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Cyclone Boom

  Please Note

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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26 minutes ago, CorinaMarie said:

blocks All Mansions

oh ... interesting ! ... is this one ?

 

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1 hour ago, CorinaMarie said:

CB found an existing mod that blocks All Mansions. I'll ask him to post a linky to that. Then you can have that in plugins when you don't want them to grow and remove it if you do.

Here it is:

 

Oops. I see @hugues aroux already posted above here on the new page. *:P

 

Spoiler

2-Answers-For-The-Price-Of-One.png

*:thumb:


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Information:

The two recent topical modding discussions have been consolidated into a central dedicated thread:
 


This helps them be easier to find for anyone searching for similar topics in future. *;)

Note: Posters may wish to re-follow to be notified of any subsequent replies made.

We encourage new topics to be created for any questions which might be more than a quick one. Of course, sometimes what seems a simple question often leads to a more lengthy technical delving. So no worries in these cases, since as staff we'll handle the moving and merging as needed.


  Edited by Cyclone Boom  

Update now with topics merged into one.
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Don't know if this is a quick question - but will post it here and if need moved feel free...

Maybe someone can explain how moisture is determined and if there is any fix to it.  Here is an example of what I mean.  In this shot I have a large city tile fully forested and the accompanying moisture data view.

4x4.jpg.497071aa14a1b643ad1745a66488b164.jpg

623f329099c0e_4x4moisture.jpg.dd0fa17fc12d614b7bf562a0beefed05.jpg

As you can see, everything is forested nicely and a good range of moisture in the area.  Now the EXACT SAME city tile broken up into 4 medium city tiles gets this

623f328cbbc57_42x2.jpg.b8452408378b9d10fe7b5b8bdddcd179.jpg

And the corresponding moisture view (pardon the crazieness - I don't have any photo editing software and did the best I could do with my powerpoint ranger skills)623f3297681c4_42x2moisture.jpg.2d6e6a256b5d4533346a5c9399e74686.jpg

This only occurs at certain elevations, but it looks absolutely ridiculous to have these narrow strips on the edge of the map with a nice clean line on the adjacent map.  It only occurs on the western edge of the map as well.  What I don't understand is 1 - why and 2 - why something similar doesn't occur on the 4x4 map.


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Tri-County Region

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I can say for certain: I have no idea why Maxis's moisture code does that, but it does indeed look silly. (We can move the posts to the Moisture thread if need be.)

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Hi, Under what circumstances does Dr. Vu appear in the game?

Who saw Dr. Vu? Ta Ta Tan ! It sounds like a nursery rhyme .. Little boy Little girl who saw the doctor Vu Bado Badu ... *:party:*:lol:

That said, I'm really interested to know what it's about!?


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7 minutes ago, hugues aroux said:

Hi, Under what circumstances does Dr. Vu appear in the game?

Dr Vu features exclusively in U-Drive-It missions as this article explains.

He has a dedicated scientific HQ where he conducts experiments:
 

 

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3 minutes ago, Cyclone Boom said:

U-Drive-It

That's what I thought. Indeed I was thinking of the reference, Dr. No, of the article you indicated! The big bad guy! Huuuuu!
Thanks CB ! I understand better why there is a ton of LTEXT... FSH about him!

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and as I do not resist ... Gniark Gniark Gniark ! (yes, well, it's Saturday night and I want to do it) Gniark and re Gniark .. good evening ladies and gentlemen !


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6 minutes ago, SIM-ple Jack said:

Can the region file(in Regions folder) be altered in any other way, besides changing the region name?

After a map is rendered, the name changing is the only thing which will have an affect.

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@SIM-ple Jack ... There's info here : https://wiki.sc4devotion.com/index.php?title=INI ... if it helps!

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Hi.  I was wondering what the most up to date Seaport Guide is?  I'm kind of a virgin with seaports and Im looking for the latest, simplest guide and/or pack.  I understand Seaports are difficult.

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@thornp113 .. i think you can start with this :

The first lines of the article are quite explicit about the problem of ports in sc4 !

And PEG CDK3 ports is very complete, and revisited by @Tyberius06 it's great.

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Can someone explain to me why I have this agricultural demand all of a sudden?

 

Agri_demand_2.png

Agri_demand.png

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4 minutes ago, AP said:

Can someone explain to me why I have this agricultural demand all of a sudden?

Did you install SPAM?


Follow along with my region - a large 70 sq km region being built semi-naturally/semi-planned

Tri-County Region

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1 hour ago, Tubthumper said:

Did you install SPAM?

I should have mentioned, I am using CAM and no SPAM. Also this could be very helpful:

Although if I read it right the Agri demand should be 0. Referring to the demand screenshot in the post above I managed to get a bit of High tech demand now, which you can see in this screenshot and it also is reflected in the bar chart in the game

Agri_demand_3.png

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28 minutes ago, AP said:

I should have mentioned, I am using CAM and no SPAM. Also this could be very helpful

Welp, out of my league of knowledge...hopefully someone more beneficial will pipe in

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Tri-County Region

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@AP

In your first pic of the Demand Graph it looks like Ag is at maximum (54k under CAM), but then later in the Census Repository pic it's suddenly showing 100% cap and no demand.

So, key questions are: Did you change anything in between those two pics? Plop or remove any lots which affect demand? (I personally use Chief's Cap Lifter (for farms only) and that, along with a neutral tax setting, would allow Ag demand to shoot up like that.) Or did you invoke any special demand ordinances?

