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Everything posted by Felgard
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Version 2.0
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Adds a new street that can only be used by: Base Pedestrians Buses Police Trade & Delivery Trucks Garbage Trucks Mayor Power Water Advance Pedestrians Buses Police Trade & Delivery Trucks Garbage Trucks Mayor Power Water Trains Street Cars NOTE: If claiming a city after the mod has been install it can require a full restart of SimCity before the mod works in that city Install Instructions: Download the mod https://community.simtropolis.com/files/file/28744-street-for-busses/ Unpack the file Copy the "1_Universalstreet_Menu.package" to the "..\SimCity\SimCityData\" folder Chose if you want the basic or advanced version Copy the the file located in Base or Advanced folder to "..\SimCity\SimCityUserData\Packages\" The mod is now ready to be used but additional steps can be taken to get more out of it In the "..\SimCity\SimCityUserData\EcoGame\" you'll find some files named "SimCity-Scripts_#.package" copy the file with the highest number to "..\SimCity\SimCityUserData\Packages\" Rename the copy of the file you just copied by prefixing it with "z_" so its name is "z_SimCity-Scripts_#.package" Note: only copy one file Note: The z_SimCity-Scripts_#.package needs to be changed if SimCity upgrades Doing the above two steps will allow you to build stuff along the street Base Parks Bus stops Advance Parks Bus stops Buildings Zone Wind Turbines Garbage Dumps Some Garages Addons: The addons folder contains file that will allow a certain group of Vehicles to use my street. 1_Construction&moving trucks.package - Construction & Moving Trucks 1_Fire_services.package - Fire, HazMat and Fire Marshal 1_Health_Services.package - Ambulances and Wellness vans 1_sewage.package - Sewages 1_tech_pipe.package - Tech from Universities To install the addons copy the file/s of your choice to "..\SimCity\SimCityData\" How to find Origin Install folder Start Origin Press "Origin" in the left top corner Press "Application Settings" Change the tab to Advanced The top most grayed out field contains the path to you origin install folder -
MOD: Street for busses - Ver: 2.0
Felgard posted a topic in SimCity (2013) Modding - Open Discussion
Adds a new street that can only be used by: Base Pedestrians Buses Police Trade & Delivery Trucks Garbage Trucks Mayor Power Water Advance Pedestrians Buses Police Trade & Delivery Trucks Garbage Trucks Mayor Power Water Trains Street Cars NOTE: If claiming a city after the mod has been install it can require a full restart of sim city Install Instructions: Download the mod Unpack the file Copy the "1_Universalstreet_Menu.package" to the "..\SimCity\SimCityData\" folder Chose if you want the basic or advanced version Copy the the file located in Base or Advanced folder to "..\SimCity\SimCityUserData\Packages\" The mod is now ready to be used but additional steps can be taken to get more out of it In the "..\SimCity\SimCityUserData\EcoGame\" you'll find some files named "SimCity-Scripts_#.package" copy the file with the highest number to "..\SimCity\SimCityUserData\Packages\" Rename the copy of the file you just copied by prefixing it with "z_" so its name is "z_SimCity-Scripts_#.package" Note: only copy one file Doing the above two steps will allow you to build stuff along the street Base Parks Bus stops Advance Parks Bus stops Buildings Zone Wind Turbines Garbage Dumps Some Garages Addons: The addons folder contains file that will allow a certain group of Vehicles to use my street. 1_Construction&moving trucks.package - Construction & Moving Trucks 1_Fire_services.package - Fire, Hazmat and Marshal 1_Health_Services.package - Ambulances and Wellness vans 1_sewage.package - Sewages 1_tech_pipe.package - Tech from Universities To install the addons copy the file/s of your choice to "..