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Industry Jobs Multipliers Mods Not Working

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Hi all
I've been, for the past few weeks, messing around with jobs multiplier mods.

I started with industry doubler by @Bones1 specially for the farm jobs, which seemed to be working.

However decided to expand to the other industrial types and noticed that while the mod was in effect with its double resource use, it wasnt providing the jobs increase.

I tried to install the Industry Quadraluper by @toroca which seems to no be working at all. I went back to the Doubler and confirmed that for sure it is not working.

I loaded my citys and saved them, but to no avail.

 

Thank you in advance

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I'm not swift to accuse anybody but my guess would be that the majority of these mods are simply badly written and unreliable.

Also, at times, it is very easy to derail the game mechanics using such mods, entering a vicious loop as a result.

The key question is why you need a mod like that in the first place? Perhaps we could help you find a more "orthodox" way to achieve what you are after?

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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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49 minutes ago, gommasan said:

However decided to expand to the other industrial types and noticed that while the mod was in effect with its double resource use, it wasnt providing the jobs increase.

How are you checking that? Like if it's via the graphs which show more power and water usage as well as increased air pollution then that suggests the mod is working. For the jobs, you should see an increase in the Jobs & Pop graph after running a few months.

A quicker way is to find any Maxis industrial building and query it. Compare the 2nd jobs number to what it is without the mod installed. For instance, the Dead Forest Paper will show 300 for the second jobs number when using the Doubler.

7010b-5965.jpg

 

Do keep in mind both the Doubler and the Quadrupler only affect Maxis original buildings.

 

22 minutes ago, TheMurderousCricket said:

I'm not swift to accuse anybody but my guess would be that the majority of these mods are simply badly written and unreliable.

While that can be the case for some super demand mods and such, the Jobs Doubler and Quadrupler are both perfectly fine to use. I've had the Doubler installed for a few years and I love it.

 

23 minutes ago, TheMurderousCricket said:

The key question is why you need a mod like that in the first place?

For me it's about the amount of land needed for the factories. By doubling the jobs, the industrial sector can be half the size of vanilla. And with the quadrupler, it takes up 4 times less space. By using these, it allows for a more realistic city appearance because the amount of land use is more proportionate to the amount needed for the Sims who will work there.

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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

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    7 minutes ago, CorinaMarie said:

    How are you checking that? Like if it's via the graphs which show more power and water usage as well as increased air pollution then that suggests the mod is working. For the jobs, you should see an increase in the Jobs & Pop graph after running a few months.

    A quicker way is to find any Maxis industrial building and query it. Compare the 2nd jobs number to what it is without the mod installed. For instance, the Dead Forest Paper will show 300 for the second jobs number when using the Doubler.

    7010b-5965.jpg

     

    Do keep in mind both the Doubler and the Quadrupler only affect Maxis original buildings.

     

    While that can be the case for some super demand mods and such, the Jobs Doubler and Quadrupler are both perfectly fine to use. I've had the Doubler installed for a few years and I love it.

     

    For me it's about the amount of land needed for the factories. By doubling the jobs, the industrial sector can be half the size of vanilla. And with the quadrupler, it takes up 4 times less space. By using these, it allows for a more realistic city appearance because the amount of land use is more proportionate to the amount needed for the Sims who will work there.

    Hi @CorinaMarie and @TheMurderousCricket, Thank you for your replies

     

    To answer the need for the mod it is exactly to reduce the size of industrial areas to a more realistic, contained size. 

    I'm now mainly starting to build smaller towns, so it feels weird to have a gigantic industrial area to serve a population of 2.000 people.

    I noticed it because I was plopping the Maxis industrial buildings in my city using the extra cheats plugin, the exact factory that @CorinaMarie showed in the image. This factory has originally 150 jobs.

    So after realizing the industry quadraluper was not working at all so i went back to install the Industry Doubler, which also double the resources needed to run the buildings. Everything was fine, the city was running with a gas power plant a single water tower with no issues. After installing the doubler, as soon as i open it, i suddenly have no water capacity and the power consumption increased a lot, however the same factory was still putting out 150 jobs.

     

    The only thing i'm running that i checked is the IRM ( Industrial Revolution Mod ) and also, the Maxis Buildings Plop mod (the one making all the maxis buildings available in the landmark menu).

