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Everything posted by cogeo
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Version 1.0
16,771 Downloads
*** Updated June 27, 2008 * Purpose of these lots: all GLR stations posted on the STEX till now act as tram stops, only converting GLR to and from pedestrian traffic. In contrast, this pack contains stations that offer parking facilities as well. As a result they can serve larger, less dense areas and not just the housing within walking distance from the station, utilising the game's "park and ride" feature: sims park their cars at the station and get the train to their workplaces. So they can be used successfully in suburban areas, enjoying a good usage. You can create a realistic transport system, like in many real-world metropolitan areas, that is subways downtown, expanded to GLR at the suburbs (you will need to use the GLR to subway transition). You can also combine the stations with bus routes; in this case fixed-track networks (like GLR) tend to act as "trunk" lines, while the buses as "local" or "feeder" lines. The pack contains four GLR stations with parking, with straight and split track (side or island platforms), with and without a bus stop. The main station building as well as the platform and bussign props are configurable by the player. Some of the props are included in the SC dats while some others are included in BATs posted on the STEX earlier, which you will have to download and install as dependencies. Please check the readme for detailed installation instructions. Stats: Lot Size 5x2 Plop Cost $800 ($1000 for stations w/ busstop) Maintenance $40 ($50) Capacity 5000 (6000) plus 3000 allowance for the through GLR traffic Power Consumed 8 (10) MWh/mo Water Consumed 10 (10) cu.m/mo Pollution (A/W/G) 4/4/4 (5/5/5) Jobs (all $) 8 (10) Credits: - Many thanks to vester_DK for his GLR split-track textures. - Many thanks to frogface, ill tonkso and ralphaelninja for granting permission to use their models in the package. - Morifari can no longer be contacted (his model is not contained in the package anyway). * June 27 2008 Update: - Added a patch for left-hand driving installations. Unless you have a LH-driving installation, do not forget to remove this! - Fixed a bug with the transit switchings, concerning stations' placement. If you have installed the Draggable GLR Patch for these stations, please remove it (it contains the same bugs). Refer to the documentation for details and instructions on how to connect to draggable GLR track. Dependencies: The most important dependencies are the NAM and -PORKIE PROPS VOL1 EUROPEAN STREET ACCESSORIESby porkissimo. Some other dependencies are prop-specific and you will need to download and install them only if you configure the package to use them (ie you don't need all of them, only the ones you like and you wish to use). These dependencies are: - London Underground Walford East station by frogface - Tonkso GLR Station by ill tonkso - Russell Square Tube Station by ill tonkso - Ninja Boulevard Station OR Ninja Boulevard Kiosk by RalphaelNinja - Morifari Tram Station by morifari - Please get this new version! Related Download: - GLR Track Mod Addon Pack 1 by ebina View my other lots on the STEX- 43 Comments
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Version 1.0
7,752 Downloads
This set of Underground Parking Props is intented for use with the Ped-Mall Compatible Transit-Pack but it can be used in other lots as well. The original prop was made by RalphaelNinja and included in Ninja Boulevard Station. The prop model was published on the STEX, in Ninja Boulevard Station Model. This pack contains three new props, derived from RalphaelNinja's model, that differ only in the handrails' colour: Steel Blue, Dark Green and Black, in addition to the original White. Please check the README for installation instructions. Credits: Many thanks to RalphaelNinja for granting permission to use his models. View my other Posts on the STEX -
Version 1.0
17,815 Downloads
*** UPDATED: Aug 12, 2006 *** This pack contains Passenger Rail Station lots, with specially made and modded BATs, so as to become semitransparent, ie allow the lot textures, props and automata in the interior to show through. For example, the rail-track textures in the pics are not modelled, instead they are the lot's texture, and of course the train, people and the kinetic sculpture are visible. The pack contains 3 lots, A Large Station, a Small Station and A Train Stop, ie a small station placeable directly on track, thus requiring no additional space. Of course, this kind of station does not offer parking facilities, so it can only serve the buildings within walking distance from the station. The lots use prop families, so you will get a slightly different prop combination every time you plop them. The stations are also specially modded, resulting in the following features: - They all allow both passenger and freight trains through traffic. - They do not perform traffic conversions from and to the tracks touching the station (a problem common to other rly station lots), only from and to the tracks entering the station. - The through traffic paths/arrows appear as straight and continous lines instead of interrupted ones. - And they should work on the Mac! (get FileJuicer to extract them) Lot Details and Stats Train Stop Small Train Station Large Train Station Lot size 4x1 (on track) 4x2 (one track) 6x4 (two tracks) Plop Cost $100 $200 $500 Bulldoze Cost $10 $25 $75 Monthly Cost $10 $20 $50 Passenger Capacity 10000 15000 25000 Jobs ($/$$/$$$) 4/0/0 5/2/1 12/3/1 Flammability/ Stage 37/3 37/3 40/4 Power Consumption 5 MWh/mo 10 MWh/mo 25 MWh/mo Water Consumption 5 cu.m/mo 10 cu.m/mo 25 cu.m/mo Pollution (Air/Water) 1/1 over 1/2 tiles 2/2 over 1/2 tiles 5/5 over 4/5 tiles Garbage Produced 6 tons/mo 12 tons/mo 25 tons/mo Capacities may look high, however this is to offset the effect of the through traffic (a problem common to all stations that are built on the tracks); all other stats are on par with Maxis standards. *Aug12 2006 Update: Nothing important, just added some few props (phonebooths, newspapers), they are otherwise the same. Dependencies: - SemiTransparent Train Station Models (these are the BATs) - BSC Textures Vol 01 (Former "BSC Textures MEGA Pack" on the STEX) - BSC MEGA Props - SG Vol 01 View my other lots on the STEX -
Road Top Mass Transit (RTMT) - Development and Support
cogeo posted a topic in NAM & Transit Networks
I have attached the model and lot files for the roadside bus stop. It has been taken from simcity.com lot exchange (author: Striling1). Please check if you can help (please read the posting above). Thank you in advance -
