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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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3 hours ago, rsc204 said:

Evening commutes are only a visual thing for the sake of automata to reverse their drive home. In fact, the simulator doesn't even bother to generate proper commuting paths for the return journey, probably because the trip to work is so intensive runtime wise.

So, if I were to, for example, draw a series of alternating OWR across a residential neighbourhood, pointing at one side to a job source (lets say, a perpendicular row of commercial lots), only the lots facing the OWRs that point towards the jobs would register congestion?


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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8 hours ago, Captain Adam said:

autodesk or sketchup for BATing ?

Sketchup has no method of directly exporting models for use in-game. It also isn't 100% compatible with 3DS Max (which you'd need anyway to export), so it just adds extra complications and things to go wrong.

Sadly, 3DS Max doesn't fair great right now either, since the removal of the Mental Ray renderer as of version 2018, you won't be able to export models for use with SC4 either.

Right now, unless you can get an older version of 3DS Max (Autodesk won't be any help), you are pretty much stuck with using SC4 BAT (gMax) to make models for SC4.

7 hours ago, matias93 said:

So, if I were to, for example, draw a series of alternating OWR across a residential neighbourhood, pointing at one side to a job source (lets say, a perpendicular row of commercial lots), only the lots facing the OWRs that point towards the jobs would register congestion?

Well that depends on whether the sims will use these routes to get to other places or not, since OWR is one of the fastest road types, they tend to get well used. Congestion is still a thing, depending on actual usage, but only the morning commutes are simulated by the pathfinder. That's not to say sims don't have to get home, there has to be a valid route, but since that's not being directly simulated, I doubt you'd get congestion on the 'wrong' side. I don't recall ever having such a OWR system where sims would only use it for travelling in one direction, but it should be easy enough to see what's going on in-game.

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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 am I supposed to do about jobless mansions? I assume they want hi tech but I don't have any demand for it.

 

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Then the next most likely option is that the game's habit of upgrading R zones has just overshot its desired level and now there ain't enough demand for them all. Next recommendation would probably be @CorinaMarie's NKO mod, that should stop the 'gentrification' effect being quite so devastating.

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Is there any way to encourage W2W growth other than zoning 2-tile long residential? Or is it a full-random, roulette sort of thing?

I'd specifically like to see more of the European-style row houses. All of the R$$ demands are already met by the way.

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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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1 minute ago, TheMurderousCricket said:

Is there any way to encourage W2W growth other than zoning 2-tile long residential? Or is it a full-random, roulette sort of thing?

I'd specifically like to see more of the European-style row houses. All of the R$$ demands are already met by the way.

It's random inside of the lot size, density, corner position, growth stage and tileset that you are using, which usually means that it is random in practice. There is an effective but tedious way to ensure a certain kind of building growing, that is modifying the tileset exemplars of the lots, to group, for example, all the W2W buildings on a certain tileset, for example, European. Many BAT creators have done so, but as is not an standard, you won't get perfect results. I would try using only the Euro tileset, because you should notice some improvement, but is not guarranteed.

* * *

Now my question: is there a way to modify the number of train cars that are produced, given a certain amount of traffic on a rail or el-rail segment? I'm getting absurdly long trains, and the routes aren't even congested!

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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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2 hours ago, matias93 said:

* * *

Now my question: is there a way to modify the number of train cars that are produced, given a certain amount of traffic on a rail or el-rail segment? I'm getting absurdly long trains, and the routes aren't even congested!

@matias93

Maybe you've seen it, but if you use NAM there's this (Link). Not sure if it still applies in newer NAM versions. I seem to remember a different topic thread about this, but I can't seem to find it. Haven't hit upon the correct search terms yet, I guess. Continuing to try...

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

Endless Road 4.jpg

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Just to add...

The reply @CorinaMarie made in this post shows the property for controlling train length.

Both properties are pairs, which are for the min/max range for the train car length. It does seem like it ought to work for reducing train length, and just make sure the maximum (2nd value) isn't lower than the minimum (1st value). Also the values will need converting to hex form beforehand. (See here for a converter.)

As is visible from the window title, the example file Cori showed being edited is:
NetworkAddonMod_Automata_Plugin_Radical_Automata24.dat


Of course, that might differ in name depending on one's NAM automata configuration.

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what is a 'slope mod'?  Nearest i've figured out, it modifies the slope required for roads/trains?  What does it do?  Why do I need/want one?  Thanks!

