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Trylk255

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Everything posted by Trylk255

  1. Entry 43 : The Longest Night (5E139)

    Good lord! THAT IS A HUGE CITY! GEEZ!
  2. Hello fellow players and modders. I'm looking for volunteers modders and 3d modelers and scripting modders. Requirements: - JavaScript - Languages of C, C+, C++ and HTML or any other coding language. - Skype - Origin™ account with SimCity - Microsoft Visual Studio (any version) and ability to use it. - Notepad++ - Dropbox®, Mega.Co.nz, Box Sync™ or any other sharing service. - Ability to speak, write and read English like if it was your primary language. - WinRAR®, 7-Zip™, or any compressing/decompressing softwares. - Respect of the full Code of conduct otherwise you'll be expulsed of the crew. Code of conduct - - - - - - - - - - - - - - - - Awaiting your submissions, I'll review them and select the honored modders that'll be part of my modding crew.
  3. More Trade Depots

    News! Update 2.0.0 has been released!
  4. More Trade Depots

    I am currently aware of this, thanks for reporting the issue although. Links should be back online for Friday 9th of December 2016.
  5. Mega tower

    What mods do you have installed?
  6. Mate, check the other files. ^^
  7. Man, if you're seeking for help, you probably didn't noticed there are just a very few modders remaining on SimCity 2013. Although, I'll take a look at the mod in question. Thanks for reporting the issue. I've seen many of them since their release on the STEX.
  8. Active Players for SimCity 2013

    Okay, may I join ? I'll not always be Online since I make mods but I can play
  9. Experiments, Tips, and Confirmations

    Did someone asked for tips for modding ? I got some here : While modifying datas and values. Keep an eye on the IDs of the data/file that you're going to modify. Ex : Want to mod a vehicle. 1. Note down the IDs of the original file in Notepad and specify what does that refers to. 2. Make "Export to .package" and create your own folder that you'll use for modding. (I highly recommend to not use the game folders to make mods, it could break the game).
  10. Hello fellow players of SimCity. Here's Trylk (Seb for an easier name), I am a modder of SC5 (2013) who decided to remain on the game for a few reasons. (Details in another post) So, I'm not here to talk about myself, etc. I'm here for you, to answer your mod requests and try to give a second chance to this game. Okay let get to the serious part. ---------------------------------------------------------------------------------- Project name : Omega Co. 2.0 Objectives : Remake the OmegaCo transportation tubes to allow a more accurate zoning. Enhance the factory in order to stabilize the needs, the production stats, etc. Allow a better control of which ores/oils are extracted. The way it's going to be done : Separate the ressources extractor to create two differents units that will extract "Oil" and "Ore" (one ressource per module) If possible, enhancing the transport tubes to make the transfer slower or faster. Ex : You have a mining site far of your factory, by default, your transportation tubes transport the ressources that've been extracted at an "medium" speed. Well, since you're far, you want to have a faster ressource transfer from mining site to factory. Same thing's going on if you got a pretty near mining site. Mining units would need ControlNet (approximately 50) <<This is subject to be modified in the future>> What about mod compatibility : Here's a list of the planned mod compatibility : MultiPlopper add-on Regional tools Enhanced stats for industries and workers. (More detailed UI) Do you got any images ? No... Sadly not... Later, I promise that as soon as the firsts testing waves will come, I'll make pictures and add em. So make sure to subscribe and keep an eye here!
  11. Actually, there would be a possibility for that to be done "regional maglev track", but it requires a full modification of megatower levels functionning with this "Traffic" tool plus it could require core modification, which is a bit hard but still possible. So the answer : Yes this is possible, but actually no mods has been released for this ; you can submit a mod request to me in the appropriated section of the forums.
  12. Hello there, today's time I'm writting down this message, the date is 25th November 2016. About me : I decide to keep the modding going on in SimCity 2013. As you may have noticed (or going to notice), I'll probably be the only few ones remaining modders on SimCity 2013. Here you can add me on Simtropolis and chat with me or even ask me questions... Well pretty much whatever you wanna do (except illegal stuff like trafficking etc.) Here is a simple way to ask me a question. That way, I don't get confused between the thousands of messages and posts that I do read often.
  13. Hello there, as of November 24th of 2016. Yes the servers are online, you can donwload/install the game and update it without any problems.
  14. Yes there is. This is part of my next. So to answer your question : Yes, you actually have 2 choices up to you which can be mixed togheter : Make new modules with higher rates but higher maintenance cost and more ressources are going to be required in order to operate the module itself. If you actually own Cities of Tomorrow DLC : The wave power plan is going to be modified soon and no more restriction on placement, plus it will uses Wind for generating the energy.
  15. More Trade Depots

    Thanks, you can't understand how good I'm feeling about this. And for instance, higher capacity bins will come later...
  16. Man, I would love to be able to have a painter tool for textures in SC5. Unfortunately, it would requires an editing of the forest tool. I can try but thrust me, this is going to be the very hardest challenge for me. It requires : Model editing, texture editing, value modification, new properties integration, tests, and hope with hype.
  17. Hello there, I see you're trying to deal with the values that makes a building producing X amount of Product(s) . Well, I've been doing this myself too a couple of times in the past. Here is a good tip : In SimCity (Game), it is shown as : 24 000 In SCPak (Modding tool), the value is shown as : 240000 Where you have to visualize this number like this : 24 000 (three zeroes = 24k) plus one additionnal zero for the coma. Eg : 24 000.0
  18. I can try to do this. Although, having the radiation layer spreading over all the map is going to be very difficult. I can try but there is a very slim possibility. Knowing I'm very good into modding, this might be possible, since I proved that MegaTowers can have Crowns at a certain floor level.
  19. Yup, I believe in this too! The thing is : it takes a while, but as we say : "It's long but... In the end... It's worth it after all!"
  20. Region : Isle 001

    Developpement will continue soon... Expecting 3 to 6 new tiles and minor tiles size changes.< EDIT : Major update : Sadly, the region hasn't been worked yet. I currently am waiting to have more time to do it. I will post a message here when this "time" has come. EDIT 2 (april 7th) : the work on the map is actually : ON! Sadly, the files for the map are missing so i wi have to start over. I really am sorry for the inconveniance.
  21. Region : Isle 001

    Thanks! I'll try to keep making the region nice.
  22. DEMO Region - Isle 001

    Version 1.0

    329 Downloads

    Hello people! My name is Seb and today I am sharing with you a Region I just began to create. The name is a little bit odd... It might change as the region isn't complete yet. So the idea of the map I am building is to make it a large island with many medium/large sized islands on the other sides. Also, the coasts are very high and the most flat part is at the top of those cliffes. So now, let take a look at the work wich has been done yet. (Reference to : https://community.simtropolis.com/forums/topic/69630-region-isle-001/)
  23. Region : Isle 001

    Region demo is available. Download it here -> Download "Isle 001" Demo Region (Demo version : 001r0)
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