Version 3
81,620 Downloads
*** Updated: Aug 17, 2007 * The Roadtop Mass-Transit pack, released more than one year ago, was quite a success. It allows a very flexible configuration, with the props and textures being selectable by the player (by installing optional plugins). But along with this flexibility came also problems, with many players being unable to install the pack properly. This pack contains no new features, only installers for easier installation. If you have already installed the pack, you don't need to download this. This download contains three installers: - The main installer: it installs the main RTMTV3 folder, selecting the desired options. - A prop installer in a prop-family configuration (multiple busstop and subway models in the same city): contains a set of selected props (SimGoober's busstop shelters, McDrye's subways, two GLR shelters (short and long version) the small yellow phonebooth, timetable, no bus-sign). According to most players, these are the best looking models. You will need to install only one dependency, Suburban Bus Stop Set by SimGoober. - A prop installer in a single-prop configuration (a single busstop and a single subway model used throughout your city): contains a set of selected props (TfL busstop shelter by Stirling1, London Underground subway by McDrye, one GLR shelter (short version), the red phonebooth, timetable, no bus-sign - actually the busstop model already contains a built-in bussign). This is the simplest possible installation and requires no external dependencies. You will need to install the main installer plus one of the two prop installers. Don't just click "Next>"..Next">", please read the information shown as well. It is also possible to install one of the prop sets, and then modify the installation as needed (add, remove or replace props). If you have selected the prop-family set, you can add additional busstop and subway props (included in the original pack as well in the Add-Ins, released later). It is strongly recommended that before plopping your first RTMT station you check the documentation for Tips and Workarounds. In the prop-families case, the game selects the props to be displayed randomly, but you can force the game select specific props (esp useful when plopping a bus stop, and you want the game to select two same busstop shelters). * Aug 17, 2007 Update: Contains the latest version of the package (V3.50) Note: If you already have a RTMTV3 installation, it may be preferable to consider installing the ZIP Version instead. The documentation contains specific instructions on how to update an existing installation. View my other lots on the STEX -
Version 1.0
104,077 Downloads
*** UPDATED: Aug 17, 2007 *** The bus and subway stations in SimCity require a 1x1 tile to be built. This not only takes up valuable space and makes very hard to build them after the lots have been developed (esp in downtown areas) but it is also unrealistic, as in most places in the world the bus stops are placed on sidewalks. So, some community members have made a set of bus stops and subways that can be placed directly on roads, known as "Road-Top Mass-Transit". The two earlier versions were made by Darkmatter, Teirusu and CJMarshall (CJM). This new version has been named Version 3.00. Credits: - Special thanks to cjmarshall for granting permission to build on his own work, and for the help he has provided. - Special thanks to memo and Andreas Roth for their modding advice and their commenting/reviewing. - Special thanks to Diggis and Daeley for the Menu-Management Lot. - Special thanks to RippleJet, Andreas Roth, AcE-cOdEr, Ennedi, Rayden, sebes, BarbyW, ebina, dmscopio, vester, ExiLe, Marco Berzacola and ussagus for their translations. - Special thanks to mcdrye; he has made a model specifically for the purpose. - Many thanks to Antoine, Gascooker, gshmails, NOB, Pooty, Porkissimo, RalphaelNinja, and SimGoober for granting permission to use their models in the package. - Many thanks to Thorvin, Swamper77 and Tropod for the help and the information they have provided. New Features in this Version: This plugin has been based on the previous work made by CJM but incorporates many additional features. The new key features are listed below: - Realistic Buildings and Props: the lots now have buildings and props that are likely to lie around mass-transit stops and stations, for example bus stop shelters and phone booths instead of benches and planters. - Selectable and Interchangeable Buildings and Props: they can be selected by the player (in any combination, rather than in "themes"). The building set can also be extended. So, it is possible to build a transit system in your own, very special and customisable style. - Revamped texturing system: the stations now have separate textures for the sidewalk/pavement and the road markings (now implemented as overlay textures), making their appearance customisable and compatible to the Euro Roads Textures Mod (or any other road textures scheme) and allowing to use custom road markings. - NAM- and CAM-Compatible Capacities: capacities have been modified, so as to match the different capacities of NAM and CAM. There are separate .dat files for each capacity configuration. - Non-Roadtop Stations: the package now includes three non-roadtop stations (bus, subway, combo); they use the same models and props and have common design principles. - GLR-in-Avenue Stations: new stations for the Avenue/GLR dual network puzzle pieces of the new NAM. These include not only busstops and subways, but GLR stations as well (all combinations). - Translations to German, Spanish, French, Italian, Polish, Portuguese, Dutch, Finnish, Swedish, Norwegian, Danish, Japanese and Chinese (both traditional and simplified). - Menu-Management Lot (MML), hiding menu buttons, and enabling them again by plopping a Construction Lot. - Additional improvements concerning the plop and maintenace cost consistency, hover and click queries, menu buttons and descriptions, lot sizes, wealth settings etc. Change Log: - Aug 30, 2005: V3.00, Release. If you have this version pls download again! -Aug 31, 2005: V3.01, Included locale file (was left out mistakenly) -Oct 14, 2005: V3.02, Updated documentation -Jan 28, 2006: V3.10, Added 2x1 Stations for Roads, added German Translation, updated Documentation (pls check the readme) -Aug 17, 2007: V3.50, Added GLR-in-Avenue Stations, MML, translations to the most SC4 languages, CAMpatible capacities, additional props/models, improved behaviour on slopes.All updates till now are backwards compatible, ie all lots