-
Content Count
30 -
Joined
-
Last Visited
A long, long time ago...
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by karaku
-
why dont half my farms grow anything?
karaku replied to Cpt.McNasty's topic in SimCity 4 General Discussion
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. -
removing those orange handgliders?
karaku replied to Pixelrage's topic in SC4 Modding - Open Discussion
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. -
simmars-forum-threads Mod Workshop
karaku replied to AndisArt's topic in SC4 Modding - Open Discussion
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> -
simmars-forum-threads Mod Workshop
karaku replied to AndisArt's topic in SC4 Modding - Open Discussion
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. -
simmars-forum-threads Mod Workshop
karaku replied to AndisArt's topic in SC4 Modding - Open Discussion
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. -
simmars-forum-threads Mod Workshop
karaku replied to AndisArt's topic in SC4 Modding - Open Discussion
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? -
simmars-forum-threads Mod Workshop
karaku replied to AndisArt's topic in SC4 Modding - Open Discussion
(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 -
How about ploppable neighborhoods. We would need the ability to preview a neighborhood before plop but everything else should be doable with existing features.
-
Yes, please tell us how you made a diagonal bridge (The Marquam)!
-
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.
-
How about the Triangle Park Set by prepo?
-
simmars-forum-threads Mod Workshop
karaku replied to AndisArt's topic in SC4 Modding - Open Discussion
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)? -
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?
-
Well this is where I can hopefully get some help and some ideas for my power lot and also discuss a little more about my current plans for it. If you havent seen the lot itself yet check it out here https://www.simtropolis.com/stex/index.cfm?id=16757. It is a reward power plant to serve those very dense high-need people. First the release I first posted is only an initial release. I plan to continue work on the model itself adding detail especially doors and windows. I will create textures for everything (currently I am using the few that came with BAT). I really enjoyed making this lot and wanted to provide everybody with something that is usable and hopefully useful and would give a good representation of what I am trying to portray. After ALOT of reading and testing, tons of small modifications. I got what I think I wanted... for now. Please let me know if you have come across any problems with this lot. Daeley (whom I hope sees this): You say my lua is bugged? What seems to be the problem? I've noticed that if you pre-qualify for a reward before you open your city you will not be informed of receiving it. You might be seeing this (if you opened up a city that would already qualify for the reward) in this case the reward just appears as a normal plop (active) in the menu. Internally I believe the reason for this is to not require information about reward availability to be saved in the save game file. Without having to save availability rewards could be added or subtracted or even have their IDs changed without affecting any existing saved games. Therefore each reward would need a shortcut on load that would enable the reward without causing a notification. Hopefully this is what you're referring too but somehow I doubt it .
-
-
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?
-
first of all, "sc4game.automata.get_source_building_count" is a function I extended so it can count growables, and indeed that function most certainly does not do the number check. However, this function is not used to check reward counts, but occupant group counts.quote> Now that I know of the that file I see how it works I didnt notice that particular file before. However that still doesnt change the fact that you just repeated what I said: they do not use the count_reward_instance function. They use sc4game.automata.get_source_building_countquote> secondly... read your code again... you are counting the number of rewards... quote> Again, I agree... which again, is exactly what I said (sorry about the misprinted extra words above I was in a hurry before work). So lets try to go this way... I'm not trying to tell you that you are doing anything wrong or that you dont more about this system that I do. However you seem to be getting defensive. I completely agree with your last post as it reflects exactly my opinions from the previous post. I greatly apologize if my last post came off sounding odd or anything, again I was in a hurry and didnt fully plan what I was going to say. Now on to more productive things.... Since you overwrite the track_buildings array this will mean that nobody else will be able to use/mod this functionality without breaking the BSC rewards. I suggest that you add to this table rather than replace it if possible since you are taking over a specific part of the table (indices 14-14+0xfff). If we all append to what is already there rather than setting it to what we want it should keep us all compatable with each other. I understand that this hasnt been as issue before but since you have shown me this trick, I'd like to use it too, I just dont want to break any of your stuff while doing it.