\SimCity\SimCityData\" How to find Origin Install folder Start Origin Press "Origin" in the left top corner Press "Application Settings" Change the tab to Advanced The top most grayed out field contains the path to you origin install folder easiest way to check is to see if it works is to check if the blue line appears when you open the menu for trains see below. Mirror: depositfiles version 1.1: split the file in order to fix a problem no result but the problem seems to been solved Version 1.2: made it prettier (just noticed i had uploaded the wrong file maybe naming my work folders aaa, hjb or kkk is not the best idea) Version 1.3: Made it Prettier (This time for real i promise) Version 1.4: Had to change base street to another to make it compatible with simcity V4.0 Version 1.5: Yet again i needed to change the base street since fore some reason it refuses to load graphics. this one defaults to dirt road but should be amusement park street Version 1.6: Got the graphics to work now it's pretty again got the file names wrong version 1.7: Renamed the files after i realized that the game uses a load order Version 1.8: Using the optional install step 5 now allows you to build a large amount of structures along the street Version 1.9: no real changes just included some files and made a basic and advanced version. Also included a install instruction.txt (the same as above) Version 2.0: fixed the sewage addon added addon for tech (pink line from univcersities) I'm sorry to say this but i lost interest in Sim city and by so modding it this is maybe obvious to people since it was a good while since i last visited here. This means i will visit this forum a lot less and update my mods extremely sporadicly also this means i wont b e able to help anyone who might have problems with my mod. I do give permission to people to use my mods or files as they please but if so at least give me a mentioning -
This file will change how agents handle arriving and leaving buildings it lets all agents to cross over to the other side to enter or exit a Building. This makes it so that a car will cross over the center line or divider to enter or leave a building which in turn lowers the amount of u turns happening they will still uturn if neded at the end of the road but it is much less likely they will do so becaus the passed their destination or started off in the wrong direction unpack and place in your "..\SimCity\SimCityData\" Crossover 3.0 new: updated it since dirt roads was modified in 3.0 updated old downloads removed
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Overview Residential Commercial Industry Police Fire Water Sewage Power Buildings Sheet 1: Residential Name Tax Value Residents Kids Default Happines Tokens Needed For Uppgrade to Density Power Consumer Amount Capacity Rate Water Consumer Amount Capacity Rate Sewage Produced Rate Garbage Only Amount Flammable Self Ignite RW1D1 10 6 2 6 36 3 9 72 3 9 72 3 72 1 90 RW1D2 80 60 15 60 540 288 864 72 288 864 72 288 72 10 90 RW1D3 200 600 100 600 66000 5760 17280 72 2880 8640 72 720 72 100 90 RW2D1 24 3 2 4 24 5 15 72 5 15 72 5 72 1 90 RW2D2 192 30 10 30 270 288 864 72 144 432 72 144 72 10 90 RW2D3 240 300 50 300 3300 2880 8640 72 2880 8640 72 720 72 100 90 RW3D1 56 3 1 3 18 9 27 72 5 15 72 5 72 2 90 RW3D2 224 10 4 10 78 96 288 72 96 288 72 96 72 20 90 RW3D3 280 100 30 100 11000 1440 4320 72 960 2880 72 480 72 150 90 Sheet 2: Commercial Name Tax Value Total Jobs Jobs ($) ($$) ($$$) Min Needed RCI Total Population Total Shoppers Default Profit Tokens Needed For Uppgrade To Density CW1D1 20 7 5 2 0 3 14 10 8 112 CW1D2 104 38 30 8 0 10 76 47 38 608 CW1D3 260 355 300 50 5 75 76 445 356 56800 CW2D1 60 6 3 2 1 3 12 8 6 96 CW2D2 120 34 20 10 4 12 68 43 34 544 CW2D3 300 335 200 100 35 120 670 502 336 53600 CW3D1 68 5 1 2 2 3 10 7 6 80 CW3D2 256 30 10 12 8 14 60 37 30 480 CW3D3 324 310 100 150 60 110 620 387 310 49600 Name Power Consumer Amount Capacity Rate Water Consumer Amount Capacity Rate Sewage Produced Rate Garbage Only Amount Flammable Self Ignite CW1D1 6 18 72 6 18 72 6 72 1 90 CW1D2 90 270 72 90 270 72 90 72 10 1088 CW1D3 1704 5112 72 1704 5112 72 852 72 100 90 CW2D1 15 45 72 15 45 72 15 72 1 90 CW2D2 162 486 72 81 243 72 81 72 10 90 CW2D3 3216 9648 72 3216 9648 72 804 72 100 90 CW3D1 24 72 72 12 36 72 12 72 2 90 CW3D2 288 864 72 288 864 72 288 72 20 90 CW3D3 4464 13392 72 2976 8928 72 744 72 150 90 Sheet 3: Industry Name Tax Value Total Jobs Jobs ($) ($$) ($$$) Min Needed RCI Total Population Default Profit Tokens Needed For Uppgrade To Density Power Consumer Amount Capacity Rate IW1D1 80 13 10 3 0 6 13 90 270 15 45 72 IW1D2 320 86 70 10 6 40 86 180 540 414 1242 72 IW1D3 800 810 700 100 10 300 810 360 1080 11664 