plopped using an older version are compatible to the new versions. This means that you don't need to bulldoze anything when installing a newer version. Add-ins (these are NOT dependencies): - Sep 22, 2005 Additional Subway Entrance Props - Nov 1, 2005 UK Bus-Stop Road-Markings - Updated! - Nov 20, 2005 Berlin Mass-Transit Theme - Jan 30, 2006 German MT Road Markings - Updated! If you have trouble installing this pack, please check these Installers. - This plugin has multiple configuration options. Please check the documentation and take the little time necessary to CONFIGURE YOUR INSTALLATION properly. Also download and install the few dependencies required, so as to avoid BROWN BOXES. - If you already have a RTMTV3 installation check the readme for update instructions. -
Be sure to read and follow the procedures carefully and make backups of the affected files as suggested. As many players already know, the game has a bug that does not allow R$$$ sims to work in I-HT (High-Tech Industry). It does create demand for R$$$ (10% of the I-HT jobs) but does not actually employ them. Checking the I-HT buildings (with the Route Query Tool) can verify this. If the city does have neighbour connections, these R$$$ sims might be able to find jobs in other connected cities, otherswise you will get "No-Job" zots at your R$$$ areas. What causes this problem, seems to be the wealth-level breakdown of the I-HT jobs: 10% $, 80% $$ and 10% $$$. The algorithm appears to not work correctly if two of the above percentages are equal. The bug affects all I-HT buildings (Maxis AND custom content), as well as the Medical Clinic, the Solar Power Plant and the Nuclear Power Plant. The fix can be found on the STEX. Click on the link below: - IH missing $$$ jobs fix (update!) 1.11 It works by setting the I-HT jobs as follows: 10% $, 78% $$, 12% $$$, instead of the original 10/80/10 (which caused the problem). It has a small impact on demand (+2% $$$, -2% $$ - of the I-HT jobs only), but this is really unimportant. The problem with this fix (as well as all other mods that modify the RCI-type exemplars) is that it causes another incosistency: some regional statistics (regional jobs, regional residents etc) are double-count. It is unknown what effect this has on total demand, gameplay, city growth etc, and I doubt if anyone has carried-out any testing/evaluation, so it would be best to have this problem sorted-out as well. For some reason, the problem is caused if there are two copies of an RCI-type exemplar in the installation. As with all other exemplars (and other file-types too), the 2nd exemplar will override the 1st one, however some calculations appear to run twice. The solution is simple, have only one occurence of the above exemplar in the installation, and the correct place to put this is of course in its original place, namely simcity_1.dat (a Maxis file, located under the Simcity main installation folder (typically C:\Program Files\Maxis\SimCity 4). Easier said than done, as iLive's Reader (the community's main modding tool) can't modify and save correctly a file as big as simcity_1.dat! (otherwise the fix could be applied in-place). The workaround is to use wouanagaine's SC4 DAT Packer. To apply the fix correctly, follow the steps below. Installation Procedure: - Download and install wouanagaine's SC4 DAT Packer. - Make sure you have the latest SC4/RH or Deluxe versions plus Patches. Right-click on the simcity executable and check the version number. Mine is 1.1.640.0 (SC4+RH+Patches). Refer to other threads to find which is the latest version for your installation. - Backup simcity_1.dat! (Copy this file somewhere else - outside of Simcity's folders, eg under your My Documents folder). - If you are unsure about the SC4 DAT Packer's operation, or you are afraid of possible user errors, better backup your plugins folder too. This may take some minutes if you have a multi-GB installation. Alternatively you can temporarily "move" the Plugin folder contents under another folder - if the folder is in the same drive and volume, moving the files will be virtually instant, as it is technically a "rename" rather than a real "move" operation (no file transfer actually takes place). - Create a new folder under your My Documents/Simcity 4/Plugins folder. - Copy simcity_1.dat under the above folder. - Copy the fix (IH_census_10_78_12.dat) under the above folder and rename it to z_IH_census_10_78_12.dat. This specifies the loading order, and causes the exemplar in the fix to replace the exemplar in simcity_1.dat, as z_... is alphabetically "after" si... - Run SC4 DAT Packer. Initially all folders in the list are selected (highlighted). Find and highlight ONLY the folder you created. This will limit DAT Packer's operation under that folder only. Click on the Start button, wait for the operation to be completed and close SC4 DAT Packer. - DAT Packer should have created a new datfile, containing simcity_1.dat plus the fix. This is located under a folder by default named Plugins_Compressed. Rename this file to simcity_1.dat, and copy it under Simcity's main folder, overwriting the original - you have made a backup, haven't you? - Go back to the Plugins folder and delete the Plugins_Compressed subfolder. Also delete the folder you had created (containing simcity_1.dat and the fix). Alternatively you can move it outside of the Plugins folder and backup it, to remember the operations you performed (for future reference) - you may want to modify it again at some point, eg add more modified RCI exemplars, or "stuff that goes into simcity_1.dat" in general, like some LUA fixes or mods. - If you had (temporarily) moved the Plugins folder contents in step 4, get them back. - You are done!!! Some notes: - It is suggested that you keep the original simcity_1.dat, you may want to apply additional patches in the future. The backup wan't only for safety. - You may want to make similar fixes for the other files affected by the bug, ie the Medical Clinic, the Solar Power Plant and the Nuclear Power Plant. Refer to the modding forums to find how to modify civic buildings correctly. The fixed versions can be inserted in simcity_1.dat as well, or instead placed in a separate plugin (these are normal Building-type exemplars, not RCI ones, so having a 2nd copy will simply override the original, without causing any problem). It is highly suggested that before installing or applying the fix to the above buildings, you enter your cities and bulldoze all instances of them, in all of your cities (save them before exiting). You can replop them after applying/installing the fix. Hope you find this tutorial useful.
