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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! *:)

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25 minutes ago, jbkone said:

What are the max building sizes?

This building reference chart might come in useful to view the sizes of the Maxis RCI lots:

SC4_RCI_Buildings_List.pdf  *:read:

It appears 6x6 is the maximum lot size from these growables.

In summary:

Res = 4 x 6 Low Density R$$$ Mansions
Com = 6 x 6 Commercial  (With most large lots being 4 x 4 in size)
Ind = 5 x 6 Industrial  (Excluding farm anchors which are larger)


Also this is a useful site as an index of all the buildings, with additional stats too:

simcity4buildings.net


Of course, custom content growables can be larger in size. (I believe 64 x 64 is the maximum supported lot size, but this might only be for ploppables.)

Also using Ctrl+Zoning is useful (hold down the Ctrl key while zoning) to encourage lots to grow of a specific size.

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Generally speaking the largest practical zone size for Res and Com are 4x4 parcels, although included with the game are some unusual size lots which many players may not have realised, these include: 

  • CO$$ Stage 8 with 4x5 or 5x4 footprints
  • CS$$$ Stage 1 with 5x4, 6x4 and 6x6 footprints (shopping malls).
  • CS$$1 Stage 1 3x5, 5x2, 5x4, 6x5 and 6x6 lots
  • CS$$$ Stage 8 with 5x2 footprint (a nice skyscrapper I don't recall seeing previously, probably because I'd never used a 5x2 zone before).
  • R$$$ Stage 1 (Mansions) with 4x5 & 4x6 footprints

But outside of those, I didn't find anything else above 4x4 without the use of custom content at least.

PIM-X gives a limit of 31x31 to create a lot and practically speaking without another editor or resorting to hex editing, that means it's the limit at present. But there is good reason for this, because a 31x31 lot has 961 tiles, meaning it would need 961 textures just to fill the lot. This is a problem, because lots are limited to something in the region of 1024 items, due to a limit of the number of unique LotConfigPropertyLotObject IDs you can use. So practically speaking, even if you could make a lot larger, you wouldn't have enough IDs to fill it with textures, let alone add any props, making them rather pointless or certainly very flawed.

I would add getting items beyond 6x6 in size to grow is not usually easy, they don't meld naturally with the remaining content and no good growth stage exists for really large lots to fit into. In fact this is one area where having CAM installed, may actually be beneficial as it provides more growth stages and has such lot sizes in mind developmentally speaking.

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I've got a quick question for anyone familiar with SimMars. I downloaded the terrain pack which contains 3 terrain mods and 5 texture dats. The terrains are Sandy Desert , Water,  and Green Beaches. As it appears here-

I can get all three terrain colors in a single tile, I'm assuming by adding in combinations of the texture files. I tried assorted mixes and got nothing but a solid terrain color. Even raising and lowering the tile, making mountains, etc. Is this just a photoshopped preview or am I missing something? I have no intentions of playing SimMars, just want the terrain.

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31 minutes ago, SIM-ple Jack said:

Is this just a photoshopped preview or am I missing something?

Back when I made my Terrain Shoppe this one confuzzled me so much I didn't include it. I installed it, ran over a thousand years of game time and nothing changed. *:blush:

(In hindsight, I now understand one has to add or remove one of the three main .dat files to get the three different effects.)

So, copy in the whole mod and it'll show like this:

7010b-5905.jpg

^ Tho this is also showing the water mod I use and the Inshore texture I have with that.
 

Removing the Terrain-3_Green_Beaches.dat file and it looks like this:

7010b-5906.jpg

 

And also removing the Terrain-2_Water.dat and you get just the red dirt and sand.

Ofc, the water mod and rock mod are your choice as it doesn't have those. Also the Terrain Settings make a difference. The Terrain-1_Sandy_Desert.dat doesn't have that so if you have another one, it'll take over.

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Yes, that did the trick. I'll test it with assorted beach(not crazy about the green), rock and water mods later. You might want to add a caveat on the dl page that the 5 texture files MUST be included to avoid ctds. I guess they are dependencies. Also, I don't advise terraforming with shadows on high.

