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Everything posted by Flann
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Bridges that are uni-directional like one way roads and most RHWs must be dragged in the correct direction when built. If you have two spans of MIS, they will need to be dragged from opposite banks.
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NAM 48 "Agree" option is missing from install
Flann replied to snrrdnd's topic in NAM & Transit Networks
We made the installer text a tad too long. Try making the window a bit larger, it should appear.- 2 Replies
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simtropolis Miraculous News: Cori is alive!
Flann replied to Cyclone Boom's topic in Simtropolis Related
Welcome back, Cori! You've been missed and it's great to see you here again. -
I believe this is what you are looking for:
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Union Station in the City of Longmoor.
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I don't think there is a way to disable tool-tips.
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I'm not completely sure why this is happening, however I can see that the installer uses this code to pick the installation directory: static { String simcityfolder = new JFileChooser().getFileSystemView().getDefaultDirectory().getPath(); if (OS.isMacOSX()){ simcityfolder += PATHSEP + "Documents"; } simcityfolder += PATHSEP + "SimCity 4" ; INSTALL_DESTINATION = simcityfolder + PATHSEP + "Plugins"; PLUGINS_FOLDER = INSTALL_DESTINATION; CLEANITOL_BACKUP = simcityfolder + PATHSEP + "Backup_Plugins"; } Essentially it's trying to find your default directory, which would normally be the "Documents" or "My Documents" folder, which is where your SimCity 4/Plugins folder usually resides. I'm not sure how you went about moving the documents folder, but if you followed a procedure like this https://www.ghacks.net/2010/04/17/how-to-move-the-my-documents-folder-in-windows-7/ or this https://www.digitalcitizen.life/how-change-location-folders-such-documents-or-downloads/ , the Java installer should detect this change.
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The RHW-2 is a special case because there are is no override code present for the on-slope to convert L0 RHW-2 to L1 RHW-2. This is why an extra space is required, so that you can place an L1 starter piece on that tile. So, it looks like this: Place the starter in the gap on the side that does not have the "extra" tile belonging to the OST: Then, you can drag through the entire setup. Note, the starter is not required for any other RHW network, as the override code exists to convert the L0 network to viaduct from the OST.
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Thanks for sharing your proposal. I think FA street is probably in the cards now that the dll promises to eliminate the autoconnect problem. While nothing is set in stone, I think the most likely approach would be to mimic the patterns in use for FA roads. For one, the patterns in use don't require an overhang and have adequate space for sidewalk and pedestrian paths, which for the street network is arguably more critical than the road network. Second, reusing the road pattern will reduce the development burden as the implementation has already been worked out. Third, re-using the pattern prevents requiring the user to memorize another drag pattern method.
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Well, I was thinking one poll with 14 different multiple choice options. People could submit menu sets for one or more of the main menus. Then we vote. However, I see your point about losing momentum and do concede that it would be a bit challenging logistically. I just see this as a very critical set of decisions to make, because once solidified it will be end up somewhere between difficult and impossible to refine. So there is a need for careful consideration. That said, if we have a champion for this process (maybe you?) who can craft a list that people mostly agree with then that's fine too. My personal opinion is to mind the principle of keeping things as simple as possible at this point. I'm against excessive granularity for the top-level menus. However, I don't think we should skip menus at this point, all bases should be covered if we can anticipate the need for submenus. It would be best to contain the common top-level submenus in one dependency, IMO. I think there have been some good suggestions for Power, Water, and Garbage. If we don't implement something basic now, someone will want to fill that hole. I'm on the fence about Airports as I think that will probably be best served by mod specific submenus. Whether its worth it to create a submenu for modular airport packs, I'm not sure, but I definitely wouldn't want top-level submenus for specific components of modular packs.
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I agree with the idea of creating a standardized set of basic submenus. Clearly, there will be varying opinions on the optimal set of menus. My suggestion is to collect proposals of sets of submenus for each menu, then create a poll and allow the community to vote on the sets in order to establish consensus.
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While I have used JBSimio's SHUR Brownstone set (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1270) to great effect, I have found that they tend to out-compete other lots and buildings and will overrun a neighborhood if left unchecked. This is especially true of R$$ areas. In particular, I found myself getting very frustrated when I tried to create a neighborhood comprised of mostly spa's Halifax Box and Church Street Apartments, but found that unless I relentlessly demolished and marked historical, it would eventually become filled with SHUR Brownstones. I suspect that in later stages of development, the brownstones dominate because they're a higher stage or have higher capacity or something. This is annoying because I often develop cities in a piecemeal fashion and might want to create a relatively lower density area in a city that already has a high population. This is something that can be worked around. Perhaps the bigger issue is that these will redevelop over other rowhouse type lots that I want to keep and I really don't want to have to make everything historical. Does anyone have any thoughts on how to manage this? I suspect it may be possible to tweak these so that they are more in line with other similar mods, but I'm not sure I want to delve into it that much and might just remove all of the 1x2 versions of this mod and only leave the 1x3s so that I have a bit more control over where they appear. Unfortunately that means that my neighborhoods above are going to be destroyed
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Unfortunately, I seem to have lost the spreadsheet. I believe the method I used was to divide the actual R$ capacity by the estimated R$ capacity. I calculated the estimated R$ capacity using the formula in the first post in that thread, so 3 + (volume / (3 * 12.42)). If you want to use the second calculation, just replace the volume with the biased volume calculation, maybe that is more correct, I am not sure. Any way, just use volume * MIN(1,0.51+POWER((volume/26000),2)). Neither calculation seems to match the actual filling degree for the lots I tested. If the goal is balance, it probably doesn't matter too much, just pick one and try to match them.