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Version 1.0
12,242 Downloads
The nuclear power plant originally included in SimCity 4 looks very unrealistic, basically because of its low output and its high production cost, nearing the cost of renewable energy. Instead, this package contains 6 plants, featuring characteristics that match the world’s most renowned nuclear power plants. Abundant electricity, that can power cities and regions instead of areas or neighbourhoods,high capital costs, low production cost that instead compares to coal. The lots use the standard SC4 model, and have some additional props (parking, cars, trucks, fences, security gate etc) so as to add some realism, and they are slightly differentiated. They all have custom UIs and buttons. Also included, a mod that gives neighbour deals higher profit margins; this benefits cities that run utilities. As no models are contained, the lots require very little memory. The lots are 4x5 and 4x6. View my other Lots on the STEX Replies to Comments ill tonkso: BAT modeling for these plants would be nice, but... I do not BAT! They are all existing NPPs, and many photos and galleries can be found on the web. Do not expect to be popular though, most people are simply not interested in utility buildings, and good BATers would rather make landmarks, famous commercial buildings etc. A large NPP BAT would take a lot of time to be made and would get few downloads (do not compare with the Battersea Station, it’s virtually a landmark, not a power plant, its BAT work is excellent, plus it’s being very well promoted). negative352: air & water pollution are both very low (as expected for a nuclear plant) and there is no radiation pollution (except of course for the case of an accident); do not be confused by the glowing green particles being spewed together with the steam, it’s just a stupid Maxis effect (used also by the default SC4 plant), I attempted to remove them, but I couldn’t. slightlyslack: I agree, but a larger lot would also require a new BAT (see also by reply to ill tonkso above). Now about the rest (SimNation Grid), this can be emulated: pick a small city tile in your map, build a large plant there and save the city. Do not “run” this city; your plant won’t wear; other cities can buy its power. The Evil Octopus Man: No sorry, a Palo Verde – like NPP (built by Combustion Engineering), is not included. gamefreak1958: no, they’re all new lots. -
"No Jobs" but insane residential demand?
cogeo replied to mayordisaster's topic in SimCity 4 General Discussion
My guess is that this is due to inaccessible jobs, ie some lots that provide jobs are not properly connected. In one case I had one (yes one!) inaccessible small commercial lot causing no-job zots over almost my entire R$$ area. Check this post for more details. -
Version 1.0
1,026 Downloads
This map contains the area around Lake Vistonis (Vistonida) in the Thrace region in Greece (41°00'N 25°07'E). It's mostly plains, with some "bumpy" terrain and some mountains too; but the dominant feature is the water formations. Suitable for all kinds of development but especially ports, canals, waterside CBDs and farming. For full size preview images, click on the thumbnails below: Terrain Mod Large (6x7) Small (4x4) SC4/Default Columbus Italia Meadowshire There are two maps included in the pack a large (6x7 city tiles) and a small one (4x4). The upload contains the needed plugins for the import, as well as instructions for importing the map correctly, and combining the map with the most popular terrain mods (Columbus, Italia, Meadowshire) and modding instuctions for making custom import plugins. Please read the instructions carefully. Credits - Special thanks to Adam (Ennedi) for his valuable advice and help. Enjoy! View my other STEX uploads -
Red Brick Plaza base texture won't change
cogeo replied to junspud's topic in SC4 Modding - Open Discussion
You should be getting the overridden ones. Maybe the datpacked ones are loaded after yours, or you have another copy of the originals (in addition to the datpacked ones) which overrides the new ones. Easy test: temporarily give the new ones a different name/title, to find which version is finally loaded.- 11 Replies
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No jobs and abandonment due to commute time
cogeo replied to acec's topic in SimCity 4 General Discussion
Interesting stuff here! Editing the color ramp can result in more gradual changes. Did the same in my Land-Value Dataview mod, and had to add more colors around the top end. Too bad though, that unlike Graphs, Dataviews, cannot be added in this UI, so you need to replace another one. Verified this, searched and found them in the executable, there is a fixed hard-coded table in there, so it's not defined in some external data file (.dat) that can be edited. Question: Those of you who have dug into the parks properties, do you know why the ingame parks all have the Park Effect (and Landmark effect) property set to max value of 100 (0x64)? Is there some cap there? Does it cycle if set above that?- 288 Replies
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No jobs and abandonment due to commute time
cogeo replied to acec's topic in SimCity 4 General Discussion
