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Everything posted by Trylk255
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The time is HERE! I actually am looking for 2 people to help me making the map. Map plannings : HUGE HUGE HUGE HUGE!!! (Like around 500 or 1000+ tiles) Separate islands IN THE MAP AND CONNECTED! SEA CONNECTIONS! Water sea depth (we rarely see some of those) *Implementation of some users's map if they want to
- 11 Replies
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- isle
- terraforming
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(and 8 more)
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Simcity - Revive by Trylk (Seb)
Trylk255 replied to Trylk255's topic in SimCity (2013) Modding - Open Discussion
>Bump because of project restarting<- 6 Replies
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- sc2013
- cities of tomorrow
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Great Works problem/question
Trylk255 replied to FurnitureMaker's topic in SimCity (2013) General Discussion
In order to get this to work, you would to need to setup your trade system kind of like this if you produce from your city chunk (locally). ->Extraction unit->Processing Unit ->Storages ->Delivery service. So in the end, you would need to have, at least, two trade buildings : one used as an extra local storage plates for your local products and another one for deliveries. -
Hey buddy! Sorry for the necro bump. I actually am planning to give a second life to this prototype. I need first your agreement fot hr file usage abd sharing. (Respect and original work reasons). By the way, i am looking for people who still have some skills in modding or coding. Thay project will be huge! Oh boi!^^
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- agriculture
- low density
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Mines can't find ores
Trylk255 replied to 1_ShadowRaven_1's topic in SimCity (2013) Technical Help Q&A
My idea is to not plop On the node but place the mine module on the node. Try that out- 6 Replies
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- bug
- ressources
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SimCity (2013) Official Mod Request Thread
Trylk255 replied to Cockatoo's topic in SimCity (2013) Modding - Open Discussion
I do have Discord buddy! -
SimCity (2013) Official Mod Request Thread
Trylk255 replied to Cockatoo's topic in SimCity (2013) Modding - Open Discussion
I definitrly can try to fix it. Here is my Skype : trylk248112 By the way, we should work together so you can help me finding bugs/issues. ::Help me and I'll help you back! :: -
3 questions about mods
Trylk255 replied to Duckinator's topic in SimCity (2013) Modding - Open Discussion
Hey there I can take a special request if you want. I will try to remove alien's invasions. -
uDoN Mod - Traffic not flowing right
Trylk255 replied to jeffistotallyawesome's topic in SimCity (2013) Modding - Open Discussion
Hey there. I can try seeking into the mod what are problems. -
Does anyone have an old simcity install
Trylk255 replied to Snorp09's topic in SimCity (2013) Modding - Open Discussion
Hey... Get to know what is a troll first. Then call me again a troll if I am. -
Disaster unlock !!
Trylk255 replied to Hertzofottoman's topic in SimCity (2013) Modding - Open Discussion
Hey there. I am making a gigantic mod for SimCity in which I will review and rethink the concept of many buildings. If you want some tools designed for test purpose s as unlocked, let me know it and we will work together into a direction to make this game better.- 1 Reply
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- disaster
- simcity 2013
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Connect Bridges like Cities: Skylines in SimCity
Trylk255 replied to cooler gamer's topic in SimCity (2013) Showcase
Heya buddy! The greatest idea would be to create new highway overpasses. Like a T in a curve. -
25milions Objective : 25 milions SIMS in 1 region of 3 cities
Trylk255 posted a topic in SimCity (2013) Showcase
Hello there, Trylk255 here. Today i'd like to make a new experiment of a project. This one seems "Omg u mad bro?!!". I think its actually possible. Just take a look at the goals : What u have : 3 city tiles, 1 region, all DLCS excluding Rollercoaster crown one. The goal : reach 25 milions sims in one region. Here is a picture of my current region (one per city) City 1 (~4milions) (on the left) --- ~7.8MILIONS city : -
25milions Objective : 25 milions SIMS in 1 region of 3 cities
Trylk255 replied to Trylk255's topic in SimCity (2013) Showcase
Sadly I clean my Dropbox repository every months and photos are gone. I can still try to find them back but wish me luck. -
Problem with Udon mod, ressources show up but i can't gather them
Trylk255 replied to Maxlmantis's topic in SimCity (2013) Modding - Open Discussion
Alright then I want to offer you to add me on Skype : trylk248112 My Origin Name is trylk248112 We will look together into the issue deeper. Maybe I will have to make a mod and/or fix it. -
Simcity - Revive by Trylk (Seb)
Trylk255 replied to Trylk255's topic in SimCity (2013) Modding - Open Discussion
