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

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

Thanks! *:)

-CB & Cori

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To note some police stations already released, like some of MattB's, have been modded for this issue already.

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I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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Hi all, 

Do you know of any plugins that change job generation for dirty industry? For example, this one changes I-D to create 10% $$$, 20% $$, and 70% $ jobs but has a bunch of other unwanted effects that I do not need.

 Does anyone know a plugin that does this sort of change to I-D alone? Or, could anyone could direct me on how to create that myself? Thank you :) 

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Hi there, 

Just came back to SC4 for the first time in years, getting everything set up. Downloaded the Altana region, created the region with SC4mapper and individually loaded and saved each city.

But when I view the region and turn off city boundaries, I see inconsistencies along the edges of each tile where the cities seem to not be lining up/reconciling?

I got the reconcile edges warning repeatedly but disabled it, tested to see if I could still make neighbor connections which I can, so it looks like it's just a slight visual annoyance, but still, I'm curious if I'm doing something wrong and this is an avoidable issue?

pic for reference:hindrance.jpg.250c1a35559ff1ecfa920adb0939b60d.jpg

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42 minutes ago, Munzo said:

Hi there, 

Just came back to SC4 for the first time in years, getting everything set up. Downloaded the Altana region, created the region with SC4mapper and individually loaded and saved each city.

But when I view the region and turn off city boundaries, I see inconsistencies along the edges of each tile where the cities seem to not be lining up/reconciling?

I got the reconcile edges warning repeatedly but disabled it, tested to see if I could still make neighbor connections which I can, so it looks like it's just a slight visual annoyance, but still, I'm curious if I'm doing something wrong and this is an avoidable issue?

pic for reference:hindrance.jpg.250c1a35559ff1ecfa920adb0939b60d.jpg

Region views are usually visually bad. 20 year old game graphics, enuff said. If you want sharper images, join individual tiles in photoshop. There's also a RegionCensus app that will give you a bit bigger sized pic without the dashboard in view.

 

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11 hours ago, SIM-ple Jack said:

Region views are usually visually bad. 20 year old game graphics, enuff said. If you want sharper images, join individual tiles in photoshop. There's also a RegionCensus app that will give you a bit bigger sized pic without the dashboard in view.

 

Thanks very much for the help. Might have to look into RegionCensuss if and when the time ever comes. Just happy to know I haven't messed anything up for now. *:thumb:

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On 25/01/2024 at 12:12 AM, downloadtesting101 said:

 Does anyone know a plugin that does this sort of change to I-D alone?

Not on the exchanges, but it's easy enough to achieve:

ID Census 70-20-10.dat

Here I've modified the ID Census to 70% R$ / 20% R$$ / 10% R$$$ but left the demand caps alone, so that functions as normal. Note if you have CAM, this probably won't work.

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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 1/31/2024 at 4:18 AM, rsc204 said:

Not on the exchanges, but it's easy enough to achieve:

ID Census 70-20-10.dat

Here I've modified the ID Census to 70% R$ / 20% R$$ / 10% R$$$ but left the demand caps alone, so that functions as normal. Note if you have CAM, this probably won't work.

Thank you so much. I really appreciate your help. Maybe my R$$$ will have some place to work now :) 

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Do I need manufacturing to have commercial office demand?

...I always wondered, If My city only has high tech industry will there be any demand for offices?

Thanks!

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Getting maximum CO$$$ demand has nothing to do with your industrial buildings. It is more a matter of having the right wealth/EQ sims to create the demand for them. Generally the same sims fit I-HT and CO$$$ businesses, but that’s the only correlation between them.  

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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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Hello fellow mayors!

Are you also experiencing issues with downloading files from Simtropolis? I recently decided to build my city from the very beginning, I also deleted plugins since I wanted to have a "clean start" and avoid "plugin chaos" in the future but now I cannot download files, which were available not long time ago. Are you experiencing similar problems?

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In SimCity 4, when faced with equal demand for dirty industry and high-tech, what are the potential benefits and drawbacks of zoning dirty industry? Does it provide any unique advantages or hinder the overall development of the city in the long run?

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1 hour ago, luisstolze120 said:

In SimCity 4, when faced with equal demand for dirty industry and high-tech, what are the potential benefits and drawbacks of zoning dirty industry? Does it provide any unique advantages or hinder the overall development of the city in the long run?

