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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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Those are track checkers, Cori has a mod somewhere that’ll rid you of 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 *:) , coming back always after some break , it seems that sometimes i need to remember something that i am not sure about...

I have already followed some threads about how to set up a new plugin folder, and i read that SPAM (Pegasus) mod  with CAM, or any other big mod may conflict with each other... or the opposite...what do you think ?   

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2 hours ago, vetram said:

Hello *:) , coming back always after some break , it seems that sometimes i need to remember something that i am not sure about...

I have already followed some threads about how to set up a new plugin folder, and i read that SPAM (Pegasus) mod  with CAM, or any other big mod may conflict with each other... or the opposite...what do you think ?   

SPAM is not compatible with CAM as they go have edit the same files related to RCI. So you have to install only CAM or SPAM

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Federal Republic of SiculiaFederal Republic of Sonora

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

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Sorry if I made this in the general discussion category. I want to make my mod to be submenu-compliant. I really want some raw files (think sc4lots) for making things easier. But unfortunately, I accidentally deleted those years ago. Are there ways to recreate those raw files that is interchangeable with the original? I mean, you can play with the dat file and switch to the newly recreated sc4lots without any problem.

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5 hours ago, Jidan said:

Sorry if I made this in the general discussion category. I want to make my mod to be submenu-compliant. I really want some raw files (think sc4lots) for making things easier. But unfortunately, I accidentally deleted those years ago. Are there ways to recreate those raw files that is interchangeable with the original? I mean, you can play with the dat file and switch to the newly recreated sc4lots without any problem.

Here's the guide to implement custom submenus:

https://github.com/memo33/submenus-dll?tab=readme-ov-file#creating-a-new-submenu-button

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"Let us be scientists and as such, remember always that the purpose of politics
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On 10/8/2024 at 11:15 AM, Ulisse Wolf said:

SPAM is not compatible with CAM as they go have edit the same files related to RCI. So you have to install only CAM or SPAM

Not all is lost -- There is detailed analysis out there explaining exactly what part of SPAM (everything) is incompatible with what part of CAM (only the high-ranking, special-purpose national parks etc that nobody ever developed any lots for).

End result: Unless you desperately need a very special lot mod that utilizes CAM "farm" level 7 or 8 (does any such thing even exist?), you can happily inject both CAM and SPAM as long as CAM loads before SPAM. I've been doing so for over ten years (also with reconciled IRM & NAM).

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I'd like to ask what is the best workflow for checking if downloaded RE BATs will grow in a city.

Here is what I do in case of CS and CO;

0. I run one of my biggest cities (able to support wide range of buildings and growth levels)
1. I use Maxis blocker for CS and CO
2. I zone for the buildings I'd like to test
3. If they grow, they are accepted. If they don't for an extended time, I delete them.

Would the same system work for residentials, or do you have other ways of checking whether BATs will grow?


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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10 hours ago, jeffryfisher said:

Not all is lost -- There is detailed analysis out there explaining exactly what part of SPAM (everything) is incompatible with what part of CAM (only the high-ranking, special-purpose national parks etc that nobody ever developed any lots for).

End result: Unless you desperately need a very special lot mod that utilizes CAM "farm" level 7 or 8 (does any such thing even exist?), you can happily inject both CAM and SPAM as long as CAM loads before SPAM. I've been doing so for over ten years (also with reconciled IRM & NAM).

This thing could be done with CAM 1.0 but since we have CAM 2.1.1 (soon CAM 2.5) the whole farming system has been overhauled turning out that SPAM lots are incompatible with the CAM specification because they have wrong stages and wrong statistics so it is not recommended to install SPAM lots if you are using CAM.

Also with CAM 2.1.1 onwards agriculture goes up to stage 10 so new specifications have been defined which are available here

 

 

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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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I don't know where exactly should I post this but whatever, why every time I put my new tax rate in the tax window, the number is reverted back to the previous one when I lost focus from the text box? I have a couple DLLs:

  1. SC4Fix
  2. Exemplar patcher (bundled with submenu)
  3. Graphics options
  4. Extra cheats
  5. Submenu
  6. Upgradeable city halls

But I've tried other mods in the past and they didn't interfere with tax rate input. Something must go wrong. It feels like some memory addresses got corrupted or actively reverted by some DLLs.

I also installed my own mod which included a patch cohort. I made a unique set of TGI, hopefully. I datpacked my old version with the submenu dats I made manually using JDatPacker. I don't know if my mod contributes to the conflict or not.

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9 minutes ago, Jidan said:

It feels like some memory addresses got corrupted or actively reverted by some DLLs.

Remove all the DLLs for a test. Does that solve the tax rate reverting?