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    Hello @jbkone 

    before i start to type a Roman... read this. That´s much more helpful, like i can tell you:

     

    Hope after it you are fine ;-)

    Regards, Oliver

    *wisper* and if not, ask again in here. We would be more than happy to assist you.


      Edited by City_Slider  

    + wisper
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    <<< 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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    1 hour ago, jbkone said:

    what is a 'slope mod'?  Nearest i've figured out, it modifies the slope required for roads/trains?  What does it do?  Why do I need/want one?  Thanks!

    Go up a side of a mountain with  a road or train track and you'll get an answer to that question. There are several different SMs but honestly, I've never been able to determine which works best. But you should keep one around, nevertheless. Sometimes I can't keep the slope short enough, so I take it out in those situations. Track seems to need a longer slope than road.

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    Feel free to ask away, if there are any open Questions about it.

    Greets, Oliver

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    <<< 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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    Hopefully this won't be a complex issue. I need help how to figure out the missing dependencies using this SC4DataNode by rivit. So far I did download the .csv file after scanning for "Missing Deps." I copied one of the TGI values and searched on SC4 Prop&texture catalog here in Simtropolis website but without luck. Maybe I'm doing it all wrong.

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    Not sure, what you are talking about. A BAT? A Lot? A Mod? Give us an Example, so we can assist you.

    -Oliver


    <<< 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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    6 hours ago, sevithethird said:

    Hopefully this won't be a complex issue. I need help how to figure out the missing dependencies using this SC4DataNode by rivit. So far I did download the .csv file after scanning for "Missing Deps." I copied one of the TGI values and searched on SC4 Prop&texture catalog here in Simtropolis website but without luck. Maybe I'm doing it all wrong.

    That's a smart approach, but not foolproof by any means. The Prop & Texture catalog contains a ton of commonly used props and textures, but it's still missing some files. 

    • Some prop and textures packs still need to be added to the catalog. For example, the Historic Harbor set, which contains one of the largest prop packs on the STEX, is currently missing from the catalog.
    • Some commonly used props and textures are missing from the catalog because they were packaged with lots and never released as a separate prop or texture pack. For example, the props and textures included in JMyers' small homes series are a popular dependency, but they were never released separately, so they aren't included in the catalog.
    • The catalog only covers props and textures, so it doesn't include other types of dependencies. A notable example is building models. If you have a lot that uses another building as a dependency, that building won't be listed in the catalog.

    What I would suggest is checking which files are generating the missing dependencies, and then looking up those files on the STEX/LEX (or wherever they are located) to check the dependencies. If you still have the readme files, those should also list the dependencies you need.

    Edit: One other thought -- If you're copying/pasting TGI values from the CSV and then searching for them in the Catalog without any luck, it might also be due to a difference in how the TGI values are formatted. DataNode lists TGI values with dashes between them. The Catalog lists them with spaces. So if you paste the TGI values generated by DataNode directly into the Catalog, you won't get any results. You'll need to replace the dashes with spaces first.

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    🚜 Get well soon, Cori! 🚜

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    18 hours ago, BartonThinks said:

    What I would suggest is checking which files are generating the missing dependencies, and then looking up those files on the STEX/LEX (or wherever they are located) to check the dependencies. If you still have the readme files, those should also list the dependencies you need.

    I thought I could use the SC4DataNode for this purpose. I was just looking for a way to easily locate missing props/textures for some of the buildings I downloaded. Right now, I'm aware I have a handful of buildings still missing some props. However, when I used the app (SC4DataNode), it shows me that some of the buildings have missing dependencies, including those that I'm certainly have no props/texture deficiencies and looks complete.  

     

    18 hours ago, BartonThinks said:

    Edit: One other thought -- If you're copying/pasting TGI values from the CSV and then searching for them in the Catalog without any luck, it might also be due to a difference in how the TGI values are formatted. DataNode lists TGI values with dashes between them. The Catalog lists them with spaces. So if you paste the TGI values generated by DataNode directly into the Catalog, you won't get any results. You'll need to replace the dashes with spaces first.

    I figured this one out after several tries. As you've already mentioned, some packs still need to be added there.

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    9 minutes ago, SIM-ple Jack said:

    What is the trick to multiple file uploads on STEX. This is my second attempt, and once again ended in chaos.

    I assume you mean multiple files within a single STEX entry?

