffalo while eating buffalo wings with buffalo sauce at Buffalo Wild Wings in Buffalo, New York. I've never tried it, though.

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    Not a question, but a follow-up to my previous post. I have to get rid of Civic Buildings/Rewards and Transport/Utilities Construct. I LOVE the idea. I think it's lovely and that it adds a lot of personality to plopping Maxis ploppables. I've been playing around with load order, though, and while I can probably get it to a point where all the intended ploppables have construction animations, I'm scared that all the Construct mods are negating some of the bugfix mods, such as ModPacc Zero, HippoTank Demand Fix, and Spaceport Fix.

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    Fun fact: Buffalo sauce contains the entire DNA sequence of buffalo, so you can clone buffalo while eating buffalo wings with buffalo sauce at Buffalo Wild Wings in Buffalo, New York. I've never tried it, though.

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    2 minutes ago, Turnstyled said:

    I'm scared that all the Construct mods are negating some of the bugfix mods, such as ModPacc Zero, HippoTank Demand Fix, and Spaceport Fix.

    They likely are.

    See, there are a bunch of properties in exemplars and if each mod modifies one part of it, it's still the last one to load which takes precedence over all the others.

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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    Also just to add...

    Once we get ModPacc Zero made entirely, we aim for it to provide the functionality for all the bug fixes.

    One idea for the loading order is to have a folder named __MZ inside the root of Plugins like this:

    MZ-Folder Icon.png


    The benefit of this is even though a folder with an underscore (or more) will appear atop of the list in file explorer, the game will see it to load last based on the ASCII character system for the ordering. DataNode can confirm this, and so the plan is to allow the folder for all MZ components to be copied in and appear accessibly.

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    36 minutes ago, CorinaMarie said:

    See, there are a bunch of properties in exemplars and if each mod modifies one part of it, it's still the last one to load which takes precedence over all the others.

     

    26 minutes ago, Cyclone Boom said:

    Once we get ModPacc Zero made entirely, we aim for it to provide the functionality for all the bug fixes.

    Thanks so much! I'm looking forward to ModPacc Zero being completed! For now, I'm having HippoTank Demand Fix load last in my "Game Mechanics" mods directory. HippoTank Demand Fix and Paeng's Age Degradation Mod both modify some of the Maxis power plants. I don't like the power plant age degradation mechanic and I don't know if it still works loading before HippoTank Demand Fix. I'd rather have bugs fixed than essentially doing away with a game mechanic that I don't like, though.

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    Fun fact: Buffalo sauce contains the entire DNA sequence of buffalo, so you can clone buffalo while eating buffalo wings with buffalo sauce at Buffalo Wild Wings in Buffalo, New York. I've never tried it, though.

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    Good Simtropolis community...
    I have a problem in my game, I don't know how many more it has happened to.
    The problem is that when loading a city tile, some lots lose part of the model, when demolishing them the destruction cost is 0$.
    It's annoying because the lot doesn't get updated and doesn't accumulate residents or jobs, so the city's finances suffer.

    My hypothesis is that since I constantly change plugins to play in different regions, it may cause this loss in lots.

    The other could be a mod I had called RH PlopMod, which I recently disabled to free up the Landmarks menu, I don't know if that caused lots to be lost.


    fsanchez

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    38 minutes ago, franyer said:

    Good Simtropolis community...
    I have a problem in my game, I don't know how many more it has happened to.
    The problem is that when loading a city tile, some lots lose part of the model, when demolishing them the destruction cost is 0$.
    It's annoying because the lot doesn't get updated and doesn't accumulate residents or jobs, so the city's finances suffer.

    My hypothesis is that since I constantly change plugins to play in different regions, it may cause this loss in lots.

    The other could be a mod I had called RH PlopMod, which I recently disabled to free up the Landmarks menu, I don't know if that caused lots to be lost.

    The RH PlopMod is harmless, and just allows you to view Maxis lots in menu. Plopping grow lots is probably the culprit, but experts will be along. Read this in the meantime-

     

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    12 minutes ago, SIM-ple Jack said:

    The RH PlopMod is harmless, and just allows you to view Maxis lots in menu. Plopping grow lots is probably the culprit, but experts will be along. Read this in the meantime-

     

    I don't use grow lots ploppable


    fsanchez

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    1 hour ago, franyer said:

    My hypothesis is that since I constantly change plugins to play in different regions, it may cause this loss in lots.

    Yes this is a big problem, you can not load a city which contains contents NOT in your Plugins folder and subsequently save it, if you do then all sorts of problems can occur. If you choose to use different Plugins for different Cities (or Regions), you must be very careful to ensure you've the correct items loaded for each. Because whilst some data from Building/Prop Exemplars is stored in the save file, other data is simply saved as a reference to the Exemplars. When you save if that data is not available, it can cause other values to get incorrectly saved which lead to cascading problems.

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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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    17 hours ago, Cyclone Boom said:

    Also just to add...

    Once we get ModPacc Zero made entirely, we aim for it to provide the functionality for all the bug fixes.

    One idea for the loading order is to have a folder named __MZ inside the root of Plugins like this:

    MZ-Folder Icon.png


    The benefit of this is even though a folder with an underscore (or more) will appear atop of the list in file explorer, the game will see it to load last based on the ASCII character system for the ordering. DataNode can confirm this, and so the plan is to allow the folder for all MZ components to be copied in and appear accessibly.

    So, wait, is ModPacc Zero meant to collate all of the various bug fixes together into a single file/mod?


    I'm the guy who leaves 5 page essays as comments >.<

    "I thought of the tornado as a huge, eager, but destructive dog." ---Ocean Quigley

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