Firstly without mods you can't control which type of Industry to zone for to begin with, only whether or not it is Med or High density. I-HT requires a more educated population to work there and also different wealth sims, I-D tends to employ only low wealth uneducated sims by comparison. This shouldn't be an issue, the fact that you have I-HT demand is a sign that suitable sims exist to provide demand for them. But likewise, you also must have uneducated low wealth sims too providing demand for I-D, you'd expect some I-M demand too in this scenario, which is more of a middle ground.

I-D pollutes and this will always be a negative that keeps higher wealth industry and sims from wanting to develop where the Air Pollution congregates. But you don't need I-D for your cities to thrive (other than when starting out with a new region), if you have higher wealth demand, it would be better to try and utilise that before I-D. Although there is a cost here too, in that for I-HT to develop and thrive it needs similar conditions to R$$$ sims. In other words the land value must be high, with sufficient parks and other services covering the zoned areas. These can be costly to maintain, so if your budget doesn't allow for that, you might want to take things slowly.

Another good tip, rather than zoning I-D, zone more Commercial, CS$ buildings also employ uneducated low wealth sims, but without the negative effects. You will need to retain a good proportion of low wealth sims to keep everything working, although not necessarily uneducated ones.

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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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Am I crazy to state that SimCity 4 is better than Cities Skylines II at the current time? I am not playing C:SII right now as I am afraid that my GPU will reduce my neighbourhood to molten slag due to the 110c runtime. Will there ever be an OpenSC4 also?

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Has anyone encountered a problem where they are unable to open SimCity due to the presence of flower-shaped land value? Is there a workaround or solution to this issue?

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24 minutes ago, sander97 said:

Is there a lot that generates trains? Trains are very rare in SimCity 4 so is there a lot that I can plop next to a rail that generate trains? Like there are car generating lots.

Most train stations should be modded to generate train transport, providing you have more than 1 in a tile(they need a destination, I believe). As far as visually, turn animations on high.

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Currently: Viewing File: sc4pac (Mod Manager)
 
57 minutes ago, sander97 said:

Is there a lot that generates trains? Trains are very rare in SimCity 4 so is there a lot that I can plop next to a rail that generate trains? Like there are car generating lots.

Yep, here:

https://www.sc4evermore.com/index.php/downloads/download/41-automata-mods/195-swamper77s-train-generators

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I play SimCity 4 and make videos of it.

Youtube: Saus Tartar

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Guys I am using NAM 48 in SimCity 4 on mac, and I am trying to add a raod over rail at 7.5m elevation. But the the puzzle piece of the rail remained diagonal no matter how I rotate, but on youtube tutuorials I saw that the puzzle piece actually has orthorgonal rail puzzle piece. I tried avenue over rail and they worked just fine. Is there anything wrong with the installation of NAM? Thanks!

751708692554_.pic_hd.jpg

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5 hours ago, itspro1234 said:

Guys I am using NAM 48 in SimCity 4 on mac, and I am trying to add a raod over rail at 7.5m elevation. But the the puzzle piece of the rail remained diagonal no matter how I rotate, but on youtube tutuorials I saw that the puzzle piece actually has orthorgonal rail puzzle piece. I tried avenue over rail and they worked just fine. Is there anything wrong with the installation of NAM? Thanks!

751708692554_.pic_hd.jpg

Road over orthogonal rail is a different puzzle piece in the tab ring

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Hello there,

just started playing SC4. Is there maybe a Discord server of yours?

Also I have a question about the game, I made a neighbor deal for power, imported 4kMWh, all was rosy. Then suddenly, no power, no deal and the Region is pretty much dead for me now.

Is this a common thing?

 

Also, is there a "restore region" function?

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1 hour ago, Fuzzy said:

just started playing SC4. Is there maybe a Discord server of yours?

There is the discord server of Simtropolis and SC4Evermore


Federal Republic of SiculiaFederal Republic of Sonora

   Ain Member  Wiki

NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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2 hours ago, Fuzzy said:

Hello there,
...
Also I have a question about the game, I made a neighbor deal for power, imported 4kMWh, all was rosy. Then suddenly, no power, no deal and the Region is pretty much dead for me now.

Is this a common thing?

 

Also, is there a "restore region" function?

If the power from the originating city is not sufficient to supply both it and any neighbor deals, the deal will be cancelled (there are usually warnings). You need to continually 'buy' more in the receiving city(ies) as they grow. That will eventually mean adding more power sources in the originating city. That is true for all neighbor deal types. Of course, if the power went out in all cities (including the originating city), then the power source may have 'blown up' due to deterioration from usage and/or time.