:: Project is being restarted :: Hey! We are in 2017! WELCOME BACK! So... whats with that idea to restart that huge-monstrueous project? What happened last year with you?! WHERE DID YOU GO?! • O_o Ok ok... I was more focusing on other games and trying new mixtures of Simcity 2013 mechanics. Talk us about that project now... I won't rewrite down the first post, altho what have been changed on the original list is : Every original ideas are going to be there. :: New stuff :: //!!// Patches and fixes will be created for many exisiting mods already there on Simtropolis. The reason why is because I try a lot of mods. Sadly, many mods haven't been tested deeply. They've been released with a few twsts or none almost, assumig they will work like it's supposed to. //!!// Mod restructuration. Mods will still be created, but they will now be organized differ3ntly from the inside. Such as : this mod modifies water layer. Instead of just throwing the modifications, I'll implement the layer and modify it as well so it's goig to be adapted for the mod in question. //!!// Performances are going to be a number 2 on our list//!!// Our current criterias for releasing a mod is : tests, detailed description, support offered for the mod, updates for the mod. So far, many mods, a game who is limited in terms of modding but... Someone once a day said There is, and will always be a place for improvement. THE REASON WHY : more mods means a bigger load for the game. And this can results in a slowdown. So what's gonna be changed mostly are the LOD (Level of detail), draw distance and a little bit of genius tweaks into the game. //!!// DLC Mods //!!// Okay, we all know the very classy mod itself. But what about an optional addon for it? Yes you heard me! A pack in a pack! Which isn't required! Why? I feel like many people wants something else than THAT and having to dig for something more in their tastes. WAIT!!! Building styles are a new feature that will be added to the project. So ya better keep an eye here! (SPOILER) Asiatic style will be part of that. (END OF SPOILER) //!!// Placement rethinked //!!// So far, playing SimCity can be too difficult or too easy for some players. Most of the time, you spend half of your time planning the city. But... Who the heck tought of a COAST ONLY PLACEMENT for water things (eg electric power plants?! I actually plan on making the seas a lot better... let expand the topic here just a bit... so what's planned is to add water depth and implement the wind into many water plops. EG: Wave power plant will now use wind too in order to produce electricity. Water depth will be used as a factor of it's placement. So the game will tell us if it overlaps a tunnel etc. //!!// Whole CONTROLNET usage REVIEWED + OmegaCo //!!// ControlNet, huh sweet name. To hard to produce, not spreading enough. Too much for current needs. Well, once you got hoe to make it. You have a great excess. OmegaCo... what's that used for again? Oh yeah... helping commercial facilities. That will be reworked as well. Recently, I l've seen many users saying that the ressources layers are buggy. Well, I'm going to be honest with you. THE LAYERS ARE VERY VERY NINIMALISTICS! Eg : slow update rate, colors grading are used most of the time... When you look at a layer, you need to be able to quickly notice a hiccup. With colors gradig it can be a bit slow. And some of us are visual! •What will be changed for layers : - Colors - Faster update rate. - Integrated detailed UI mods from Maxis user here. (Detailed worker in rollover + purple line for industries). Aaaaaaaand now... ones of the most UNEXPECTED CHANGES HERE ARE : - Multiplopper addon IMPLEMENTATION ! - Mods for DLCs! - BATTERY PACKS FOR POWER PLANTS! Aaaaaaaaaandddddd... A DISCORD SERVER FOR BOTH MODDERS AND PLAYER FOR SIMCITY! Pheww... that's a lot to do!!!- 6 Replies
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- sc2013
- cities of tomorrow
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Bi-Level UDON broke my region, it seems
Trylk255 replied to Arrehan's topic in SimCity (2013) Modding - Open Discussion
Hello there. Does the game crashes on startup or when you load the city? -
No Mods, Megatower Level 4+ Won't Receive Power or Water
Trylk255 replied to HooblaDGN's topic in SimCity (2013) General Discussion
That... Feels like it's the power distribution being completely bugged.- 1 Reply
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- megatower
- cities of tomorrow
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Problem with Udon mod, ressources show up but i can't gather them
Trylk255 replied to Maxlmantis's topic in SimCity (2013) Modding - Open Discussion
Alright, by using Orion 3k mod, the city tile is likely expanded, so it affects the layers as well. Maybe I can create a fix for that but still... I don't know if it gonna work. -
How to mod a mods?
Trylk255 replied to nebula-nova's topic in SimCity (2013) Modding - Open Discussion
Oh yeah i will help you out. -
SimCity (2013) Official Mod Request Thread
Trylk255 replied to Cockatoo's topic in SimCity (2013) Modding - Open Discussion
Okay guys. I definitevely am back to modding. Here what i can do : mods, value editing, tweaks, fixes and some like that. What i can not do : 3d modeling, scripting, compiling. -
Hello people! I am Seb (Trylk) and today, I've accomplished the "Impossible work". Yes I did! I am able to plop a crown on ANY megatower at ANY LEVEL of my choice. Let take a look at the First example. I swear to god this is NOT PHOTOSHOPED of any ways!
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- megatowers
- cot
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Megatower mods by Trylk (Seb)
Trylk255 replied to Trylk255's topic in SimCity (2013) Modding - Open Discussion
Sadly the file's gone but I can still try to recreate the mod. Hahaha tbat was so easy lmao- 2 Replies
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- megatowers
- cot
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