    • Ignore the "Upload Multiple Records at Once" option on the "Select a Category" dialog box.
    • When you get to the "Adding a file to [CATEGORY]" page, select "Choose Files" and then select one or more files you want to include.
    • If you need to add more files, simply click the "Choose Files" button again.
    • Proceed as you would with any other upload.

    The "Upload Multiple Records at Once" option is the problem. It should be read as "Upload Multiple STEX Entries at Once" as opposed to "Upload Multiple Files at Once."

    Edit: Note that you also have the option of editing an existing entry and adding new files.

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    🚜 Get well soon, Cori! 🚜

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    7 minutes ago, BartonThinks said:

    I assume you mean multiple files within a single STEX entry?

    • Ignore the "Upload Multiple Records at Once" option on the "Select a Category" dialog box.
    • When you get to the "Adding a file to [CATEGORY]" page, select "Choose Files" and then select one or more files you want to include.
    • If you need to add more files, simply click the "Choose Files" button again.
    • Proceed as you would with any other upload.

    The "Upload Multiple Records at Once" option is the problem. It should be read as "Upload Multiple STEX Entries at Once" as opposed to "Upload Multiple Files at Once."

    Edit: Note that you also have the option of editing an existing entry and adding new files.

    The "Choose Files" button never came up. Can the other 4 be deleted?

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    38 minutes ago, SIM-ple Jack said:

    The "Choose Files" button never came up. Can the other 4 be deleted?

    If you use the Multiple Records option, I don't think it gives you the option of multiple files for each entry (at least, not when you're performing the original upload).

    I think you may need an admin to delete the other files.

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    🚜 Get well soon, Cori! 🚜

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    5 minutes ago, BartonThinks said:

    If you use the Multiple Records option, I don't think it gives you the option of multiple files for each entry (at least, not when you're performing the original upload).

    I think you may need an admin to delete the other files.

    I have them all in the first file now, but the last 4 need deleting(the N,S,E,W files).

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    2 hours ago, SIM-ple Jack said:

    I have them all in the first file now, but the last 4 need deleting(the N,S,E,W files).

    I'll do it, give me 5 minutes

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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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    @BartonThinks is correct about what the "Multiple Records" option is for. Or at least was for, since Cori and I have decided to remove it now.

    Initially an idea was rewording it like this... *:idea:

    STEX - New Category Submission Page.png


    But we felt it was still confusing for whether it meant file entries in the same submission, or what it is actually for a batch uploader. The idea is like for the Gallery it allows more than one STEX entry queued up to be processed in one fell swoop. It seems like this would create the ideal conditions for a server glitch to occur, and then losing any of the pending submissions (or something going goofy). So we've taken the liberty to remove it now so this won't continue to be confusing. *;)

     

    Additionally on the navigation bar at the top, I noticed this option was missing entirely:

    Upload File Navigation Option.png


    So I added it back which leads to the category selection page here.
    (It probably got accidently removed when adding the Prop & Texture Catalog link up there.)

     

    Just to mention also...

    When uploading a new version on an existing STEX entry, click the Delete option to make any file not available on the new version.

    For example, when updating MySimtropolis and I go to the new version page (under File Actions) and then click Delete here:

    STEX - New Version Delete Option.png


    Then upload the new version in place, and only that new file would be available when submitting the new one. But still the older version is under the Changelog at the bottom to be downloaded from there. Though as staff we do have the ability to remove older versions. Just let us know via a Report if so, and we'll handle that no problem.

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    Glad I could find something for everyone to do yesterday! :thumb:

    16 hours ago, Cyclone Boom said:

    The idea is like for the Gallery it allows more than one STEX entry queued up to be processed in one fell swoop.

    Glad you mentioned this as well. I have some albums I need deleted as well, and can't find a button to do so.

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    Could you point us to one of them, to check what's happening?

     

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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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    On 8/14/2021 at 3:19 AM, matias93 said:

    Could you point us to one of them, to check what's happening?

    https://community.simtropolis.com/gallery/album/353-uytfb7ut7fcutbuytf/

    https://community.simtropolis.com/gallery/album/351-wisconsin/

    Either or both. I couldn't find a delete option. I just wanted to add 2 pics to an existing album and ended up with 3 new albums.

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    @SIM-ple Jack

    As it turns out this is an admin only option (I tried changing that but the settings don't work), so I've gone ahead and manually deleted those two for you.

    If anyone else has this glitch happen, let us know and we can delete albums too.

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