Unfortunately, there is no restore region function other than to make backups of the cities and replace newer files with the backups.

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A wise man once said, "I am not yet a wise man..."

Endless Road 4.jpg

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In my cities I plan out passenger railways and highways before I build zones.  I typically use RaphaelNinja's Ninja Kiosk stations, placing them near the rails/roads so that I can also eventually build subways.  I almost always have about 2-4 large rows or columns of rail in a city to use for passenger (or freight) railways.  I figure I'd get the mass transportation infrastructure out of the way first.  But with NAM and it's higher capacities for roads, are these mass transportation options a curse instead of a benefit?  I mean, otherwise, the traffic would go to roads, which would stimulate my commercial development (customers).  So is mass transit really good for cities with NAM (all of my cities have highways to connect to each other as well)?  Am I overdoing it?

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1 hour ago, Kel9509 said:

Am I overdoing it?

There isn't a right or wrong solution really.

Some people might value efficiency, only having the bare minimum services to make Mass Transit work. Others may prefer to build a more idealised version of Mass Transit where cost was less of an issue but ensuring such transit was always nearby everything.

1 hour ago, Kel9509 said:

But with NAM and it's higher capacities for roads, are these mass transportation options a curse instead of a benefit?

This is one reason why we don't recommend using the higher capacity Traffic Plugin (NAM install option) unless you really need it. The only thing that benefits from traffic noise is CS, CO buildings aren't fans. Whilst it's correct that a healthy number of shops can be important overall, in reality you'll probably find it all still works just fine even when heavily utilising Mass Transit.

  • Like 1

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 3/2/2024 at 12:44 PM, Kel9509 said:

In my cities I plan out passenger railways and highways before I build zones.  I typically use RaphaelNinja's Ninja Kiosk stations, placing them near the rails/roads so that I can also eventually build subways.  I almost always have about 2-4 large rows or columns of rail in a city to use for passenger (or freight) railways.  I figure I'd get the mass transportation infrastructure out of the way first.  But with NAM and it's higher capacities for roads, are these mass transportation options a curse instead of a benefit?  I mean, otherwise, the traffic would go to roads, which would stimulate my commercial development (customers).  So is mass transit really good for cities with NAM (all of my cities have highways to connect to each other as well)?  Am I overdoing it?

If you want to make huge money, adding station is counterproductive. You should consolidate all your networks into a centralized tree which you'll focus on the length. The more the length, the higher the revenue.

But if you want to make a livable city, it's fine. It's reasonable to have multiple stations.

Of course as @rsc204 said, you have to stimulate your commercial somehow. And with my experience, CO does appreciate traffic. Higher stage buildings can't be easily built on a quiet road. It has to be a busy road.

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I have a question I think I saw was asked before but I'm not sure where to find it.

Seems the farmers and truck drivers are protesting at cityhall ...  Anyone know which prop packs are conflicting?

65ee45fb57ea1_Cityhallprops.jpg.f794568a2518f9fcec2f3d343e31a43b.jpg


I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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33 minutes ago, philforhockey51 said:

I have a question I think I saw was asked before but I'm not sure where to find it.

Seems the farmers and truck drivers are protesting at cityhall ...  Anyone know which prop packs are conflicting?

65ee45fb57ea1_Cityhallprops.jpg.f794568a2518f9fcec2f3d343e31a43b.jpg

Nope, it's just a Maxis thingy. Search for "city hall prop fix," and you should get the mod that removes the offending prop.

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12 hours ago, philforhockey51 said:

I have a question I think I saw was asked before but I'm not sure where to find it.

Seems the farmers and truck drivers are protesting at cityhall ...  Anyone know which prop packs are conflicting?

It's not actually a Prop Conflict going on here, rather a special feature unique to the city hall lots. Essentially a Flora Family (like those for Props) exists almost uniquely on the City Hall lots. The problem is when many people started making MMPs, we hadn't realised that this family should be removed from the Exemplars. Therefore the props you are seeing are probably from an MMP where the family still resides. However, fixing up the MMPs would be a lot of work, the simpler solution is to install a set of lots with the family removed, thus a random selection of out of place objects won't end up on them. See here:

 

  • Like 4

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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Hi all, I'm playing with CAM 2.1, Collosus farming, IRM, and most of the set of buildings recommended by Ulisse Wolf in his CAM list.
Seems to be working fine, except for the fact that farm fields all have the 'no water' symbol over them.
If I read the CAM manual right, they shouldn't require water until stage 3 and up. Is this a known bug, or did I install something wrong perhaps?

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