34992 72 IW2D1 92 12 6 4 2 5 12 90 270 42 126 72 IW2D2 368 66 40 20 6 25 66 180 540 633 1899 72 IW2D3 920 665 400 200 65 250 665 360 1080 12768 38304 72 IW3D1 104 11 2 5 4 4 11 90 270 54 162 72 IW3D2 416 46 10 30 6 20 46 180 540 552 1656 72 IW3D3 1040 520 100 300 120 200 520 360 1080 10080 30240 72 Name Water Consumer Amount Capacity Rate Sewage Produced Rate Garbage Only Amount Air Polution Amount Rate Ground Polution Amount Rate Flammable Self Ignite -Skill Consumer- Skill Threshold E2 E3 IW1D1 39 117 72 15 72 4 9984 8 1248 8 90 210 210 IW1D2 441 1323 72 414 72 50 19968 8 1664 8 90 480 480 IW1D3 10080 30240 72 744 72 150 116928 8 2080 8 90 630 630 IW2D1 30 90 72 30 72 3 6656 8 832 8 90 210 210 IW2D2 474 1422 72 474 72 30 16640 8 1248 8 90 480 480 IW2D3 12768 38304 72 798 72 300 103936 8 1664 8 90 630 630 IW3D1 15 45 72 39 72 1 3328 8 216 8 90 210 IW3D2 414 1242 72 441 72 10 13312 8 832 8 90 480 IW3D3 11664 34992 72 840 72 100 90944 8 1248 8 90 630 Sheet 4: Police Name Maintenance Cost Total Jobs Jobs ($] ($$) ($$$) Min Needed RCI Total Population Construction Cost Cell's Units Ammount Sign 200 Flagpole 20 Police Station 400 7 5 2 1 17 30000 10 2 - Car Lot 225 6 5 1 6 10000 2 - Jail Cell's 300 6 5 1 6 15000 15 Police Precinct 1700 38 30 8 7 55 95000 50 4 - Helipad 750 20000 1 - Tower 525 12 6 4 2 12 10000 - Car Lot 600 12 10 2 12 15000 6 - Jail Cells 700 12 6 4 2 12 22000 70 - Detectives 750 16 4 10 2 16 60000 1 - Crime Prevention Center 400 12 6 4 2 12 30000 1 Name Patrol Rate Power Consumer Amount Capacity Rate Water Consumer Amount Capacity Rate Sewage Produced Rate Garbage Only Amount Sign 0 0 Flagpole 0 0 Police Station 60 90 270 72 90 270 72 90 72 10 - Car Lot 60 0 24 0 - Jail Cell's 5 15 72 5 15 72 5 72 5 Police Precinct 30 1704 5112 72 90 270 72 90 72 100 - Helipad 60 0 0 - Tower 10 30 72 15 45 72 10 72 10 - Car Lot 30 0 0 - Jail Cells 10 30 72 15 45 72 10 72 10 - Detectives 35 10 30 72 15 45 72 10 72 10 - Crime Prevention Center 35 10 30 72 15 45 72 10 72 10 Sheet 5: Fire Name Maintenance Cost Total Jobs Jobs ($] ($$) ($$$) Min Needed RCI Total Population Construction Cost Unit Ammount Patrole Rate Sign 0 200 Flagpole 0 100 Fire Station 400 13 10 3 2 13 20000 1 - Truck Garage 200 6 5 1 6 1 55 - Fire Alarm 75 3000 L.Fire Station 1300 86 70 10 6 18 86 70000 - Truck Garage 400 6 4 2 6 15000 1 70 - Hazmat Garage 250 6 4 2 40000 1 25 - Tower 525 6 3 2 1 6 10000 - Fire Marshall 500 6 3 2 1 6 20000 1 30 - Helipad 1400 4 2 2 4 60000 1 60 Name Power Consumer Amount Capacity Rate Water Consumer Amount Capacity Rate Sewage Produced Rate Garbage Only Amount Sign 0 0 Flagpole 0 0 Fire Station 15 45 72 15 45 72 15 72 10 - Truck Garage 5 15 72 5 15 72 5 72 2 - Fire Alarm 0 0 L.Fire Station 414 1242 72 414 1242 72 414 72 100 - Truck Garage 5 15 72 5 15 72 5 72 5 - Hazmat Garage 5 15 72 5 15 72 5 72 5 - Tower 5 15 72 5 15 72 5 72 5 - Fire Marshall 5 15 72 5 15 72 5 72 5 - Helipad 5 15 72 5 15 72 5 72 5 Sheet 6: Water Name Maintenance Cost Total Jobs Jobs ($] ($$) ($$$) Min Needed RCI Total Population Construction Cost Tower 100 0 0 0 0 0 0 3500 Pumping Station 200 66 40 20 6 10 66 14000 - Basic Pump 200 6 5 1 0 0 6 30000 - Filtration Pump 400 6 5 1 0 0 0 60000 Name Producer Amount Minimum Rate One Over Steps Per Step Pumprate Per Hour Power Consumer Amount Capacity Rate Garbage Only Amount Capacity Tower 80 2 0,00666 2 6000 8 24 72 0 0 Pumping Station 1000 2 0,00666 0 80000 633 1899 72 60 240 - Basic Pump 1000 2 0,00666 18 80000 211 633 72 20 80 - Filtration Pump 1000 2 0,00666 18 80000 211 633 72 20 80 Sheet 7: Sewage Name Maintenance Cost Total Jobs Jobs ($] ($$) ($$$) Min Needed RCI Total Population Construction Cost Sewage Consumer Amount Rate Outflow Pipe 100 0 0 0 0 0 0 3500 0 999 Treatment Plant 200 86 70 10 6 10 86 24000 0 666 -Tank 200 10 10 2 0 0 12 40000 7000 8 Name Max Sewage Flow Rate L/hr (0x0ecaebc5) Max Sewage Flow Rate L/hr (0x0ecaeec6) Max Ground Polution Rate Ppm/hr Power Consumer Amount Capacity Rate Garbage Only Amount Capacity Outflow Pipe 11700 N/A 120000 0 0 72 0 0 Treatment Plant 52500 70500 N/A 414 1242 72 60 240 -Tank 52500 N/A N/A 106 318 72 20 80 Sheet 8: Power Name Maintenance Cost Total Jobs Jobs ($] ($$) ($$$) Min Needed RCI Total Population Construction Cost Power Production Power Producer Amount Resource Input Amount Rate Consumer Skill Threshold