Great work here! I tried doing some few things some (long) time ago, and here are some thoughts: - Tried adding more dataview radio-buttons (changing the UI file) but didn't succeed. It seems that, unlike the Graphs UI, the number of buttons is fixed, so a new dataview can only replace another one, it can't be added. - Interesting, there are two different datasource IDs for police and crime. Btw the ingame "Crime" dataview is kinda useless, as it only highlights the crime-affected zones and displays the police coverage, but not the zones they cover (or do not cover). - Same for fire and flammability, only the dataview does show some zone overlays here. - The datasource IDs are not consecutive, some are not used, and it might be interesting to check if they actually do deliver any data. I think a useful dataview would be highlight historical lots, or alternatively change the cursor (highlights) color when hovering a historical lot, but it's unknown whether such a datasource actually exists. I made a land-value dataview mod. The problem is the quality of the data delivered by the datasource: too much land getting the max value (255) and the ones close, with the rest being quite sparse. So the max three values (253-255) each needed a different color. Still, much of the land takes the max value, but this is what is given by the datasource, so there is nothing we can do with modding. Below is a pic: You can see the effect of the industry (red area at the top-right corner) and a landfill (yellow circle, again at the top-right corner), a major road artery (yellow line along the coast), health facilities (green circles at the middle/top-middle) and developed zones (much of this is maxed-out blue). Generally the city has a fairly high land-value because of education buildings providing coverage to the whole city tile (college and museum) - if I zone Residential anywhere in the city I will get "School Grade: High", although there is no "school" coverage actually. Now look what happens if I bulldoze the college and the museum: The effect of schools and libraries is visible, esp where it's combined with health, and the undeveloped land being much lower, with the effects of water (the coast) and elevation (top-left corner) now much more apparent. It's obvious that education increases land value much more. @CorinaMarie, since the thread has gone totally off-topic, pls consider splitting it.- 288 Replies
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Road Top Mass Transit (RTMT) - Development and Support
cogeo replied to cogeo's topic in NAM & Transit Networks
There is actually a way to make a mod that will cause the vending machines not to be displayed, without using the Lot Editor and modifying the lots, which I would prefer. This is possible because the RTMT lots use the vending machines' prop-family, rather than individual props. You need to make a datfile. Here is how: Open simcity_1.dat and find the three vending machines prop exemplars. Copy them to a new datfile (copy-paste or select Add to Patch and then Save recorded exemplars->Create Dat). Open the new datfile, go to every vending machine exemplar and remove ONLY the "Prop Family" property. That is, the modified props will be differing only in that the vending machines won't be in the family any more. For gameplay: When you want to plop RTMT install the mod. The modified props will be overriding the original ones. The family will now be empty, so new plops won't be getting any vending machine. Existing vending machines props in other lots (RTMT or commercial or what) won't have any problem either, they will keep displaying the vending machines, as prop-family members are selected during plop/grow, but in each lot instance they are then referenced by prop ID and are thus not getting "lost", as the props are otherwise identical. For the rest of the gameplay (eg plopping other lots, for which you do want vending machines props, or running the simulator, which can cause C lots to be grown) just remove the mod. The vending machines will be again members of the family. A little more troublesome to use, but it's very flexible. -
No jobs and abandonment due to commute time
cogeo replied to acec's topic in SimCity 4 General Discussion
Umm, let me post a different opinion here. Not that what the other members posted was wrong, but I think there is another factor that causes your problem. After all, you do have positive demand, which means that there are more jobs than workers, either in this city or in another. Every worker should be able to find a job then. My guess is that you may have inaccessible jobs. You have many unidirectional networks, ie one-way roads and avenues, which provide access only to the one side and can be regarded as two opposite one-way roads put together. Can't see many details in the pic, but some of these industrial lots may just not be properly connected. Sims must be able to both reach their workplaces (morning commute) and return home (evening commute), otherwise they won't take the job. And if not, the simulator will stop examining alternatives, it will just display zots - I consider this a "bug". A tiny inaccessible building offering any kind of jobs (civic, commercial or industrial) can cause no-job zots over a huge area. The power plant you may have put at a far corner of your map should be connected at least with a street, even if finally the simulator won't send any sims to work there (of course, windmills don't need to be connected, as they offer no jobs). Take a look at the pic below, it's an interesting case: You can see two medium-sized commercial buildings along the avenue. But sims (originating from the same city) won't work there because they are both inaccessible, the left one for the evening commute, the right one for the morning commute. There are no alternative possible routes either (eg side roads or streets). These would have caused no-jobs zots over much of my city, with the residential buildings closest most seriously affected (the simulator searches for the "most desirable job", and this is usually the closest one). My solution is to provide some way for the sims to reach their job and return, and this is the street section you can see in the pic (I even placed it between the streetlights, so its visual effect is minimized). So I would recommend that you check all buildings with jobs with the traffic query tool, and examine the routes your sims have chosen. If you see something strange, eg circuitous or convoluted routes, but especially buildings with no sims getting there, you should revise your layout, eg have these roads or one-way roads intersecting the avenue, so that they connect to its both directions. Check ALL your buildings, even the tiniest, starting from the ones closest to the residential areas. Note: Similar considerations apply to the residential buildings as well: sims must be able to commute both from and to their residences.- 288 Replies
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What to do when custom buildings grow too much?
