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smf_16

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About smf_16

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  1. If you want, I can send you the city in a state where all you have to do to get it to grow is press unpause, together with my sc4pac-plugins.json file so you should be able to reproduce my plugins folder exactly. It was a test city in an empty region without neighbours anyway, so I think that should work. It would sure be a nice to have, because in that case you can choose when to demolish the abandoned buildings and hence control the building style of the replacement buildings. If you don't pay attention now, you can end up with an ugly mix if the replacement buildings were of the wrong building style, though this can be solved by manually deleting the replacement buildings of course. I would call it something like "Disable Automatic Redevelopment".
  2. Speaking of not too many people using the feature yet, I'd like to understand what's holding most modders back. I understand it can be a bit daunting at first, but for 90% of the mods all that needs to be done is add a metadata file that lists the dependencies in sc4pac format. Any modders than can give some insight here?
  3. Version 1.0

    141 Downloads

    I really like the concept of @pclark06's Regional Distribution Centers, but unfortunately they come as landmarks without jobs. This is a bit annoying, because they take up a lot of space in your industrial districts and hence you lose valuable land with no jobs. To solve this, I created this mod which gives all of the regional distribution centers 320 I-M jobs. I did not modify the original lots, but instead created an entirely new set, so if you have already used the original landmark versions in your city, they will remain unaltered. Dependencies Obviously this mod needs the original distribution centers as dependency: pclark06:regional-distribution-centers-a-j pclark06:regional-distribution-centers-k-z pclark06:regional-distribution-centers-retail-1 You also need all dependencies of the original files, so do yourself a favor and install this mod with sc4pac, which handles all of the dependencies for you. If you don't plan to use the landmark versions and you haven't already used them in your cities, you can get rid of the /Lots folders in the original distribution centers, but YOU MUST keep the /Buildings and /Props folders, otherwise you will get brown boxes. Submenu support The new lots will, just like the original ones, appear in the landmarks menu, but again, do yourself a favor and use this with memo's Submenus DLL, after which both the I-M lots and the original ones will appear in the I-M submenu. Acknowledgements Many thanks go to @pclark06 for making the fantastic original lots.
  4. I can pretty reliably reproduce it and have included the log below and a screenshot of the situation at that point. You can see where it goes wrong with the R$$$ lot towards the end of the log where it performs an aggregation, even though I've triple checked that I have disabled Lot Aggregation. I've also noticed that it's redeveloping some other lots, even though every single building is marked as historical. It could be that they got abandoned though, so I imagine this allows them to be redeveloped.
  5. Hi @Null 45, Im not sure if I'm overseeing something, but it looks like in some cases the "Disable Lot Aggregation" option does not work. It worked fine for a while, but @mattb325 Modern Villa 3 seems to be bypassing it. I only recently added it to the building style I was using. Could it be that there's some property missing in the building exemplar of that lot that allows it to bypass the Disable Lot Aggregation option. I'm happy to file an issue on GitHub if you think this truly is a bug.
  6. Show Us Your Suburbs

    Ah, I always had a soft spot for those NYC housing project lots. Gorgeous! They were made by marcszar I think, but are currently nowhere to be found since the LEX got nuked it seems. Below is a suburb that I built recently. Building something like this is so easy nowadays with all the new tools available, such as the building styles dll, the submenus dll, sc4pac, ... I've not actually played the game for a long time, but with all of this, it is now actually fun again instead.
  7. Everseasonal Flora

    One year later, I can say that now it should work too for seasonal bushes that require to be plopped on 1 March. This wasn't the case in v1.
  8. Building Styles Master IID

    Hi, I'd like to request 16 public and 16 private styles. User: @smf_16 Number of styles: 16
  9. Universal Sea Level Mod

    Make sure you have the null45's resource loading hooks DLL mod, otherwise it won't work. This mod enables the examplar patching functionality, which used to be in @memo's submenus mod, but it has since been moved to the resource loading hooks DLL mod. Also, you need to make sure that your game supports DLL mods. This is not the case for all versions - see this thread for more info.
  10. @Jasoncw the issue has been resolved, the install button should appear in a few minutes (if it hasn't already). Don't worry, you did nothing wrong. Turns out that the Node.js runtime for the actions was an older version that did not support yet certain features the code relied on. It's fixed now.
  11. sc4 cli tool

    Hmmm. For starters, it should never take longer than a minute or 2, even for plugin folders containing gigabytes worth of files. First of all, I would make sure to have the latest version, because I remember @nos.17 having a similar problem as well, which was actually a bug that I fixed afterwards. If that doesn't solve the issue, I think there might be a circular reference somewhere, where a submenu's children contains one of its parents. That can mess up the tree-structure that is being built up while scanning and can result in an infinite loop.
  12. This is how it works indeed. The channel is simply built from the main branch of the git repo, so whatever's in there, ends up in the channel. This means that if a package was added manually, but the author then makes their package compatible by adding a metadata.yaml, it overrides what was in the repo. However, you can then still file a manual PR to propose further changes, but then the creator can override those again by updating their metadata.yaml. Simply put, last come wins. The scope of both approaches is different though. The idea is that creators make their packages compatible by including a metadata.yaml file as creators often don't know the ins and outs of git & GitHub, plus it has the benefit that a metadata.yaml can be simply empty and everything will be filled in automatically, which doesn't work if you just file a PR with an empty .yaml file obviously.
  13. index SimCity 4 Prop and Texture Catalog

    Awesome. I just wanted to add that the dependency tracking script is also integrated in my sc4 cli tool, both in interactive mode (by simply clicking the sc4.exe), or by using it from the command line as sc4 plugins track, so it should be straightforward for everyone (especially creators) to easily generate a list of (missing) dependencies.
  14. sc4 cli tool

    I think that memo's list is hardcoded, so I would have to update it. However, the tool also has a command that scans your plugins folder for any submenus and then makes them available for use. It should discover the additional submenus as long as they are somewhere in your plugins folder, so you should be able to use that until I've had the possibility to update the hardcoded list.
  15. @Popme That's because the BSC Common dependencies are all distributed inside a single zip. sc4pac has no other choice than downloading this entire .zip, but then only extracts the packages it needs from it. It keeps the downloaded zip in its cache though, so if you need other dependencies from it later on, it won't be downloaded again. You could manually delete the .zip from the cache again to free up disk storage space, but the next time you need a BSC dependency, then it will need to download the entire 1.7GB again. Perhaps @memo can shed some more light on this.
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