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Trylk255

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Everything posted by Trylk255

  1. More Trade Depots

    Version 1.0

    25,551 Downloads

    *Download links are back online! Hurray! * *Important informations are given at he bottom of the page, check it out!* Hello people, my name is Seb ! Today I am presenting you something you might like a lot; this is the More Trade Depots mod. It alters the Storage Capacity of the storage plates from "100.0 units" to "1000.0 units" and "200.0 units" to "2500.0 units". Also, more workers are now required in order to operate the trade centers (5 employees instead of 3). *All preplaced modules have been deleted!* Placement cost has been reduced from "13.000§" to "7.500§" ; building maintenance cost have been decreased to "450§". Docks and Rail attachment limit for Large trade depot are now capped at "2". All storage plates have now the possibility to be placed twice farther in order to allow you an easier placement. What's coming in the "Major update 2.0" ? - «New» Storage plates with higher and lower storing capacities. - «New» Garages for transportation trucks. - «Add-on» Local and Regional rails for trains will be added in the menu when editing the trade centers. - «Possibly» Unique and specifically designed rails for Cargo trains. » How to install ? Files with the sub-extension .data.package have to be placed in "SimCity/SimCityData" folder ; Files with the sub-extension .udata.package have to be placed in "SimCity/UserData/Scripts" folder ; In order to ensure the mod works properly, bulldoze your original buildings (Trade Depot and/or Trade Port), next step is to save the game. Now, if files aren't already installed just do it ; if they are, or an older version is installed, then simply exit SimCity and re-open the game after you've updated files with the new ones.* * I'll mention the steps if new files appears or the names came to be changed. *Important informations* » The comeback Hey ! How is it going ? I'm doing pretty well if you ask me the question. During the summer, I was thinking at the "Good old times". Since the community felt a bit "dead" for SC2013, I decided to give to the game another "life". As the days were succeeding, I was developing my modding strategies and diversifying the techniques. Soon, I was able to visualize a prototype of a mod that would have great chances of working because all the concept was based on the game mechanics. After a few weeks, I installed back SimCity and decided to come back among this community. » The " Major update 2.0" or "SC2016" As you have read, I am back. Yes, it is clearly written B A C K ! And for this comeback, I've decided to create the "Major update 2.0" Now, you might be able to be surprised or mindblown much more often or easily ; I have an idea of how to modify the terrain in a city (I won't spoil anything as long as there are not going to be any "Successful" prototypes). » So... What can we expect from this event? Pretty much all things that the smartest modders couldn't create in the active modding epoch of the game (the beginning of modding on SC2013). Without wasting any more detail-ish sentences and lines of texts, here's a list of things you can now expect to see the day ! - Megatowers's crowns modding. - Megatowers's floors modding. - Greatworks modding. - Terraforming tools - ControlNet implementation in some facilities. - Custom rails and transportation tubes for OmegaCo's mining modules.
  2. More Trade Depots

    It should work, if it does not then I am sorry. I have not tested the online compatibility for this yet.
  3. More Trade Depots

    As for the global management, it probably is a bug that I can't figure out. Sorry.
  4. More Trade Depots

    May you explain the issue in further details please?
  5. More Trade Depots

    In order for the mod to work on an existing building, you need to bulldoze the existing building and re-place it.
  6. Region : Isle 001

    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. Feel free to message me here. Or even on Steam! http://steamcommunity.com/id/trylk248seb/ Now let see the work! Whoops! Images are unavailable... I currently am working to get 'em back!
  7. Region : Isle 001

    Hey guys! I am glad you are still here. I will sadly have to recreate the entire region, but if you have your own region and would like to merge it with mine (Let say you could be a part of continent and I am the Island), then feel free to reply to this message and send me details about your map, the planning and what you expect from me. With that said, I wish y'all an happy 2019 year (sorry for being really late).
  8. Roadside Trees with Land Value

    This idea is very well done! I got to agree with the creator, even this little detail changes the gameplay.
  9. Could you re-upload the images ? I can't view the issue in question.
  10. Graphics broken

    This is probably related to a problem on AMD GPUs. I don't know how this could be solved but maybe some more experienced modders could check this out.
  11. Mines can't find ores

    A node is the color on the ground when you use the resources layers. Eg, the node for water will be Blue.
  12. This is probably a syncing issue. I could try to do something...
  13. What to do with the Academy

