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karaku

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About karaku

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  1. Lol, have you ever seen real farm land? Half of it is completely barren for half of the year. And its not technically barren, its a tilled field that has yet to be planted! The game simply randomizes between the available fields and some of the default fields have yet to be planted.
  2. I dont have time to test this but give it a shot please. This dat file should remove the hang gliders from the game (all of them) no replops necessary. Warning: This mod has potential to crash the game. It causes a resource used by the game be become missing. This shouldnt crash anything but it might. If it DOES simply remove the mod and all will be fine again. Otherwise enjoy no hanggliders.
  3. I'd be happy to look into the installer. I just started poking about with that stuff to make an installer for the content removal system (I'd like the users to be able to select which parts they want removed from the installer). As for the I-Ag growables, I've never done anything like that but I dont supposed theres too much to it. I'll run a test tonight after work and see if I can get one of the SimMars lots to grow as I-Ag. I'll also work on the ordinance information. For the I-Ag growables, I'm sure I can get them working but I dont have time tonight to try. Also I need to round together appropriate resources if I'm going to do it proper. I'll let you know when I have something. Here is the ordinance information: SimMars Ordinances: First some info... Some ordinances are thought (known?) to internally effect the engine (such as the Car-Pool ordinance) because they do not directly affect any game state from within the exemplars or the scripts. These should be used carefully. At this time the exact effects of all ordinances is unknown. Given that one of them likely has unforeseen side effects it is also likely that so do others. In this regard, much care should be taken when creating new ordinances. So, here are the ordinances I kept (I only modified the text not the effects of the ordinances) because I thought they fit into SimMars. Please suggest changes and additions. - Commuter shuttle service No modifications, this ordinance already fits in a new, twisted way. - Smoke Detectors New Name: Decompression Program (idea taken from SimMars discussion thread). Description: City funded public education on what to do in the event of decompression. This includes early installation of decompression sensors and containment training. - Tire Recycling New Name: Tank Recycling Program Description: City program to encourage the recycling of old feul and air tanks. Old tanks can be hazardous to both their contents and their surroundings. - Trash Presorting New Name: Waste Management Program Description: City funded promotion of waste management solutions for the home and office. Simple biomass energy units are cheap and easy to install and use. This effectively lowers the quantity of garbage taken to waste processing center and eventually the lunar landfills. A waste management plant (recycling plant) is necessary for this ordinance. quote>
  4. Absolutely, my first realease on the STEX was a Reward Power Plant... While I'm not very good at modelling the modding part is very well put together. I've also started to work with the ordinances a little bit. I have first of all removed all of the maxis ordinances. Then I put back some of the ones that I think work in SimMars but changed the text to be more SimMars. I'll compile a list of what I've done so far and post it later. Is there any list of what you want done with the ordinances yet? Any other modding tasks? I wouldnt even know how to begin with the tree to rocks thing so I dont think I'm up to doing that yet.
  5. I'm not very familiar with the official addons but I can certainly add them to the list. I'll delve around a bit. As for the maxis reward popups. I already disabled most of them in my mod (I replaced the script that does this with a blank one) however certain rewards might still be active that I havent dealt with yet. Off the top of my head I can say probably the official addons and probably ep1 rewards. So looking into the 'official addons'. I can add them but there are quite a few of them and I really dont want to have to download them all. I dont think they should be within the scope of this project. When intalling SimMars you should be responsible for cleaning out your plugins folders... both of them. Either that or make the installer do it (by backing them up somewhere). For now I'll add the 23 plugins I have (how many official plugins are there?) to a new dat file. I restructured the whole content removal system and will upload it as soon as I make this new piece.
  6. I wasnt quite sure which colors to go with where. Obviously red should be used but I couldnt decide if I liked it better as R or I. Yellow works nicely on the terrain but I plan to adjust the contrast of the middle color. We should make a flag for SimMarsNation and make the colors of the flag relate to the zone colors. I always wanted the zone colors to have more contrast. If all this works are we likely to see beta 2 soon?
  7. (Removed older post as it had multiple edits and no replys lol, anyways here's the juice...) As you might notice I have released mods on the STEX that completely remove the Maxis building content from the game. So far there have been no reports of it not working. I have also released a LotConfig removal mod that can be used by the Sim Mars team (as well as everyone else) to clear up the LotEditor's Open menu removing all the Maxis content from there as well. Now I am releasing (here) the Sim Mars Zoning Rules mod, right here in this post. This changes the colors of zones, the minimum and maximum zone size. I would be happy to modify any of the values provided here. I hope that all of these mods will be used in the SimMars project. From the readme of the attached file: The Mars Zoning Rules: Landfill and Ir can now be zoned at any minimum size (i.e. 1x1). Maximum zone creation size is double that of normal. Zone colors changed - residential now red, other colors adjusted. This mod expands on the work provided by Tropod's Zoning Mod as well as fukuda's Ir Placement Modquote> Mars Zoning Rules.zip
  8. How about ploppable neighborhoods. We would need the ability to preview a neighborhood before plop but everything else should be doable with existing features.
  9. Portland, Oregon

    Yes, please tell us how you made a diagonal bridge (The Marquam)!
  10. The most important things have probably been mentioned so I will add emphasis to them (in hopes that they are done). - The ability to add arbitrary ordinances. - Submenus submenus submenus! - Functional R plops. - Ports that allow neighbor deals. - Open up more of the internals to LUA so that even more can be done with scripts. - Add the ability to create new tutorials. It is likely that this can be done already but it seems to require special data in the save game file that we currently dont know how to edit (as far as I can tell). Thats what I'm thinking for now. **** As a developer I would LOVE to help you if possible. **** One thing that would be nice is if you could help Wounagaine get his texturing in sync with the games so that maps created in SC4Terraformer look just like they would in game (or at least close enough so that the difference isnt such a big contrast). There are thousands of things that we could do given almost any part of the source.
  11. Triangular road side

    How about the Triangle Park Set by prepo?
  12. Can you not use favrekev04's remove mod's? I would be happy to help with any modding you need. I'd like to contribute some BATs but I dunno if my stuff is up to snuff... Can you give me some specifics? Do you just want clean menus (remove all maxis stuff)?
  13. BSC Texture Index

    Hello, I am slowly learning to BAT and make LOTs and I've just come upon a need for a custom base texture.. Which led me here. The only list I can find on the STEX is almost two years old and doesnt include many ranges I've seen assigned here so I'll just make a stab at it. How about 0x9BA0000-0x9BAF0000?
  14. Wastetoenergy Mod

    Thank you soo much! This is EXACTLY what I was looking for. No more hack job I did, I wanted something closer to realism in this area. No more dozen or more w2e's for a single city.
  15. Saucer Power Sink lot discussion

    I see.. Thank you for that information. If I had actually tried to use that function as a general purpose building group counter, who knows how long I would of spent trying and wondering why it didnt work. I'd like to actually be able to check if the cities contain both the Space port and Adv Res Ctr. But I dont see how without creating special groups for them and putting them in it. That doesnt seem a very efficient way of retrieving boolean values. Is there any method that you know to determine if a specific building exists in the city? If not I'll just have to stick with the current approach of checking if the reward is available. I think I'll apply for a small group of IDs (3-6 maybe) IF I manage to improve my BATing skills to a decent level (I know right now my stuff isnt very good) and if I manage to make some decent and useful lots that alot of people use and enjoy. Until then I think I can do without them. I might fiddle around with making my own custom version of the _constants.lua file but I wont release anything. Are there any other lua files that I should be aware of that I should not modify to be sure I dont conflict with others?
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