E2 Consumer Skill Threshold E3 Wind Power Plant 1 40 13 10 3 1 13 3000 3000 2 10 Wind Power Plant 2 250 13 10 3 1 13 10000 2 10 - Small Horisontal Turbine 40 5000 3000 2 - Large Horisontal Turbine 60 1 1 1 10000 5100 2 - Vertical Turbine 170 1 1 1 20000 15000 2 Solar Power Plant 40 12 10 2 1 10 17000 8040 - Fixed Solar Array 105 2 2 2 16000 12060 402 2 - Concentrated Solar Array 320 2 2 2 40000 37500 1250 2 Coal Power Plant 25 13 10 3 1 13 12000 75000 2 - Dirty Generator 425 5000 75000 2500 6 2 - Advanced Generator 375 1 1 1 15000 75000 2500 12 2 - Clean Generator 600 1 1 1 20000 75000 2500 8 2 Oil Power Plant 100 28 20 6 2 1 28 20000 150000 2 - Conventional Oil Generator 756 7500 150000 5000 12 2 - Combustion Turbine Generator 1185 1 1 1 20000 150000 5000 4 2 - Clean Oil Generator 1295 1 1 1 27000 150000 5000 8 2 Nuclear Power Plant 100 520 100 300 120 100 520 100000 200000 300000 2 200 200 - Gen I Thermal Reactor 1200 52 10 30 12 52 45000 200000 6667 2 200 - Gen II Thermal Reactor 2300 52 10 30 12 52 75000 400000 13334 2 400 - Fast Neutron Reactor 3000 52 10 30 12 52 130000 600000 20000 2 600 Name Resource Usage Per Day Resource Storage Capacity Max Ground Polution Rate Ppm/hr Water Consumer Amount Capacity Rate Sewage Produced Rate Garbage Only Amount Capacity Air Polution Transmitter Amount Rate Ground Polution Transmitter Amount Rate Wind Power Plant 1 10 30 72 4 72 10 30 Wind Power Plant 2 10 30 72 4 72 10 30 - Small Horisontal Turbine - Large Horisontal Turbine - Vertical Turbine Solar Power Plant 10 30 72 4 72 10 30 - Fixed Solar Array - Concentrated Solar Array Coal Power Plant 20000 414 1242 72 414 72 50 150 - Dirty Generator 4320 99840 40 120 72 5 15 6496 8 832 8 - Advanced Generator 8640 266240 80 240 72 10 30 2436 8 624 8 - Clean Generator 5760 99840 160 480 72 20 60 2436 8 416 8 Oil Power Plant 8640 20000 99840 414 1242 72 414 72 10 60 - Conventional Oil Generator 360 99840 40 120 72 5 15 2436 8 832 8 - Combustion Turbine Generator 120 226240 80 240 72 10 30 5684 8 624 8 - Clean Oil Generator 240 99840 160 480 72 20 60 1624 8 416 8 Nuclear Power Plant 13500 40500 72 540 72 100 300 - Gen I Thermal Reactor 108000 324000 72 135 72 25 75 - Gen II Thermal Reactor 144000 432000 72 135 72 25 75 - Fast Neutron Reactor 180000 540000 72 135 72 25 75 Sheet 9: Buildings Name Maintenance Cost Total Jobs Jobs ($] ($$) ($$$) Min Needed RCI Total Population Construction Cost Power Consumer Amount Capacity Rate Recycling Center 100 66 40 20 6 10 66 80000 633 1899 72 Ore Mine 75 86 70 10 6 21 86 12500 2333 6999 72 Hospital 1700 34 20 10 4 5 154 120000 162 486 72 Fire Station 400 13 10 3 0 2 17 20000 15 45 72 Train Station 375 34 20 10 4 5 17 40000 162 486 72 Buss Terminal 500 38 30 8 0 7 38 30000 40 120 72 Name Water Consumer Amount Capacity Rate Garbage Only Amount Air Polution Amount Ground Polution Recycling Center 12 36 72 5 0 0 Ore Mine 2016 6048 72 50 39936 4992 Hospital 81 243 72 100 0 0 Fire Station 15 45 72 10 0 0 Train Station 81 243 72 100 0 0 Buss Terminal 90 270 72 100 0 0
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MOD: Street for busses - Ver: 2.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
I'm sorry to say this but i lost interest in Sim city and by so modding it this is maybe obvious to people since it was a good while since i last visited here. This means i will visit this forum a lot less and update my mods extremely sporadicly also this means i wont b e able to help anyone who might have problems with my mod. I do give permission to people to use my mods or files as they please but if so at least give me a mentioning. -
SimCityPak - Modding Tool
Felgard replied to oppie's topic in SimCity (2013) Modding - Open Discussion
this file might helps somewhat 1_test.zip this adds a data layer that displays Max LW, MW and HW Tourists to buildings The PropertyID you want to look at is 0x0ebf1df7 It's a Uint32 value converting it to hex gives you a Hex PropertyID if you follow it up and check in instance "0x97e741b3" you'll find the PropertyIds there you can modify them to whatever you want just convert the PropertyID you want to Decimal and use that.- 627 Replies
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SimCityPak - Modding Tool
Felgard replied to oppie's topic in SimCity (2013) Modding - Open Discussion