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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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On 10/18/2024 at 8:45 PM, CorinaMarie said:

Remove all the DLLs for a test. Does that solve the tax rate reverting?

Somehow, even with removing and readding DLLs, I can't reproduce the problem anymore. I don't know if it's just a game glitch or series of events that glitches out one of the DLLs.

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Hopefully someone can explain this:  Using the latest NAM, using Route Query hovering over industrial buildings shows only Freight Truck/Freight Train, there are no workers.  Using regular query tool shows there are indeed workers in the building.  How are they getting there? Also why doesn't the route query display these paths?  And yes they are connected using "Drawpaths".  Any ideas?

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1 hour ago, StevieKam84 said:

Hopefully someone can explain this:  Using the latest NAM, using Route Query hovering over industrial buildings shows only Freight Truck/Freight Train, there are no workers.  Using regular query tool shows there are indeed workers in the building.  How are they getting there? Also why doesn't the route query display these paths?  And yes they are connected using "Drawpaths".  Any ideas?

Have you check your road connections? Make sure you connected all of them correctly. Also, things like network filter, including the PRM, can affect the traffic flow. Another is you have huge surpluses of industrial jobs but no one wants to work there. For instance, you have 1m+ I-D jobs but you have massive (let's say 300-500k) educated R$$ who only works in I-M, CO$$, etc. This makes no one goes to your industrial complex.

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1 hour ago, StevieKam84 said:

Using regular query tool shows there are indeed workers in the building.

This has bamboozled Mayors since the beginning of time (including me). :O

We look at the regular query and we seen things like 6/10 or 45/50 on industrial and commercial buildings. Then, as you found, the route query doesn't show any sims going to work there. >.<

Turns out the intuitive interpretation is completely false. What that is actually showing is first number is the maximum jobs the building can support under current economic conditions and the second number is the maximum number of workers the building can support under absolute ideal conditions. *:8)

So, the Route Query really is the proper tool to see how many sims work in a given building. Many times that answer is: Zero. *:yes:

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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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10 hours ago, Jidan said:

Have you check your road connections? Make sure you connected all of them correctly. Also, things like network filter, including the PRM, can affect the traffic flow. Another is you have huge surpluses of industrial jobs but no one wants to work there. For instance, you have 1m+ I-D jobs but you have massive (let's say 300-500k) educated R$$ who only works in I-M, CO$$, etc. This makes no one goes to your industrial complex.

Yes, I think I successfully verified they are all connected (I used 'drawpaths' and followed the lines, I believe that's the easiest way?)  I'm not sure what a network filter or PRM is, but i've only used avenues to roads to street connection.  

As for workforce, I only have R$ and I-D in the city (no schools or parks).  According to my Jobs & Population graph, I seem to have a good margin of more R$ than I-D jobs - I assume not every R$ is of working age though which could maybe account for the lack of workers in recently built I-D buildings.

10 hours ago, CorinaMarie said:

This has bamboozled Mayors since the beginning of time (including me). :O

We look at the regular query and we seen things like 6/10 or 45/50 on industrial and commercial buildings. Then, as you found, the route query doesn't show any sims going to work there. >.<

Turns out the intuitive interpretation is completely false. What that is actually showing is first number is the maximum jobs the building can support under current economic conditions and the second number is the maximum number of workers the building can support under absolute ideal conditions. *:8)

So, the Route Query really is the proper tool to see how many sims work in a given building. Many times that answer is: Zero. *:yes:

This is very helpful and nice to know that I've been reading this wrong my entire life! 

Is the same true for residentials and Current Occupancy (current eco conditions max./absolute ideal)?   Additionally, would foreign SimNation workers account for why these I-D factories are able to produce Freight Trucks/Trains without local sims?

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1 minute ago, StevieKam84 said:

Is the same true for residentials and Current Occupancy (current eco conditions max./absolute ideal)?   Additionally, would foreign SimNation workers account for why these I-D factories are able to produce Freight Trucks/Trains without local sims?

For the 1st question, yes. You can often see even residential buildings have less capacity than the stated, tho not by much since residential only has single residential type (aka wealth) at the same time. That's contrast to industry and commercial which have multiple types of jobs. If the desirability drops, you will have much less than before. And when a building is abandoned, there's a chance that the building will be inhabited by lower class. This is called dilapidation. The capacity will increase as poorer sims don't need larger space like the wealthier counterparts. This can be a couple percent and even twice the original capacity. For instance, a max-out R$$$ from Maxis, which is the Ong Condos (and its clones), has ~4,000 capacity of R$$$. But when it's dilapidated to R$, it can soars to around ~9,000. So if you want to build a city with the highest possible population, try this method.