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Just an update on the SimMars terrain mod in case you decide to include it in your Catalog thread. Straight out of the box, the 5 texture dats included, override any rock, beach or flora mod and cannot be replaced by others without ctds. The flora is mostly scrub. The mod lowers the water table considerably-

62671d84ef252_Test-Jan.1001650846397.jpg.92848b68c06d29cafd794862c7cd9bdc.jpg

So, the only customizable feature is the water, as the mod does not come with one. Why would it, it's Mars. I'm sure some of that could be changed, but I'm not technically proficient in that skill. Still a nice little terrain if you want red clay earth.

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18 minutes ago, SIM-ple Jack said:

Just an update on the SimMars terrain mod in case you decide to include it in your Catalog thread.

Thanks. That's good to know.

Those factors make it so specific to the SimMars project that it wouldn't be an easy alternative like every other terrain mod. I'll continue to leave it out of said catalog.


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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My question is about the BSC plugin downloads that were updated around December 2021. Many files or downloads have been updated at that time. I have zillions *:yes: of them that I originally downloaded back in 2013 or 2014. Now with many of the newer bat/lot files requiring dependencies from the BSC family, it has become cumbersome to manage the Plugin folder. What ways are there that could assist me in this process? I am about to download a bat file with 46 dependencies *:???: which I am okay on about half of them. Whew!!! Please help.

City Boss

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50 minutes ago, City Boss said:

My question is about the BSC plugin downloads that were updated around December 2021.

While @Tyberius06 is our expert for this, I believe this is part of Project Zip in which there are no changes to the content, but moving completely away from the Installer Versions and placing all of the relevant files in a zip form.

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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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12 hours ago, City Boss said:

My question is about the BSC plugin downloads that were updated around December 2021. Many files or downloads have been updated at that time. I have zillions *:yes: of them that I originally downloaded back in 2013 or 2014. Now with many of the newer bat/lot files requiring dependencies from the BSC family, it has become cumbersome to manage the Plugin folder. What ways are there that could assist me in this process? I am about to download a bat file with 46 dependencies *:???: which I am okay on about half of them. Whew!!! Please help.

City Boss

11 hours ago, CorinaMarie said:

While @Tyberius06 is our expert for this, I believe this is part of Project Zip in which there are no changes to the content, but moving completely away from the Installer Versions and placing all of the relevant files in a zip form.

Thanks for tagging. 

There are a few, and there will be a few more in coming weeks/months which are actually got updated relevantly, like the BSC Essentials which is now running as BSC Essentials 2021 and this is the current relevant version. Any older version of this and or the listed files in the cleanitol/remove list should be removed.

Other one is the BSC Textures vol03 which has a new relevant update with V3. You need to remove the old version and put the new V3 version into your plugins. 

Other than these the most of the already Project Zipped dependency files are the same content wise. However many of the upcoming Project zip updates will contain relevant technical updates or changes where you need to replace any old versions with the new ones.

- Tyberius06

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On 4/24/2022 at 4:53 PM, CorinaMarie said:

Tho this is also showing the water mod I use and the Inshore texture I have with that.

Can you share the link to the water mod please?*:D

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27 minutes ago, thornp113 said:

Can you share the link to the water mod please?*:D

The water mod is Drunken Water Mods, The Blues and Greys. In HD! – Grey1 by @drunkapple along with a side water override I made.

You can find both in this thread:

^ Scroll down to Ref #041.

The Inshore texture (just beyond the land beach texture into the shallow water) is one where I used the White Sand Beach texture, but recolored it to variation of cyan to get the lighter blue color at the water's edge. I've not released that since it's not my texture, but only a recoloring of an existing one.

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8 hours ago, Tyberius06 said:

Thanks for tagging. 

There are a few, and there will be a few more in coming weeks/months which are actually got updated relevantly, like the BSC Essentials which is now running as BSC Essentials 2021 and this is the current relevant version. Any older version of this and or the listed files in the cleanitol/remove list should be removed.

Other one is the BSC Textures vol03 which has a new relevant update with V3. You need to remove the old version and put the new V3 version into your plugins. 

Other than these the most of the already Project Zipped dependency files are the same content wise. However many of the upcoming Project zip updates will contain relevant technical updates or changes where you need to replace any old versions with the new ones.

