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Everything posted by DrWatson
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- 16 Comments
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- plastic
- polymerizer
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(and 1 more)
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Yes. And I only say this due to anymod that overwrites a function of a mod will not take effect properly. And I suspect that large school bus mod is installed into the "SimCity\SimCityData" folder. Cut that mod file into "SimCity\SimCityUserData\Packages" folder. I don't know if this will work, but give it a try. How SimCity handles mod load orders is if any mod is installed into the "SimCity\SimCityData" folder, those mods will take precedence over any other mod. If all mods (excluding graphic mods) are installed into the "SimCity\SimCityUserData\Packages" folder they shouldn't conflict, given that both or more mods don't overwrite the same values... At least this is the way it should work :-)
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FREE Roads and FREE Road Upgrades (All Roads)
DrWatson commented on Idealcastle's file in SC13 Roads & Traffic
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- 66 Comments
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Published on Jul 4, 2012. Things have changed since then.
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So far the employ and unemployed balance seems to work out rather well. I just have to be careful on how I expand the city and not over or under populate. I still do see the specialized industry trucks delivering odd single values from 1-9 numbered goods to the depots. Though it's not an issue yet, I just don't know what outcome it will have in the long run.
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Yeah I'm not sure what's going on with this. I was wondering if the population is still increasing over time, but its very little that it does. About 1k residential came into the city since I posted the issue and the unemployment rate is dropping by about 100, but with 4 additional Med density industry buildings. I bet I could fill half the map with industry while still having the same residential/commercial placed and see if it pulls out of this unemployment issue. Here is the screen cap of my industry details.
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Phew... I'm on a roll here. So the 1.0 changes plays havoc trying to balance between unemployed and workers needed. Here are screen shots to help understand the situation. On the right we have industry and on the left we have a mix of commerce and residential. I don't need as many commerce buildings for this population, at least they haven't complained. The problem I'm having is to many unemployed residential. And what's even more odd is the more jobs I add (in this case industry and such, no commercial) the readout for unemployed does't go down, it goes up. So the more jobs I add the more unemployed numbers I see. However I haven't had any move outs yet. I suspect that may change the longer I play with this current situation. :edit: I should also point out that my industry is only Med density and will ONLY be med density for reasons if I have High density industry, I must also have a hazmat truck to put out hazmat fires that comes from having high density industry. I would rather not use hazmats as they are pretty much useless and just cost unnecessary money. I noticed that hazmat fire trucks stop responding to hazmat fires after a while, I think they just break.
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Correct, I only have depots, no ports and no mines. With 1 smelter that has default values using mod v1.01. And you are correct that it is the trucks supplying the irregular resource values that I noticed they are picking up and delivering. This could be the reason for the resource value disappearing/reappearing from the import depot. Thanx for version 1.1, I'll give it a try.
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Something is screwy with importing resources. After I install the Ore and Coal packages (v1.0), I decided to start smelting alloy. Plopped 2 separate fully upgraded depots for importing Ore and Coal, and another fully upgraded depot for exporting Alloy. This is the best method to obtain a proper supply flow between exporting and importing resources. One minute I'll be up to about 117 Coal (or Ore, it doesn't really matter the amount or resource) the next I'm down to 0. Then the the next minute I'll be at 96. So far I've only seen it happen with Ore and Coal. I didn't notice Oil having an issue, but I also had Oil specialized placed before these mods. Exporting is not an issue, they are good at exporting, but I do get irregular resource numbers. Like right now I'm at 8 alloy sitting in the trade depot.
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I like seperate packages myself. =-) I will almost for sure not be changing power plants, as Parker has done an excellent job over at ... His mod includes a separate folder with individual files for each power type, in addition to a single file version. You should check it out, as his work is very well thought out. Oh duh, that's right... Man I gotta get some sleep. Cool, thanx for the clarification.
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Thank you for making the mods separate, I love choices. What changes are in mod-stomixer.package? :edit: And if you can manipulate the power plants that would be cool. I know there are other mods that do this, but seeing as how you have these mods in separate formats, were as other modders have them combined in 1 mod (with other changes), that a separate package file would work best for this request. Thanx again man!!!
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A way to prevent conflicts with Poweroverhaul mod: Put a copy of the revision ecogame script in place of the poweroverhaul mod scripts (into...SimCityUserData\Packages) and they both will work just fine. And I guess to prevent any overwrites or conflicts, don't edit the power buildings in this revision mod.