cogeo replied to Spamoidutout's topic in SC4 - Custom Content
As @rsc204 mentioned above, it's about what buildings and lot sizes are available for each given growth stage. And yes, Wren is a primary example, because it's relatively large building, with a fairly high number of jobs and a variety of lot sizes, including 2×3 and 3×2 ones. And as it is $$$ and stage-8, once grown it will never be upgraded to something else (unless of course bulldozed, destroyed by fire or abandoned and redeveloped), as there exists no other lot of higher wealth or growth-stage. Another known "pest" is Chalmers Co, a CO$$$ building with 61 jobs, NY style but grows under all tilesets, accommodated in a multitude of lot sizes. Having a relatively high number of jobs for its stage, it usually grows in large numbers (at least in my cities), but as it is a small one it is finally replaced by something bigger. It's quite frustrating though. Like what @madhatter106 did for small/medium CO$$ offices, I made 3 BATs to compete with this, and included them in the same building-family, so it can grow in the same (Maxis) lots. I haven't released them. Here is a pic: The white square building at the top-right corner is Chalmers, while the one next and the other two on the opposite side are mine. You may have noticed that the lots are the same (the one at the corner is different, but uses the same building family). Should I had not made them, they would all be Chalmers. And of course, then there is custom content. Many good BATters have made and released excellent BATs, but often paying very little attention to proper modding. Many have unbalanced stats and cause problems in gameplay, like growing too easily or too little to not at all, being unable to be upgraded, offering very few or too many jobs for their stage, consuming too much or too little power or water (or not at all), paying too high or too low taxes, etc etc. Therefore I always check and review custom content's stats before installing them. For example, @ILL Tonkso 's content is almost always badly modded, and the lotting work is almost inexistent, having just the lot textures. Apparently he didn't like modding/lotting work; he should have rather found someone who does and team-up. Another example coming in mind is NDEX Richmand Complex. It's a large (actually two) CO$$$ tower, with a large number of jobs, in a 4x4 lot. But... it is stage-5! As a result, it can easily overtake your city. It should obviously be stage-8, at least for the A building (the B one could be stage-7, but it could very well be stage-8 as well). So, if you get some buildings/lots growing too much, my suggestion is install custom content of similar sizes and stats, but always check them before installing, if they are in line with the Maxis (or CAM, if you have installed it) stuff. -
The Edge's city building discussion thread
cogeo replied to The Edge's topic in SimCity 4 General Discussion
As far as I can see from the graphs, you still have a lot of unsatisfied residential demand. All three wealth levels are needed for I-HT. But with the zero commercial taxes CO grows too easily, which probably absorbs all your educated workforce. And because you want to grow I-HT, install the I-HT R$$$ employment fix, as described in this post. And do it before you grow your I-HT, otherwise no R$$$ sims will be working there. The fix won't fix any existing I-HT development. You are right about the desirability factors. Low desirability can prohibit development of high-wealth (or even medium-wealth) buildings. But the OP's problem is mostly (lack of) demand. Without demand, no development takes place, no matter the desirability. And desirability doesn't increase demand. As for the temporary desirability, it's called "transient aura effect". I'm using it a lot, and I can basically grow what I want were I want (provided that I have the demand). Even made some special lots for it. If you are interested, take a look at my posts here, here and here.- 241 Replies
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The Edge's city building discussion thread
cogeo replied to The Edge's topic in SimCity 4 General Discussion
Exactly, I mean new residents, not commuters. New residents (new R development, upgrade or re-occupation) have a default EQ of 20, 40 or 60, respectively for R$/$$/$$$ (you can see these in the Residential simulator exemplar - use the Navigator Tool in simcity_1.dat). Commuters are not "new" residents, they are sims living in another city tile, and have their own EQ level, assigned and modified by the quality of the education (or lack of) in the city they live. In the OP's case it is obvious that this much-wanted well-educated workforce does not exist or is not available - in the same or in neighbor city (demand in SC4 is equal in all connected cities). And the new residential development I mentioned (in any city) will bring in initially low-EQ residents. Note: I have found a method that can deliver highly-educated workers fast, and this is the upgrade of existing residential development to higher growth-stage but same wealth level. Seems that all new residents have the same EQ as the existing ones in this case. For example, if you have two stage-3 1x3 R$$ houses (some 12 occupants each), you can rezone for medium- or high-density, and if you have the demand you may get a stage-5 2x3 condo (some 150 res). Now, if the residents in the two houses were highly-educated (colored green in the Education Dataview), the new residents in the condo will be highly-educated as well! That is, 150-24=126 new ready-made highly-educated R$$ workers! The same will happen if the condo is upgraded to a stage-6 2x3 one (some 250 res). Used this technique this way: development of a CO$$$ building, causes CO$$$ demand to drop (this is called "satisfying" the demand) and R demand to rise, due to new jobs; this can cause R development, and if this growth is materialized upgrading existing R development with highly-educated residents (esp R$$ and R$$$), the new residents can cause an increase of CO$$$ demand, enough to cause growth of an another CO$$$ building! If the R development upgraded was of relatively high, but not highest EQ, you may get an increase of CO$$ demand instead.- 241 Replies
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The Edge's city building discussion thread
cogeo replied to The Edge's topic in SimCity 4 General Discussion