-
-
I've only looked at one of the BSC reward chains (with the animal vet) and they do not use the count_reward_instance function. They use sc4game.automata.get_source_building_count which probably doesnt do the number check... Maybe in one of your other rewards you do but not this one. See, your counting the number of buildings.. I was check countin if the reward is available. Different functions... different results... I should probably count the buildings though otherwise my story doesnt make sense.
-
Hi, I am fairly new too all of this stuff but in making my first BAT/Lot I learned a thing or two. First, for every custom building or prop there will be a .sc4model file, if the lot doesnt use a custom building or prop there shouldnt be a model. Second the sc4Desc file seems to be needed mostly by the lot editor. When everything is connected correctly it isnt needed however if things arent hooked up quite right then not having it could cause a problem. The reason that I believe this file unnecessary is... Third the sc4Lot file contains all the information the sc4Desc file has plus the added information of where eveything goes on a lot. My experiences with the lot editor are well... interesting. I'm not yet sure wether the lots produced by LotEditor require the original Desc file but I do know from my experience that they can be edited not to. I will commence further testing...
-
I went ahead and tried using the hex2dec call and it seems that they work interchangebly. It makes sense that the typeless lua could be checked to see if it was sending an number or a string and be handled accordingly. It also makes sense from a developers stand point to make it easier to change and test scripts. It is important to note however that sending a string to hex2dec every time you need it takes alot of processing power (especially if it just so happens that hundreds or even thousands of these calls could happen in a single update!) therefore it is more sensible to calculate and store these values beforehand. After furthur delving it seems that Maxis had a standard of doing this (for SC4) that was not carried over to Rush Hour. The pre-RH seems to all use the pre-calculated values found in the constants definition file whereas RH scripts seem to go for the more direct approach... This may be caused by a change in programmers or it could be caused by a more robust API. Only Maxis knows. I'd like to point out that I will be using the predefined special_buildings constants from now on.
-
Daeley, if that is true, then how do the Maxis made reward records work? -------------------------------------------------------------------- -- Add EP1 specific advice in this section. -- ------------ Reward record Space Port---- a = create_reward_cityplanning('03840000') function a.condition() if (not missions_completed( { '8c01d0b7', '0c1431f8'} ) and (game.g_city_iht_population < tuning_constants.SPACE_PORT_IHT_JOBS or game.reward_instance_count('032F0000') <1 or game.difficulty_level() < game_difficulty_level.MEDIUM)) then return [[text@6bf1e520]] else return reward_state.AVAILABLE end end I have tested this lot furthur (by reducing the IHT pop requirement to 25000 and energy demand requirement to 80000, I have a city that meets these demands). The city did not have a space port so I built one. As soon as I did I was rewarded my building.
-
-
Version 1.01
1,673 Downloads
Astronauts exploring the moon have found a flying saucer that must have crashed there long ago. After bringing the saucer back to earth top scientists at the Advanced Research Center have managed to repair the craft but still lack the understanding to fly it. Fortunately they have come up with a way to tap into the crafts enourmous power supply. This is very good news considering our staggering power demands! I give you the Saucer Power Sink. Power Generated: 200,000 Monthly Cost: 30,000 Simoleans Plop cost: 100,000 Simoleans Bulldoze cost: 20,000 Simoleans Reward Conditions: (optional) * Must have Advanced Research Center * Must have Space Port * High tech population greater than 50000 * Power consumption greater than 150000 NO DEPENDENCIES Installation: I decided to include a non-reward version as well as the reward version. The files are named to quite easily spot which is the reward version and which is not. Simply place the selected dat file in My Documents\SimCity 4\Plugins This is my first bat/lot so please be kind. Also it is only an initial release. I have alot of plans for both the model and the lot. None of this could have been possible without the wealth of information found on this website in the forums. In particular I'd like to thank Ilive for his Reader, Nexis for the power generator who's lots I used as the initial basis for my lot (I couldnt get my building onto a maxis power lot and be able to save the results). Finally I examined some of SimGoober's reward lots as well as MANY Maxis made exemplars and lua scripts to get this stuff to work. Finally I'd like to say the inspiration came from this lot: https://www.simtropolis.com/STEX/index.cfm?id=16653 uploaded by melo however it is locked being as he doesnt have a picture so I have no idea what his lot looks like. I just took the idea of a high power plant and a flying saucer (from his avatar) and ran with it.