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    46 minutes ago, TheMurderousCricket said:

    I'm not swift to accuse anybody but my guess would be that the majority of these mods are simply badly written and unreliable.

    Also, at times, it is very easy to derail the game mechanics using such mods, entering a vicious loop as a result.

    The key question is why you need a mod like that in the first place? Perhaps we could help you find a more "orthodox" way to achieve what you are after?

    We could, only solution I can find by myself is to to download some custom factories with high job capacity. 

    Any suggestions ?

     

    Thank you

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    1 minute ago, gommasan said:

    The only thing i'm running that i checked is the IRM ( Industrial Revolution Mod ) and also, the Maxis Buildings Plop mod (the one making all the maxis buildings available in the landmark menu).

    We'll prolly need to wait for the experts, but I believe IRM only changes the LotConfigurations exemplars and if so would not fight with the Doubler. The Plop mod, OTOH, will very likely interfere as it would need to adjust the OccupantGroups which is in the Building exemplar and that's the same place where the jobs available are.

    For a test, remove that Plop mod and then check in the game. (Also, if you'll post a linky to it, I can double check if I'm correct about it being the culprit.)

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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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    37 minutes ago, CorinaMarie said:

    For me it's about the amount of land needed for the factories. By doubling the jobs, the industrial sector can be half the size of vanilla. And with the quadrupler, it takes up 4 times less space.

    I see now. Ok, I thought that these mods work just like super demand ones, with the sole exception of increasing the demand for industrial sector and only that sector. This changes my entire view on the problem.

    @gommasan - It may sound like a silly advice, but make sure the mod is installed in the correct folder. Also, take a look and see if there are no two mods of the kind installed at the same time. Otherwise the game may simply disregard them as it is unable to "decide" which one shold be run.

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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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    20 minutes ago, CorinaMarie said:

    We'll prolly need to wait for the experts, but I believe IRM only changes the LotConfigurations exemplars and if so would not fight with the Doubler. The Plop mod, OTOH, will very likely interfere as it would need to adjust the OccupantGroups which is in the Building exemplar and that's the same place where the jobs available are.

    For a test, remove that Plop mod and then check in the game. (Also, if you'll post a linky to it, I can double check if I'm correct about it being the culprit.)

    627d267d52dc4_IndView.jpg.b83e53e9ee46f09ed378313803e41900.jpg

    @CorinaMarie, seems like you hit the jackpot on this one, removed the the Plop Mod and it worked like a charm.

     

    Thank you!

     

     

    Edit: @TheMurderousCricket, it was in fact a conflict between mods. All is good now, but still open to suggestions.


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    26 minutes ago, gommasan said:

    After installing the doubler, as soon as i open it, i suddenly have no water capacity and the power consumption increased a lot, ...

    Yep, that's to be expected (as you know) due to the increased water and power requirements they coded into the doubler.

    I had played without the doubler for a few years and then after installing it, I went into every city tile and added more water towers or pumps and more power generation. That took a while, but was worth it.

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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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    11 minutes ago, CorinaMarie said:

    Yep, that's to be expected (as you know) due to the increased water and power requirements they coded into the doubler.

    I had played without the doubler for a few years and then after installing it, I went into every city tile and added more water towers or pumps and more power generation. That took a while, but was worth it.

    Thats why i was finding it so weird, because i knew it would use double the resources, but the jobs were the same as vanilla. Glad it's solved

     

    Thanks you so much for the help.

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    40 minutes ago, gommasan said:

    All is good now, but still open to suggestions.

    That was a quick action, was it? *:thumb: 

    I believe Cori has won gold medals in troubleshooting at the 2012 and 2020 Simtrolympics, so it's no wonder you got your answer. :8)

    My small, additional piece of advice for you would be to consider modifying the capacity of your power and water plants too.

    If, as I understand, the mod doubles not only industrial capacity but also the amount of power and water used, then you may also need more of these capacities as well.

    • Like 2

    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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    2 minutes ago, TheMurderousCricket said:

    If, as I understand, the mod doubles not only industrial capacity but also the amount of power and water used, then you may also need more of these capacities as well.

    You do indeed understand. *:ohyes:

    For me, I simply plop additionals, but modifying the Maxis outputs is perfectly viable. Or simply grabbing custom power plants or water production with increased output.

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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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