Today i whanted to check if we realy needed all those extra script files "SimCity-Scripts_###.package" so i emptied out my ecogame folder. this is what happened the game as expected re downloaded all of them except one. guess my surprise when the file it didn't download was the latest version (SimCity-Scripts_266425521.package). so trying to figure out why this was so i remembered that i had copied and prefixed the file to the packages folder. I deleted it in the packages folder and sure enough the game re downloaded that file to what this means i don't know i made a new package by exporting the two files with instanceID "0x622b9cd7" moved that file to packages and deleted "SimCity-Scripts_266425521.package" and ran the game. Results: The game did not re download "SimCity-Scripts_266425521.package" so the instance "0x622b9cd7" contains the file version somewhere the only difference in that prop i could fine in comparison with erialr scripts was this propertyID "0x0ef6a3bb" also in "0x00b1b104-0x40404000-0x7f74d006" this PropertyID "0x09f7c0da" contains the latest simcity-script_##.packages number- 627 Replies
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so far these values can be found in its respective prop for that building The majority of the props can be found in the instance group "0x40e0c000"
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digital download after buying CD?
Felgard replied to polo708's topic in SimCity (2013) Technical Help Q&A
i think so start origin press origin in the top left corner press redeem code OR add game -
MOD: Street for busses - Ver: 2.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
i have? ah! your correct no it's not the correct placement of the menu file i forgot to remove it yesterday whilst experimenting -
MOD: Street for busses - Ver: 2.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
here you are depositfiles considering that i mod i do have some files i created for my self for testing and such anyways heres a screenshot -
SimCityPak - Modding Tool
Felgard replied to oppie's topic in SimCity (2013) Modding - Open Discussion
gha This is anoying that i cant find the things i added so i decided to turn my InstanceRegistry and TypeRegistry into a csv Observe this is the whole InstanceRegistry and TypeRegistry(only propertyID). Felgard.zip- 627 Replies
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were is \Origin\SimCity\SimCityData\ folder?
Felgard replied to Revyzer's topic in SimCity (2013) Modding - Open Discussion
for simcity (2013) read my if it's for simcity 4 you should check out the forums for simcity 4 -
SimCityPak - Modding Tool
Felgard replied to oppie's topic in SimCity (2013) Modding - Open Discussion
here's some instance ids csv Buildings CW1D1,0x97e741b3 Buildings CW1D2,0x97edfdcc Buildings CW1D3,0xd7ec23a5 Buildings CW2D1,0x66549e0c Buildings CW2D2,0xd12bdaeb Buildings CW2D3,0xa64ef29a Buildings CW3D1,0x7f496e35 Buildings CW3D2,0xbf4794ea Buildings CW3D3,0xbf455583 Buildings IW1D1,0x0846121c Buildings IW1D2,0x483fbb03 Buildings IW1D3,0x4841fa6a Buildings IW2D1,0x608c65c3 Buildings IW2D2,0x20944fdc Buildings IW2D3,0x20921175 Buildings IW3D1,0x9fc315e2 Buildings IW3D2,0xdfc5b88d Buildings IW3D3,0x9fc792d4 Buildings RW1D1,0x2bd3221d Buildings RW1D2,0x2bd0e3b2 Buildings RW1D3,0xebce40eb Buildings RW2D1,0x513be7da Buildings RW2D2,0x513e2625 Buildings RW2D3,0x1140004c Buildings RW3D1,0xcac4879b Buildings RW3D2,0xcacb43d4 Buildings RW3D3,0x0ac9698d and here's some propertyID's <Property Id="0x0db62aad" DisplayName="allow crossing median on enter" Comment="" /> <Property Id="0x0db74e1e" DisplayName="allow crossing median on exit" Comment="" /> <Property Id="0x09532375" DisplayName="Appearance" Comment="This prop handles how it looks after it been placed" /> <Property Id="0x09532377" DisplayName="Ghost Appearance" Comment="Appearence During Placement" /> <Property Id="0x00fba611" DisplayName="Model size" Comment="" /> <Property Id="0x0ccb7fd4" DisplayName="Lot Textures" Comment="" /> <Property Id="0x0d0082f1" DisplayName="Lot Normal Map" Comment="" /> <Property Id="0x0ccb7fd5" DisplayName="Lot Mask" Comment="" /> <Property Id="0x0ec367af" DisplayName="Guide Line Width" Comment="" /> <Property Id="0x0f28a5b1" DisplayName="Foundation Width" Comment="" /> <Property Id="0x0e27b9af" DisplayName="Agent Query Data