From what I can see in the graphs and census data, it's not a caps problem, not low-EQ related, neither a desirability one (low pollution, garbage and crime). And with the taxes at 0%, it's obviously not an overtaxation one either. Btw I don't know, with the taxes set to 0%, what the development mix will be. I would try average to below-average tax levels, and see where the thing will settle - for the first 6-9 months demands may hit a low, but it will recover slowly. And it's not necessary to make permanent/irreversible changes to your city, you can simply backup the region (copy the region's folder somewhere else), to test a new strategy. As for not having enough I-HT demand, I have noticed that you don't have enough CO$$$ or even CO$$ demand either! On the contrary you rather have high residential demand, which you don't satisfy. This means that there are many vacant jobs, and from what I can see in the graphs many of them are for $$ and $$$ workers. Or else, all your highly-educated sims are employed in the existing office and civic buildings, there are no highly-educated workers available, and therefore you get no new I-HT and CO$$$ demand. So my suggestion is try to satisfy the residential demand first (grow more residences), esp the R$$ and R$$$ ones. And as a sidenote, do not snub C$/$$ and R$ development. At some point demand will reach a plateau and further growth will not be possible. New development - with the drivers now being CO$$/$$$ and I-HT - requires new educated and available workforce, which unfortunately cannot be "imported" (newcomers have a very low EQ), it has to be prepared locally. So you need full educational coverage - schools and libraries locally, college/university and museum (these have a citywide effect), and over time EQ will rise and so will CO and I-HT demand. R$ and C$/$$ development will provide the (initially uneducated) workforce and the jobs needed to support it for some time. So this kind of development is necessary to achieve continued growth for your cities, providing new residents and workers.- 241 Replies
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Problem with game - nobody in my town BUG
cogeo replied to Johny90's topic in SimCity 4 General Discussion
There are no 4-tile deep residential lots for the early, not even the medium growth stages. Actually only some stage-8 residential hi-rises are 4-tile deep, and these are not 6x4 either. And the simulator won't give you a residential hi-rise right from the start. I would suggest zoning some 3-tile deep zones, not just "some", "a lot" would be more accurate to say. These should best be the vast majority of your zoning pattern. 3-tile deep zones are very versatile, as they can accommodate lots of all growth stages: 1x3 houses (stages 1-3), 2x3 $$ condos (stages 5 & 6), 2x3 $ tenements (stages 4-7), and finally 3x3 and 4x3 hi-rises (stages 7 & 8). $$ rowhouses are stage-4 and grow only on 1x2 lots, medium- or high-density. A sidenote, this layout is wasteful and inefficient. Too many parallel avenues, ie excess capacity, the houses will be suffering from noise, and the commercial lots won't be getting high traffic (=customers) because it will be shared among the multiple avenues. For the residential area I prefer an "arterial" layout (low-capacity networks leading to high-capacity ones), and it would be best to funnel the traffic through fewer thoroughfares in the commercial area. -
Garbage disposal deals with neighboring cities
cogeo replied to Flip Phone's topic in SimCity 4 General Discussion
There are limits to the max deal amount, as well as the garbage that can be sent to a landfill. Capacity limitations (on the receiving city's side) won't let you exceed a certain amount, and this may also decrease over time, as landfills are getting full, or incinerators lose capacity due to aging. Also a city may not sign any deal (incl garbage) exceeding 2.5 times its "needs" (own needs + deals). So a city with much accumulated trash may take some time to clean completely. You can install GraphMod V2 (by Tropod), it shows a lot more information in the garbage graph, among others where your garbage goes. I have included a modified version in my incinerator upload (different scales for the "Capacity" and "Total Garbage" plots). At least check if total garbage and garbage pollution is reduced or continues to accumulate. -
As other members mentioned above, the reason why you can't grow mansions on smaller lots is that they are stage-4 and -5, and thus require medium-density zones. I met this problem back in 2010, and made a mod for it. Check this thread post on SC4D. Don't know what effect this will have on an already developed city/region though. The mod changes growth stages for Maxis lots, instances of which you already have in your cities, and it is unknown what will happen if you change their growth stage, will it be OK or it will mess-up lot stage counters (sums), and therefore what the simulator will grant you? Also, I find the Less Abandonment Mod absolutely brilliant, not only it sets desirability thresholds to get $$ and $$$ in the first place higher (so they won't grow in areas of marginal desirability and then easily get abandoned/dilapidated), it also sets dilapidation threshold lower than the growth/recovery one, which means that lots can tolerate some drop in desirability (which is very much possible to occur, as a result of congestion, air pollution etc, as the city grows and becomes more dense), without suffering dilapidation or abandonment, and imo this is the key point. I use it in my cities (can't remember if I use it as it was originally or further modded it though), and along with some custom lots I made, utilizing the so called "transient aura effect" (1x1 "park" lots with extreme desirability settings, and zero costs, which you plop to get the desired development and then bulldoze them), I have been able to grow what I want where I want, resulting for example in completely segregated R$/$$/$$$ areas, or avoiding the "fragmentation" of commercial zones (eg having those nasty 1x3 boutiques, which they cannot be upgraded, only merged with another one next by to form a larger lot). But this requires a lot of marking historical and unmarking, saving the city when getting the desired development and exiting to region when not etc, which is... "micromanagement"!
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Minimum Mass Transit Usage To Keep Station?
cogeo replied to BrianD90's topic in SimCity 4 General Discussion
There is no definite answer to this question. But it may be good to know how fares are calculated. Sims don't pay "entrance" tickets, and you can see this in all ingame (and custom content) stops and stations: the "Transit Switch Fare" property (which would charge the passengers served by the station) is absent, and the default is 0, which means that no "entrance" fares are collected. The only transit lot that does use (define) this property is the Tollbooth, with the value set to 0.1, meaning that it charges §0.1 every car passing through. Instead, fares are calculated based on the distance traveled ie "passenger-kilometers" in reality, or "passenger-tiles" in SimCity 4 . The property that defines these is called "Income per tile by travel type", and the description in the reader is: "Income gained for each tile: walk, car, bus, rail...". As @CorinaMarie posted above, these are set to §0.001 for ground travel types and §0.01 for ferries. So the fares you collect depend on the number of passengers AND the distance traveled. Eg 100 sims traveling 50 tiles would pay 100 × 50 × 0.001 = §5 fares. This would be enough to pay for the "maintenance cost" of a bus stop (duh, what a modelling design here!), but then... there is the bus stop at the other end of the journey... but that stop may serve passengers originating from/arriving to another one or other ones. So it's really hard to calculate fares based on the "usage" reported in the stops'/stations' queries. What is important is place transit stops and stations near dense residential