- Tyberius06

Thanks for the helpful responses. I think one thing that I've noticed after looking at my plugins folder are multiple duplicates (after updating) even after running the included Cleanitol  tool. So, I'm I missing some process while downloading updates?

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4 hours ago, thornp113 said:

Can you share the link to the water mod please?*:D

If you are planning to use that water for your magnum opus Django region, I wouldn't recommend it. That water has a chop, and looks better on the open seas. It's also the wrong color for bayous, swamps and canals. Swamp water is stagnant and brackish, and not very deep. Which is why you can spot a gator or a moccasin a mile away as they break water. Check out Cori's Water Shoppe for a more appropriate color. Usually greenish or brown. 

Those textured water mods look great in one tile, but look terrible in region shots. Too much glare. I recommend finding a thread about controlling water glare. There's a great mod in it, by rivit, that I recommend you permanently put in your plug-ins. Basically a light diffuser.

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On 4/27/2022 at 8:27 PM, SIM-ple Jack said:

If you are planning to use that water for your magnum opus Django region,

Yeah, no... that water is terrible for what im working on I was just seduced by the screenshot.  I went back to my original - Emerald Rippled something.  Ive had it forever so I don't remember where it came from, otherwise i'd post a link.

Dade County-Apr.15011651110038.jpg

I think it works? Im more concerned about about how it looks on the beach and the bay.  As for the swamplands Idk I was thinking about using pond mods.   It could be weeks or years before I even get to that area.  This is my Magnum Opus after all lol.   "It's going to be HYUGE!!!"

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On 4/27/2022 at 6:50 PM, City Boss said:

I think one thing that I've noticed after looking at my plugins folder are multiple duplicates (after updating) even after running the included Cleanitol  tool. So, I'm I missing some process while downloading updates?

So far as I know Cleanitol does not look for duplicates, it only checks either that the right files are present or removes files that are superseded by the one being installed. Ultimately having a system whereby given files are located in a specific place helps to avoid such. For example I usually try to keep all dependencies separate from my other content, with a few subfolders for the creators/teams that I use a lot of, like BSC, VIP/Girafe etc. This way if you go to install a file you already have, it's pretty easy to spot that, whereas if such files are kept with the individual files that use them, it's quite easy to end up with multiples.

Another good tip, when installing any sort of MegaPack at least, run a quick folder search in the root of Plugins for the filename of the dependency. This should quickly tell you if you already have a copy.

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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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Someone mailed this question to me, and I thought my answer might benefit others too. And I won't have to chew my food twice.

"Hey.  Do you have any links to some good Lots?  ...In Miami?  The only one I know of is Fed Ex arena, but Its got a broken link to one of its deependencies.  Plus it just didn't look that good to me.  I think Im just going to grab another NBA stadium and throw it in there and hope no one notices."

The most important lot to use in Miami and most everywhere else in Florida is(drum roll)- 

as you will find one just about every mile or 2 in any direction from where you stand(Wal-Marts too).

And generic strip malls, shopping centers and megamalls. Most of the high-rises are generic, and don't go much beyond 80 stories. Usually around the Brickell area.

I've never seen that last one, so it must have been built after I left. As for B-ball arenas, it's slim pickin's. I had to substitute another building/lot for my Bucks Arena and Lambeau Field. The city is pretty much chopped into little neighborhoods- SoBe, Aventura, Brickell, Little Havana, Hialeah, Little Haiti, Downtown, North Miami. Little Moscow, etc. but most buildings are generic and Maxis will do. Other landmarks will include Hialeah racetrack, UFM, Jackie Gleason Theater and Convention Center, and lots of golf courses. There's also a very huge port and lots of cruise and casino ships along with regular port traffic. The keys around the mainland will have mostly residential, and surprisingly, Maxis $$$ res comes very close to replicating it. Many regular old houses are actually built-over house trailers, And the condos are actually converted hotels from Miami's heyday. There's also a couple of clothing-optional beaches, lol.

On the other side of Alligator Alley is the morgue, Naples. Everybody that owns property is 80 or older. Nobody is even there, most of the year.

If you want to see what old Miami used to look like, watch the early parts of Goldfinger or the cocaine cowboy era in Miami Vice.