Bindings" Comment="" /> <Property Id="0x0bd81a2e" DisplayName="eco path lane counts" Comment="arrays are defined by 0x0bd81a2d" /> <Property Id="0x0bd81a2f" DisplayName="eco path lane widths" Comment="arrays are defined by 0x0bd81a2d" /> <Property Id="0x0bd81a31" DisplayName="eco path lane offsets" Comment="arrays are defined by 0x0bd81a2d" /> <Property Id="0x0bd81a30" DisplayName="eco path lane varys?" Comment="arrays are defined by 0x0bd81a2d" /> <Property Id="0x0bd81a2d" DisplayName="eco path transport types" Comment="arrays are defined by 0x0bd81a2d" /> <Property Id="0x0d02d846" DisplayName="Sales Sign" Comment="" /> <Property Id="0x0d8c29c3" DisplayName="Agent Modell" Comment="" /> <Property Id="0x0dfbfb00" DisplayName="Eco Path Filter Group" Comment="" /> <Property Id="0x0d54a1e3" DisplayName="Producers" Comment="" /> <Property Id="0x0d54a1de" DisplayName="Agent Visible" Comment="" /> <Property Id="0x0e2553f7" DisplayName="Agent Color" Comment="" /> <Property Id="0x0d54a1da" DisplayName="Possible Path" Comment="" /> <Property Id="0x4dd306e8" DisplayName="1 ressource needed" Comment="*1000" /> <Property Id="0x4dd306e9" DisplayName="2 ressource needed" Comment="*1000" /> <Property Id="0x4dd306eb" DisplayName="3 ressource needed" Comment="*1000" /> <Property Id="0x0c2be53c" DisplayName="1 Resource Needed Identifier" Comment="" /> <Property Id="0x0c2be62b" DisplayName="2 Resource Needed Identifier" Comment="" /> <Property Id="0x0c2be71a" DisplayName="3 Resource Needed Identifier" Comment="" /> <Property Id="0x0a7917cc" DisplayName="Amount Kids" Comment="KPropRCI_TotalKids??" /> <Property Id="0x0c1302e9" DisplayName="Jails Cells Amount" Comment="" /> <Property Id="0x0caa65de" DisplayName="Police Cars Nr.Display" Comment="" /> <Property Id="0x0bcd3e46" DisplayName="Sewage Produced" Comment="" /> <Property Id="0x0d8bddc2" DisplayName="Patrole rate" Comment="" /> <Property Id="0x0bd28085" DisplayName="Sewage Production Rate" Comment="" /> <Property Id="0x00fba613" DisplayName="Model Rotation" Comment="" /> <Property Id="0x0df1908b" DisplayName="Need Water" Comment="" /> <Property Id="0x0dbf68c8" DisplayName="Head Length" Comment="float" /> <Property Id="0x0bf46dd7" DisplayName="Garbage Capacity" Comment="" /> <Property Id="0x09e6794c" DisplayName="Path Plops Width" Comment="" /> <Property Id="0x0d64c2a7" DisplayName="uses path" Comment="" /> <Property Id="0x084edec9" DisplayName="wiki? Comment?" Comment="" /> <Property Id="0x0d54a1d3" DisplayName="actions" Comment="" /> <Property Id="0x0d8c29f6" DisplayName="LW Tourist Allowed Per Day" Comment="" /> <Property Id="0x0d8c29fe" DisplayName="MW Tourist Allowed Per Day" Comment="" /> <Property Id="0x0d8c2a01" DisplayName="HW Tourist Allowed Per Day" Comment="" />- 627 Replies
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MOD: Street for busses - Ver: 2.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
there updated i could find no changes that needed to be done to the main part so this only contains a fix for sewage and added a tech_pipe adon -
MOD: Street for busses - Ver: 2.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
thats why that step is optional since i'm aware that i can cause problems. also those who done that steep need to change the "z_SimCity-Scripts_###" file with the latest version which is "SimCity-Scripts_266425521" Lastly i can't figure out why some cant bulldoze the street since it works for me i cant search for a solution. So anyone who has this problem please experiment and post any results you can find. i will state that the only file that should be able to affect whatever the street is bulldozable is the script files since only that file contains the propertyID array that controls the functions of the street I am working slowly on a new update where i'll fix a few mistake i made in 1.9 but i tested 1.9 and it works just fine in 5.0 the things i'm planing to fix is. Sewage (I noticed after release that sewage for import/export couldn't use my street) basic version buildings could be built on top of it addon Tech Pipes (makes the pink line from universities able to travel along my street rename and add descriptions (json fix) -
MOD: Street for busses - Ver: 2.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