For the 2nd question, yes and no. If you don't have neighboring cities, nope. It's just a natural thing for industrial buildings to generate freight outta nowhere. If you have neighboring cities, yes, you can have foreign workers working there. Again, route query can be pretty useful in this case.

If you want to learn more about capacities and stuff like that in general, you can visit these sources:

  1. Capacity calculation (technical stuff): https://www.sc4devotion.com/forums/index.php?topic=2308.0
  2. Workforce and demands: https://www.sc4devotion.com/forums/index.php?topic=1878.0
  3. Stage limits: https://www.sc4devotion.com/forums/index.php?topic=3578.0
  4. Stage caps: https://www.sc4devotion.com/forums/index.php?topic=1987.0
  5. Less abandonment:
  6. Residential revamping
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Is a new item order really needed on every MMP that is made. Even if the range from the index is changing?

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On 10/20/2024 at 4:27 PM, Jidan said:

Somehow, even with removing and readding DLLs, I can't reproduce the problem anymore. I don't know if it's just a game glitch or series of events that glitches out one of the DLLs.

@CorinaMarie, I somehow able to reproduce this issue on a new gaming laptop.

6719bc84b3321_SC4Fixr72024-10-2410-10-57.gif.66d565df6d48344225dc9844b6e09ccc.gif

Take a look carefully. Despite I put 2% just for testing before this, you see 9% (which the original value) is instantly inputted out of nowhere.

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9 hours ago, Jidan said:

I somehow able to reproduce this issue on a new gaming laptop.

That's interesting.

I've tried to replicate your example and mine will simply change to the value I type. Ofc, there's only one digit allowed to the right of the decimal point so the input is rounded when pressing enter. I tried 2.02 and get 2.0. Then 2.07 gives 2.1.

I'm sure you are familiar with the Binary Search for Plugin Conflicts so that'll be the best way to track down the culprit.

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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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On 22/10/2024 at 11:12 PM, Ernestmaxis said:

Is a new item order really needed on every MMP that is made. Even if the range from the index is changing?

You could use the same Item Order for every MMP you create. But that might not help with how they get organised in terms of their position in the MMP (Flora) menu. That’s all this value handles. If you were looking for a timesaver then I’d group the value of this property around themes. So say you have a bunch of tree MMPs, give them all one ID, so the trees remain together. But you could use a different value for other groups so at least they aren’t just all jumbled together overall.

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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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3 hours ago, rsc204 said:

So say you have a bunch of tree MMPs, give them all one ID, so the trees remain together.

Do they also have a plop cost associated with them? If so, that can be used as a sub-sort. $1 in the same Sort-Order is listed above $2 and so on.

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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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Indeed, after Item Order, the usual system of ordering comes into play, however those methods aren't always as reliable as Item Order. Not to mention, I think the whole point of reusing them is to save additional work (edits of template files), so might as well start at the top of the hierarchy since one way or another one Property still needs adjusting.

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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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What is triggering the garbage trucks to spawn for water treatment lots?  Is this discussed somewhere I can read?


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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5 minutes ago, philforhockey51 said:

What is triggering the garbage trucks to spawn for water treatment lots?  Is this discussed somewhere I can read?

probably a modding issue on a given custom lot? Though it's a bit realistic, because most water treatment plants produce a certain amount of solid residues that need to be dealt with.

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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6 minutes ago, philforhockey51 said:

What is triggering the garbage trucks to spawn for water treatment lots?  Is this discussed somewhere I can read?

It'll be the OccupantGroups 0x00001402 (Landfill) that ties the garbage trucks to the lot. You can safely remove that from the building exemplar or I wrote a little Lua mod that gets rid of all Garbage Trucks. I can track that down if you want, tho it just seems like it was you I wrote it for. No?

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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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1 hour ago, CorinaMarie said:

It'll be the OccupantGroups 0x00001402 (Landfill) that ties the garbage trucks to the lot. You can safely remove that from the building exemplar or I wrote a little Lua mod that gets rid of all Garbage Trucks. I can track that down if you want, tho it just seems like it was you I wrote it for. No?

I see, I can just remove that occupant group as needed.  I want to say it was not me you wrote that Lua for, maybe someone else but not remembering doesn't mean it wasn't me. I'm just looking to get rid of them from a water treatment lot not wholly from the game.

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A simple question here, which to be honest I can't believe I never thought to ask: Do lots with seasonal trees have to be plopped or grown a certain time of the year (Like October 1st) for them to work properly along with the MMP trees, or can those lots be plopped at anytime of the year? 

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Anytime of the year for plopped and grow and if it's off time in the first year it will eventually correct itself by the next year. If your terrain does not have extra properties to it like say Gobias' has the extra properties, such as an older terrain mod then you'll also need the seasonal patch by Lowkee33 (found on SC4E). 

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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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