and commercial or industrial centers, or selectively at isolated buildings located far-away (usage won't be high, but the distance would be long). As your city gets more dense, and you add more transit stations, usage will increase a lot. Also remember that R§ sims are very much likely to use mass-transit, R§§ ones a lot less, and R§§§ ones really very little. Finally, I would like to note that the modding done by the NAM Team in their "Traffic Simulator" plugins has skewed the car vs MT preference strongly towards favoring the car: The Travel strategy percent Wealth$/$$/$$$ properties triplets (MT/car/fastest), determining the preference for each travel strategy, have the car preference increased. Bus speeds have been set lower than car (in the original simulator settings it was the opposite). This was supposedly done for "realism", but take into account that in order to use the MT, sims have to walk some distance first to reach the stations (this adds to the commute time), while there is no any overhead for using the car (in reality they would have to park the car, let alone searching for a parking space in a congested city or parking lot!). The end result is that sims set to prefer the "fastest" option, will almost always choose the car too, and the bus will only be used by sims hard-set to prefer MT, and of course only if and where it is available! So, unless you mod these (and the preference properties I mentioned above) back to the original values, expect low ridership. A NAM Team member some time ago admitted that they wanted low, "American", MT usage numbers (again regarding them as more "realistic", as the original ones were considered too high). Sooo.... The "Travel type generates traffic" property for bus was set to True instead of False (originally). This doesn't affect MT usage, but there is no benefit in having bus service, at least as far as traffic/congestion is concerned. With this setting, 50 sims in a bus are thought to create as much traffic as if traveling with their 50 cars! I think this was done to increase commercial desirability (traffic=customers), but I also think it is wrong too: bus traffic seems to count as "customers" too, as do pedestrians. Hope this helps.- 12 Replies
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Version 1.0
4,563 Downloads
*** Updated Jul 28, 2008 * This plugin contains two simple rail transit-enabled lots. By plopping these lots you can restrict rail traffic (and automata) to passenger- or freight-only. So you can have separate lines for your passenger or freight trains. The installer copies all necessary files under your plugins folder. You only need to remove the left-hand- or right-hand driving version of the lots (which are identical, except for the placement of the signal prop). The lots have no dependencies. * Jul 28, 2008 Update: Added the rail signal prop that players have asked for. The prop is optional (delete the prop file if you don't want it). Lots plopped before the update don't need to be bulldozed, only they won't have the signal prop. View my other lots on the STEX -
Version 2.0
31,459 Downloads
This pack contains 5 Logistics Centres Lots for your cities, 4 RCI and an Enhanced Freight Rail Station. The BATs are warehouses and ancillary buildings. They are completely fictional, but I have used the logos and liveries of containers of real companies. All lots look the same and are 10x10 tiles large. They widely use prop families. As a result, you will get a different prop combination (and appearance) each time you grow or plop them. In addition many of them are time-dependent, eg the trucks appear and disappear periodically while the gates close during the night. The streets inside the lots as well as the parking areas are transit- and UDI-enabled. Also they spawn freight truck and train vehicles. The RCI lots are actually commercial services. One would say to make them industrial, however this kind of operations is essentially commercial, plus industry tends to decline as HQ and EQ rise while CS demand is usually all-high, especially after offices have developed and displaced services. The stats are all the same. The Freight Rail Station is specially modded so as to become two-way (provide both rail-to-truck and truck-to-rail traffic conversions). It also lifts caps for the ID and IM sectors. The lots are installed by an installer and there is nothing else you need to do except of installing the needed dependencies. However it is possible to customise the lots' appearance. Please check the readme for detailed instructions, and also for tips on placing them. If you don't want some certain lots, eg the ploppables, you can delete their .SC4Lot files. For placement information and more details please read the provided readme file. Installation: Copy/extract the Cogeo parent folder into your plugins. If you extracted the ~Documents folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. If you have a left-hand driving installation (UK, Pacific) you must also install the UK Pathing Patch (included in this pack). You can find the z_LCP_UK_PathingPatch.dat file in the ~Documents/UK_Pathing Patch folder. To avoid conflicts, please, it is highly recommended to use any of the third party cleanitol tools and remove any previous versions from your plugins. In the ~Documents folder in the main ZIP you can find a Cleanitol_Cogeo Logistics Centres MegaPack V2.txt file and by using either the newer nos.17's SC4 Cleanitol or the older BSC Cleanitol tool you can search and remove old and outdated versions of these files. Dependencies: Cogeo Logistics Centre Dependency Pack (the link used to be the former Warehouses BATProps Part A) or the Cogeo Logistics Centre Dependency Pack on SC4Evermore SC4D LEX Legacy - BSC Common Dependencies Pack v9 (and above) The below listed dependencies are all can be found in the hereby linked dependency pack compilation. BSC MEGA Props JES Vol01 v2 BSC MEGA Props SG Vol 01 v4 Growable CS§ Growable CS§§ Ploppable CS§ Ploppable CS§§ Freight Rail Station Lot size 10x10 10x10 10x10 10x10 10x10 Building Styles Chicago,NY,Houston,Euro Chicago,NY,Houston,Euro Growth Stage 4 3 Plop Cost $15000 $25000 $25000 Bulldoze Cost $230 $236 $230 $236 $2610 Monthly Cost $1555 Demand Cap Relief ID:25000, IM:25000 Building Value $26978 $30218 $27476 $30776 Jobs 3522 3522/883 3587 3587/899 194§ 96§§ 19§§§ Flammability/Fire Stage 45/4 40/4 45/4 40/4 25/5 Power Consumption 71 MWh/mo 71 MWh/mo 72 MWh/mo 72 MWh/mo 33 MWh/mo Water Consumption 706 cu.m/mo 849 cu.m/mo 719 cu.m/mo 864 cu.m/mo 130 cu.m/mo Pollution (Air/Water) 35/17 over 5/5 tiles 33/22 over 5/6 tiles 35/17 over 5/5 tiles 44/22 over 5/6 tiles 108/54 over 1/2 tiles Garbage Produced 105 tons/mo 44 tons/mo 107 tons/mo 44 tons/mo 215 tons/mo Transit (Cargo) Capacity 80000 Credits Special thanks to Jestarr for his custom consist prop models. Special thanks to Swamper77 for the automata-spawning scripts. Many thanks to BarbyW and T Wrecks for their modding and stats help. View my other Lots on the STEX -CB Edit: Updated links and added note to inform others of a possible solution for missing models on these lots. - Tyberius06 Edit - 10.01.2025 - updated to V2 in parallel with the release of the same version on SC4Evermore.