oh 5.0 is out i'm kinda frustrated with the game and so haven't played in a while so i didn't notice that i'll update later today once i am back from the doctor. oh also i think best if you also update the simcity-script file you copied and prefixed with "z_" to the latest version -
MOD: Street for busses - Ver: 2.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
i'm sorry i disappeared i was surprised by a sudden vacation anyways i have no idea what can be wrong does it work for both accounts on the computer where it works? -
SimCityPak - Modding Tool
Felgard replied to oppie's topic in SimCity (2013) Modding - Open Discussion
been away for a while anyways much has happened i see anyways here are some propertyID's been hanging on to <Property Id="0x0ec367af" DisplayName="Guide Line Width" Comment="" /> <Property Id="0x0f28a5b1" DisplayName="Foundation Width" Comment="" /> <Property Id="0x07e0ad08" DisplayName="Finished Form" Comment="" /> <Property Id="0x0e27b9af" DisplayName="Agent Query Data Bindings" Comment="" /> <Property Id="0x0e76a7e3" DisplayName="Costtype" Comment="" /> <Property Id="0x0bd81a2e" DisplayName="eco path lane counts" Comment="arrays are defined by 0x0bd81a2d" /> <Property Id="0x0bd81a2f" DisplayName="eco path lane widths" Comment="arrays are defined by 0x0bd81a2d" /> <Property Id="0x0bd81a31" DisplayName="eco path lane offsets" Comment="arrays are defined by 0x0bd81a2d" /> <Property Id="0x0bd81a30" DisplayName="eco path lane varys" Comment="arrays are defined by 0x0bd81a2d" /> <Property Id="0x0bd81a2d" DisplayName="eco path transport types" Comment="arrays are defined by 0x0bd81a2d" /> <Property Id="0x0e0930f1" DisplayName="Tunnle Type?" Comment="" /> <Property Id="0x08e17ed7" DisplayName="Model??" Comment="" /> <Property Id="0x099b4c1f" DisplayName="Category??" Comment="" /> <Property Id="0x0c0f2147" DisplayName="Fright Transport" Comment="" /> <Property Id="0x0d02d846" DisplayName="Sales Sign" Comment="" /> <Property Id="0x0d0082f3" DisplayName="Ground texture somthing??" Comment="" /> <Property Id="0x0e30e65a" DisplayName="Resource?? Uknown" Comment="" /> <Property Id="0x0d8c29c3" DisplayName="Agent Modell" Comment="" /> <Property Id="0x0dbf68be" DisplayName="Modell?? Uknown" Comment="" /> <Property Id="0x0dfbfb00" DisplayName="Eco Path Filter Group" Comment="" /> <Property Id="0x0d54a1e3" DisplayName="Producers" Comment="" /> <Property Id="0x0d54a1de" DisplayName="Agent Visible" Comment="" /> <Property Id="0x0e2553f7" DisplayName="Agent Color" Comment="" /> <Property Id="0x0d54a1da" DisplayName="Possible Path" Comment="" /> <Property Id="0x0d54a1d8" DisplayName="Region inbound Path??" Comment="" /> <Property Id="0x0d54a1d9" DisplayName="Building Full" Comment="" /> <Property Id="0x00fba610" DisplayName="Model Offset" Comment="Model Position in relation to actual Position" /> <Property Id="0x4dd306e8" DisplayName="1 ressource needed" Comment="*1000" /> <Property Id="0x4dd306e9" DisplayName="2 ressource needed" Comment="*1000" /> <Property Id="0x4dd306eb" DisplayName="3 ressource needed" Comment="*1000" /> <Property Id="0x0c2be53c" DisplayName="1 Resource Needed Identifier" Comment="" /> <Property Id="0x0c2be62b" DisplayName="2 Resource Needed Identifier" Comment="" /> <Property Id="0x0c2be71a" DisplayName="3 Resource Needed Identifier" Comment="" /> <Property Id="0x0a0209a5" DisplayName="Resource Storage" Comment="" /> <Property Id="0x0a7917cc" DisplayName="Amount Kids" Comment="KPropRCI_TotalKids??" /> <Property Id="0x0a7917c2" DisplayName="Max Residents??? Uknown" Comment="" /> <Property Id="0x0aaaeec0" DisplayName="Residental Uknown" Comment="Only found in residental in group 0x48e0c000" /> <Property Id="0x0ccb7fc8" DisplayName="Foot Print?? Uknown" Comment="" /> <Property Id="0x0c1302e9" DisplayName="Jails Cells Amount" Comment="" /> <Property Id="0x0caa65de" DisplayName="Police Cars Nr.Display" Comment="" /> <Property Id="0x0bcd3e46" DisplayName="Sewage Produced" Comment="" /> <Property Id="0x0d8bddc2" DisplayName="Patrole rate" Comment="" /> <Property Id="0x0bd28085" DisplayName="Sewage Production Rate" Comment="" /> <Property Id="0x00fba613" DisplayName="Model Rotation" Comment="" /> <Property Id="0x0df1908b" DisplayName="Need Water" Comment="" /> <Property Id="0x0dbf68c8" DisplayName="Head Length" Comment="float" /> <Property Id="0x0dbf68cb" DisplayName="Head Movement" Comment="" /> <Property Id="0x0dbf68b4" DisplayName="Cariages