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Basically My conclusion was that some of the downloadable row houses have occupancies that are too far outside of the 'normal' maxis range and therefore either grow too often and out compete others, or rarely grow, or grow only briefly under specific circumstances. If I had more patience I would carefully re-mod all of them such that they had a filling degree of about 0.45 and depending on the size of the building, I might fudge the growth stage up or down depending on if I wanted them to grow more or less often.
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I understand you may have strong opinions about Microsoft or Bill Gates, but please mind the site's guidelines. On the topic at hand, I believe there is a general consensus that zip is the preferred format for mod distribution, at least on the SC4 side of things. It has been around a long time. If you are wary of proprietary software, why not try a free or open source one like https://en.wikipedia.org/wiki/7-Zip ?
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Making highways of various types and ramps
Flann replied to Digicoma's topic in NAM & Transit Networks
It sounds like maybe you've ended up using some legacy puzzle pieces that don't allow for dragging through or out of. Maybe give this tutorial series a try: -
I'm a Returning player. Need help with NAM install
Flann replied to jeffrey7146's topic in NAM & Transit Networks
Welcome back! The 4gb patch is a prerequisite for installing the NAM. That bat script you've run is meant to simplify the process of applying the 4gb patch to the SC4 executable, and it looks like it was successful in your case. At this point, you can install the NAM using the provided installer which comes a .jar file. For this you will need to have the Java Runtime Environment (JRE) installed on your computer. NAM comes with a java distribution you can use (OpenJDK) or you can download it elsewhere. You can find some helpful instructions for installing the NAM on our documentation website https://www.sc4nam.com/docs/getting-started/installation/ For other mods, I encourage you to check out this thread here at Simtropolis: https://community.simtropolis.com/forums/topic/75599-indiana-joe-and-the-quest-for-the-ultimate-plugins-folder/ -
That sounds like it could be related to the bldgprop Maxis files that CaptCity mentioned above.
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[sc4pac] Let's write our own package manager
Flann replied to memo's topic in SC4 Modding - Open Discussion
This file is a commented example of the metadata specification. The most important parts are those which define the assets (files on the exchanges) and the packages (the installable collections built from the assets). For an asset, it is required to provide: assetId (a unique identifier) version number timestamp the url of the download For packages, it is required to provide: group (e.g. team name, author name, or package owner) name version installation subfolder a list of dependencies a list of assets and which files to install from them if installing a subset Packages also have additional optional metadata which would give additional context to the package, including: summary warning conflicts description author images website It's definitely designed with splitting assets in mind. For example, the large LEX common dependencies pack is already split by its component packs. We can also split apart growables from ploppables assuming the uploader has them in separate files. Yes, that is one of the key advantages of this approach. Dependencies need only be installed when required by a package you want. The program will handle the installation and removal of dependencies automatically. Metadata are text-based YAML files, so very easy to read and write. To contribute, you really just need a text editor and some familiarity with git. -
simcity 4 Sharing Plugins Folders - Discussion
Flann replied to Haljackey's topic in SC4 - Custom Content
Much has been said about sharing plugins folders, but I'm here to direct everyone's attention to a new project by @memo which may end up solving this problem for good. It is called sc4pac. This is a package manager for SimCity 4 plugins that handles the installation of mods and dependencies for us. The project is still getting off the ground but the functionality is there and it is already being put to use. Read more here: Why does this matter? Well, if we can come together as a community to contribute the necessary package metadata, we might very soon be able to share plugins folders not as raw data, but rather in the form of a package configuration that anyone with sc4pac could install. It would solve many of the headaches we anticipate would come with other sorts of plugin shares. I encourage anyone who's interested in helping make mod installation a simpler, more pleasant experience to check out that thread and see if you might be able to help this vision come to life. -
[sc4pac] Let's write our own package manager
Flann replied to memo's topic in SC4 Modding - Open Discussion
I've been meaning to learn more about GUIs and tkinter for Python, so I'd be interested in contributing as well. -
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[sc4pac] Let's write our own package manager
Flann replied to memo's topic in SC4 Modding - Open Discussion
This is really excellent work. In my opinion, this is the future of plugin management for the community. I am very excited for the possibility of sharing a plugin configuration which should make it quite easy to spin up a new region or set up a multiplayer server. I also think this might allow us to achieve some decoupling of the plugin organization from the community sites and maybe the possibility of additional mirrors of the content for increased redundancy. I think what we need most now is some help in creating the metadata for the most essential plugins so that this tool becomes a viable option for putting together a relatively full-featured plugins collection for the user. -
Perhaps @IDS2 could be persuaded to model the Minneapolis post office : Or perhaps the Paul D Wellstone federal building, a former post office that currently hosts the passport agency. It would make a nice social security office:
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Introducing the SimCity 4 Multiplayer Project
Flann replied to kegsmr's topic in SimCity 4 General Discussion
Really cool, thank you for making this. I am looking forward to trying it out.- 28 Replies
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