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7 hours ago, SIM-ple Jack said:

I've never seen that last one, so it must have been built after I left.

I think that might be Miami's version of the Chicago Spire.  In that, It does not actually exist. I could be wrong though, it might actually be standing there.

I like the publix grocery store.  I will put that in the same folder as Waffle House!*:lol:

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Is there an easy way to remove or turn off the neighbor connections arrows?


The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

 

My city journals! *:read:
- SimCity: Tribalism - seven urbanization concepts clashed together
Saving Magnasanti... - the most depressing city in history being revitalized

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1 hour ago, TheMurderousCricket said:

Is there an easy way to remove or turn off the neighbor connections arrows?

I think Cori turned me on to this-

no_more_arrows

but I can't attach it because of the rules. She'll be on later, I'm sure.

There's also this-

No_OneWayRoadArrows_Mod

if one way arrows bug you.

This is supposed to kill all arrows-

 

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14 hours ago, thornp113 said:

Chicago Spire

Very ergonomic. I'd say it fits in well with everything I've known and seen about Chicago.

CG-20130313-MULTIMEDIA02-314009999-7.jpe

BTW, Skyrise Miami got cancelled just last year, due to zoning conflicts with Miami International Airport. Still, it's a nifty lot, but no nightlighting! ^_^

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I have been struggling to $$$R skyscrapers, but I did get just one(the brown one) and I have no clue how I got it and why I am not getting anymore:

Oi63IsS.png

Any way I can get more skyscrapers like that?

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3 hours ago, MasterSim said:

Any way I can get more skyscrapers like that?

Zone dense residential, 4x3 footprint and there will be more of them.

Depends on the number of residents overall too (there are no skyscrapers in a village, right?)

Or simply plop the bastard. *:idea:

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The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

 

My city journals! *:read:
- SimCity: Tribalism - seven urbanization concepts clashed together
Saving Magnasanti... - the most depressing city in history being revitalized

Also worth checking...
- "TMC's Drawing Board" - my city designs and plans.
 

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Here's my question now:

Is there a way to determine a monthly income / loss of all cities within a region or specifically selected cities?


The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

 

My city journals! *:read:
- SimCity: Tribalism - seven urbanization concepts clashed together
Saving Magnasanti... - the most depressing city in history being revitalized

Also worth checking...
- "TMC's Drawing Board" - my city designs and plans.
 

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24 minutes ago, TheMurderousCricket said:

Is there a way to determine a monthly income / loss of all cities within a region or specifically selected cities?

Possibly, although I'm not totally certain.

As you may know, Region Census is able to show the total funds of each city in a region.

There is also this tool:


This provides more detailed city info which might be worth exploring. Just depends whether monthly income and expenses is measured, and also whether its data which can be accessed within a saved city file. I suspect it probably is likely, but may not be guaranteed.

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Recently I've been playing some older city tiles trying to correct "mistakes" made and changing mostly transportation networks by updating train depots, GLR/subways then other road networks to improve traffic flow. The process often requires re-zoning and new enhancements such as parks, etc. Question: why is the population decreasing and the newly zoned areas do not grow? I have provided bus stops, subway stops and parking to help with sims commute yet the abandonment continues due to long commute. Please don't inquire me about which NAM version I'm using because it's an older system. *:D

Help!  

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My NAM installer doesn't give me the option to install SAM? Does anyone else have this problem, or know any other way I can install SAM?

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2 hours ago, MasterSim said:

My NAM installer doesn't give me the option to install SAM? Does anyone else have this problem, or know any other way I can install SAM?

SAM is a NAM component that is installed automatically. To select it you have to go to 2 Network Features --> Street --> Street Addon Mod. Make sure you have NAM 44 Installer for this procedure

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5 hours ago, MasterSim said:

My NAM installer doesn't give me the option to install SAM? Does anyone else have this problem, or know any other way I can install SAM?

If you have an older version of NAM, just install it in a folder on your desktop, pluck out the SAM folder and pitch the rest. I keep all my old NAM versions, because, you never know. I've customized my SAM, so I'll be carrying it into all future NAM installs. It really hasn't changed much in years.

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