Movement" Comment="" /> <Property Id="0x0bf46dd7" DisplayName="Garbage Capacity" Comment="" /> <Property Id="0xa536ca85" DisplayName="Oil Pipes" Comment="" /> <Property Id="0x09e6794c" DisplayName="Path Plops Width" Comment="" /> <Property Id="0x0ee7248c" DisplayName="Traffic Lights? Uknown" Comment="" /> <Property Id="0x0d64c2a7" DisplayName="uses path" Comment="" /> <Property Id="0x0a2725ce" DisplayName="Actions ??" Comment="" /> <Property Id="0x0c907ce5" DisplayName="neighbor?? Uknown" Comment="" /> <Property Id="0x084edec9" DisplayName="wiki? Comment?" Comment="" /> <Property Id="0x0d54a1d3" DisplayName="actions" Comment="" /> <Property Id="0x08a20f17" DisplayName="Carrier Color ?? Uknown" Comment="RGB" /> <Property Id="0x0d54a1e0" DisplayName="Carrier Size" Comment="" /> <Property Id="0x0ecaebc4" DisplayName="Pumprate/h? Uknown" Comment="" /> <Property Id="0x0d8c29f6" DisplayName="LW Tourist Allowed Per Day" Comment="" /> <Property Id="0x0d8c29fe" DisplayName="MW Tourist Allowed Per Day" Comment="" /> <Property Id="0x0d8c2a01" DisplayName="HW Tourist Allowed Per Day" Comment="" /> also could we display uint32 values as hex since so far all unit32 values i seen are links to other propertyID's this is especially noticeable in mnu instances where this array "0x0eb1fc22" contains links to propertyID's in the instance it's for- 627 Replies
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MOD: Street for busses - Ver: 2.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
i have no idea.to be honest have you tried to re-download the mod maybe the files got corrupted? edit:anyways i have to head out for a while i'll be back in an hour or two -
MOD: Street for busses - Ver: 2.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
i have absolutely no idea i cleaned up my own mods and put only the files you have in instead and it still works for me. that street when did you build it? and if you build another street does the same thing happen to that street? And i gotta ask you have restarted the game yes? -
MOD: Street for busses - Ver: 2.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
i can directly tell you to remove all of the crossover files just leave the "crossover all roads.package" the others are for people who whant to pick and chose what streets it should apply to. other then that i cant see any thing out of the ordinary im guessing that the "1_Universal_Street_Script.package" file is correctly placed in the "..\SimCity\SimCityUserData\Packages\" folder? -
SimCityPak - Modding Tool
Felgard replied to oppie's topic in SimCity (2013) Modding - Open Discussion
well now after some work i noticed that Uint32 type propertyID's are actually links to other PropertyID's in other instances (i don't know if this holds true forr all propertyID's of this type) using that knowledge i created a new data layer for testing it 1_test.zip (place in SimCityData) for instance in my 1_test package the Uint32 PropertyId Array "0x0ebf1df7" has three values 227289590 227289598 227289601 after converting them into hex you get 0x0d8c29f6 0x0d8c29fe 0x0d8c2a01 all three can be found in commercial buildings. the numbers can also be found in MNU props check out the MNU for the "Pro Stadium Sign" the uint32 propertID array you want in the mnu instances are "0x0eb1fc22" o yeah those who wonder what the data layer shows it shows "Tourist Allowed Per Day" in a building- 627 Replies
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MOD: Street for busses - Ver: 2.0
Felgard replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
@IS.Info first make sure the files are in their correct places "1_Universal_Street_Script.package" should not go into the same folder as "1_Universalstreet_Menu.package" (ops maybe should have read you post through first) are this in a new city just claimed? if so the problem is probably one i know about and only require you to restart simcity -
Property ID: 0x0ebf1df7 Type: Uint32, array Effect: Sets what information should be displayed as a bar i found out by experimenting that the value in some uint32 properties is actually a hexadecimal number that points to other propertyID's for instance "162404823" is for the propertyID "0x09ae19d7" (Maintenance Cost) experimenting with this value i can now get the ExpensesMap to display other things