Or, was it just a fluke and it went to max for a month and then settled back down to zero thereafter? The game will sometimes show wrong info for a short duration while it gets all its ducks in a row. Maybe it was just a random fluctuation?

And a side note, I recommend this mod when troubleshooting demand data:

^ It can access actual demand numbers for CS-$, CS-$$, CS-$$$, and Agriculture which the Repository does not.

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3 quick questions-

1. When obliterating a city, I notice little sparkling boxes appear all over the tile. Are those the basis for those exploding lots, I see on the STEX all the time?

2. Is there any regional commands you can type in, like "G" to turn off grid, etc. ?

3. I ask this all the time, and never get an answer- Is there a way to get rid of those little speckles that show up in night shots?  I think they're supposed to be radiation, but I get them before building anything. A mod or cheat?

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Well, I see nobody answered my previous questions ^ so let me try a new one. Those lots that plop as a dirt lot with cranes, is there a way to alter those, so that they just plop as already-built lots? Simgoober seems to have a lot of them. I don't see any special file in any of them.

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On 05/04/2022 at 8:53 PM, SIM-ple Jack said:

3 quick questions-

Hi ...

1 - dont know : effect applied to the whole city => FSH + animated + LUA ?? // 2 - keycfg file show : "quit, scroll, .. " nothing special, look for this TGI 0xa2e3d533,0x6a231eaa,0x6a9362f0 in simcity_1 // 3 - I'm not sure what you are talking about. Never play in night mode. sorry I don't have anything better.

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  1. Effects like that are controlled via the EffectsDir and the code there can chain many together in parallel or sequential or both. Some, but not all, have names which can be accessed via a prop which contains the name as listed in (iirc) section 12 of the EDir. So yes, exploding lots might indeed tie into using the same sparkling thingers.
  2. The grid in the region can be turned on or off by clicking Show Boundaries. I'm not aware of a hot key. It's possibly possible that one could be coded into the hot key KeyCFG.
  3. I recall this question from before where I tried to help, but my answers weren't any help. I don't know any more about it now.
  4. I'm going to guess this is in relation to the SFBT Construction Set by DeeJay since I was the one to restore it to the STEX (with Alex providing the updated file). Those are intended to be unfinished to represent construction underway. If you want them with a different base texture instead of dirt, that could be done in LE, PIM-X, or even directly in Reader if you know the LotConfigurations data layout.
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3 minutes ago, CorinaMarie said:

hot key KeyCFG

only a dozen +- shortcuts in regional view in this keycfg

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14 minutes ago, CorinaMarie said:

I'm going to guess this is in relation to the SFBT Construction Set by DeeJay since I was the one to restore it to the STEX (with Alex providing the updated file). Those are intended to be unfinished to represent construction underway. If you want them with a different base texture instead of dirt, that could be done in LE, PIM-X, or even directly in Reader if you know the LotConfigurations data layout.

So, possibly just changing the base texture in LE might work? I tried changing the construction property in SC4Tool, but no-go. Wouldn't save.

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1 minute ago, SIM-ple Jack said:

So, possibly just changing the base texture in LE might work?

Yes, or even removing the base texture if you want your terrain mod to show thru. That'd have to be Reader or PIM-X since LE won't allow it.

 

2 minutes ago, SIM-ple Jack said:

I tried changing the construction property in SC4Tool, but no-go. Wouldn't save.

I'm not familiar with SC4Tool, but if that's the one which alters DoConstruction then that only controls if it constructs over time after plopping. (Like with scaffolding, and/or cranes, and such.)

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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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6 hours ago, SIM-ple Jack said:

Those lots that plop as a dirt lot with cranes, is there a way to alter those, so that they just plop as already-built lots?

Open the lot file with reader and remove the do construction property.

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On 4/10/2022 at 5:28 PM, CorinaMarie said:

Yes, or even removing the base texture if you want your terrain mod to show thru. That'd have to be Reader or PIM-X since LE won't allow it.

 

I'm not familiar with SC4Tool, but if that's the one which alters DoConstruction then that only controls if it constructs over time after plopping. (Like with scaffolding, and/or cranes, and such.)

 

20 hours ago, atsf189 said:

Open the lot file with reader and remove the do construction property.

I tried both and they didn't work. Took the easy route and pitched them, as they're files I always forget when I have them loaded. I'm doing some inventory cleaning this week anyway. Just more deadwood I don't have to deal with.

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2 hours ago, SIM-ple Jack said:

I tried both and they didn't work.

I've not yet installed that set. The first of the new deps doesn't respond to the Extract from ClickTeam code and I got side tracked setting up a warning message since I call it from the right click menu and its own message disappears that way.

Anyhow, seeing more of this convo, is it in fact that the lots do the scaffolding construction growth that is what you'd like to change? The DoConsctruction in the LotConfigurations controls that. However, if it is also set in a Cohort, then removing it from a lot file won't help. Setting it in the lot file to 0x00 would or if there is a cohort involved then it could be set there and removed from the lot file.

Once I get around to installing it myself, I'll hopefully see for sure what you are seeing occur.

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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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What are the max building sizes?  The biggest I can zone with road access is 6x6 at the beginning of the game, then Commercial sometimes will allow a 4 deep lot, so 8x8, but is there a building that's 8x8??  

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