    If possible, I could try to make a Megatower floor that can emit ControlNet.
  14. Intro Hello ladies and guys! I am Trylk255 and today I want to tell you one thing that is still in my heart today. Yeats after Maxis left SimCity on its own, this game still runs. Time have passed. I am here today to start modding again and make this game great! Serious level : 80% Here is what you have to take note of : 1. I won't compile a new .exe file for SimCity, there's already one. 2. I am looking for people and modders that still want to mod the game. Actually, joinning my modding crew would be a grest first step for all of us. 3. We have a Discord server ! KEEP YOUR EYES HERE EVERY DAYS! I will send an invitation link when the server will be up and ready for normal use. Expect the invite to be posted in 48hrs (2 days). About mods on the STEX Have a favorite mod on the STEX? Share me the link, I will rework the mod in question in order to fix issues, bugs and adapt it to the new structure*. Ummm... You said "new structure", what's that exactly? By remaking a game with mods, we have been used to create them with our own pattern. Patterns are 2 or 3 years old on SimCity 2013. As time goes, new things are discovered. Alright, enough arguing ; time to explain. The old structure : The new structure : Our planned features in a long term : : : CONTROLNET : : Modifying ControlNet system (Production, Usage, Bandwith, info mods) : : MEGATOWERS : : Planned content : New levels New megatowers designs New crowns : : MODULES : : New working modules without overriding the original ones and integrating them to a building. Custom buildings with custom modules. Please take note I am currently working on a huge ControlNet project wich will allow me to make even better mods. This could allow me to make CUSTOM GREATWORKS, CUSTOM OMEGACO SYSTEM and CUSTOM Crowns which will use ControlNet. Here is a list of things I can't do : Custom maps (regions) 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 are : 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! : : Placement rethink-ed : : 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 thought 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 alongside with water depth 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! Too hard to produce, not spreading enough. Too much for current needs. Well, once you get the trick to make it, you have a great excess. OmegaCo... what's that used for again?(Still sounds "chinese") Oh yeah... helping commercial facilities. That will be reworked as well. Through the last months, I have seen many users saying/complaining that the resources layers are buggy. Well, I'm going to be honest with you, the layers are very minimalistic. 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 grading 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 and purple line for industries). Aaaaaaaand now... the most UNEXPECTED CHANGES HERE ARE : Battery packs for power generators Mods for DLCs! A whole New user interface! Native implementation of Multiplopper Pheww... that's a lot to do!!!
  15. Hello everyone, I want to say that I am stopping mod support for all my submissions here on Simtropolis. I will still develop some mods but as of right now, I won't offer any support because the new submissions will be here for test-developpement purposes only. I will be more active in the Spore modding community tho. Cya! My Discord : DawnShadow#2481 Please mention that you're from Simtropolis if you message me on Discord.
  16. I am not active on the game but I sometimes come here on Simtropolis. That's about it.
  17. More Trade Depots

    SimCity\SCUserData\Packages
  18. Region : Isle 001

    Heyo! It's been a year... I'm so sorry all ! I am back in business! Yes, I'm gonna continue developing this gigantic and exciting region.
  19. Contiguous USA

    Will you make a full USA region ?
  20. My-sh Moo-no (Sims language)

    Ok i know im off topic but... I decided to recreate SC2013 in Unity... In Singleplayer mode for now tho. The project just began so if you wanna join in and help me or support me and the team, you're welcome. Here's the Discord invite link : https://discord.gg/9kmGctp
  21. Hey yall ! First of all welcome, I know I promised you a renewal of SimCity in 2016... Sadly i didnt had time at all. So, without saying i give up. Can I receive authorizations from these awesome modders for SC ? List is here : xOxide, Yayiealie, CapTon, Nikola1, Hinata, MaxisGuillaume and all the other minor modders. What will be done with your mods : patches for the mods themselves, file restructurization (making the mess less messy), translations (if possible), mods merging, virus scans, file protection, heavy test before releases... and the last : hi quality content I want to offer everyone a second chance. I know alot of modders left this part of SimCity... When I look at the WIP Agriculture mod, geez that would be awesome ! You all have a chance to get good at modding for once in your life ! Take the opportunity !
  22. More Trade Depots

    I'll check out this issue. Thanks. Also, as a temporary fix, try bulldoze the current depot and replace it.
  23. The Extended Worker Data Mod

    Pretty useful! Thanks! It helps a lot!
  24. You mean the RCI props?
  25. More City Tiles

    First, region editing is not possible. Second, transforming a Greatwork into a city tile is not possible either. Third, the Orion 3k mod is the only alternstive to have bigger tiles.
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