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Everything posted by Daeris
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@rsc204 Thanks again! I have even one more question plz. The IRM for CAM mod page says this: "The lots here cover only the ones in the IRM base pack, and do not include the IRM addon lots." I'm guessing this mean if I want to DL any of the expansion and add-on IRM lots, I'll need to CAM-ify them myself, is that correct? If so, can you give a quick idea of how to do this with the Reader? I'm guessing I will need to go in and apply a growth stage to any of the expansion and add-on IRM lots. Is that essentially what CAM-ifying something is? Lastly, if it is, does it just come down to personal preference of what growth stage I think a lot should be in my case?
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How do you define a "developed" agriculture
Daeris replied to TheMurderousCricket's topic in SimCity 4 General Discussion
Yes, SPAM adds a lot of new crops variety and new farms as well. In this pic below you'll see a bunch of wheat fields surrounding a recent little village I laid down. If you look at the wheat farm by the railroad track, you'll also see a pretty cool looking grain silo and tall grain storage building as well... fairly certain both of those are SPAM lots. SPAM adds wheat, barley, rye, rhubarb, and many others (not even sure of all of them). On one hand I like the variety, on the other hand there might almost be too much variety depending on your personal preferences. Seems there are several Maxis lots which are just like blank pasture, and I think Lettuce field has a green variety and a tilled dirt variety. I tend to just bulldoze any lots I don't like the look of, but I know CoriBoom have their anti-dirt field mod, and that's cool to hear they are releasing an updated version of it. I don't personally use that because I don't think it works with SPAM. I do use both together. I went into this having done reading and a bit of research and understanding that technically there are small conflicts (it's not a massive game-breaking conflict that will prevent gameplay). From my understanding, both mods do still work together, but you lose a bit of CAM industrial stages that really aren't used anyways. Key is, SPAM needs to be loaded after CAM (which should be the case naturally as CAM installs into a_CAM folder). I haven't experienced any crazy glitches yet, and as far as I can tell CAM is also doing it's thing. I can tell CAM is working because with it in place, my growing buildings are noticeably lower stage than without CAM in place. Without CAM, bigger buildings are instantly growing. So as far as I can see CAM is doing it's thing and stretching my growth stages out. Admittedly, I'm not an expert with either mod, so using both together will likely be a learning experience, and I won't be surprised if I experience issues as I grow and expand. Only slightly -- If you install SPAM second, then you sacrifice two high-numbered CAM stages. Since they're special-purpose stages (national parks and something else set aside for future CAM-elot mods that may never even have been made), and because I don't care about those things anyway, I just piled SPAM on top of CAM and never missed what I never saw. PS: To tempt fate even further, I also CAM-ified the IRM, so I'm using CAM, SPAM and IRM together. What could possibly go wrong? Thank you! I'm sure you're explaining this better than I am, and have far more experience here. Again, this is just what I've read myself, not what I personally attest to (since this is my first time ever trying to run the two together). =p- 19 Replies
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@Cyclone Boom @rsc204 I did it! I was missing this: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2177 It's plainly listed and I guess I just skipped it. Ugh, sometimes a long day at work gets the best of your brain. Thank you all again for your help and for being so kind.
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You know what, I bet it's this: Will install and find out. UPDATE: Unfortunately not this.
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@rsc204 @Cyclone Boom Oh no! Well I'm both hopeful and a little bummed. Hopeful, because I guess you could say I'm on the right path and this is definitely going to look much better than the base game once I get it figured out. I deleted the old Industrial zones, and re-zoned, and all this grew. Seems like I must be missing a texture somewhere? Which is strange because I'm like 99% sure I absolutely retrieved all the dependencies listed for IRM. Any of you know of a hidden texture dependency I might be missing?
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simcity 4 Sharing Plugins Folders - Discussion
Daeris replied to Haljackey's topic in SC4 - Custom Content
What an interesting and eye-opening topic. I haven't read absolutely everything, but I think I'm caught up on the gist of everything. My .2 cents as a returning player --> It is slightly daunting to go down the rabbit-hole on mod downloads, especially considering the user typically needs to jump across several sites and track down dependencies (some of which have their own dependencies). Additionally, since this spectacular game has been out for so long, many of the old links may be broken, not up to date, and generally a mess. It definitely requires some time and dedication to sort things out. I can absolutely understand how this might be daunting to new or returning players, and why they would be interested in modpacks of some kind. HOWEVER, I also do agree that there are many benefits to building up your own plugins (which I'm only starting to do once again). First off, it does help you learn about the game, and how it works, and how all of the files work together (at least in a general way). It also promotes new discussions with ongoing active members (who have all been very helpful with me), and so therefore can forge new relationships and connections and further growth in a way. I don't have much to add, and as I'm not a creator I have no right (nor the clout yet) to really try and offer more opinion on the deeper aspects of this debate. I can absolutely see both sides, and I think (and hope) there must some compromises that can be reached. Preserving this game for the future will require we continue to embrace new and returning players, but all of this must be done with utmost respect of the content creators. I'm glad to see civil discussion on this, and I hope we all can stay civil (I'll be a wall-flower watching this post). =p One thing I'll add for me personally (which may apply to others like me)... In my case, I'm not so much looking for instant modpacks to download to save me time, but I'm much more interested in perhaps some tutorials or help-threads (perhaps they exist?) on the best ways to optimize ones Plugins folder. As mentioned, even though it's daunting, I ultimately don't mind building up my own Plugins, and I feel like I'm learning a ton and getting to meet & discuss things with all of you. But I do feel like I haven't optimized my Plugins folder, and I'm much more interested in what all you vets do there. I know several of you .dat pack (I have no clue how, but I suspect I could learn no problem). So yeah, anyways I'm rambling as usual, but just kinda wanted that to perhaps be part of the discussion. There are some of us new and returning players that don't mind building our own folders, we just want to know we are doing it right and optimally! -
@CorinaMarie @rsc204 Ok, I've downloaded the reader and trying to get acquainted, this is definitely beginning to head a bit into the over-my-head behind-the-scenes category, but I think I will be able to figure it out. I've located the "LotConfigPropertyZoneTypes" value, and should be able to adjust those for any industrial lots I want to tweak, and then resave a new copy (keeping my original .SCFLot file in case I make any mistakes. One thing I've noticed, is a lot of the IRM lots already seem to have this zone value assigned properly (no surprise there I suppose). ^For example, the IRM I-HT SkyLimit Satellite Research center is already designated as I-HT (and nothing else). Again, no surprise. So I'm guessing I may only run into a snag for older or non-IRM industrial lots I've downloaded (again not many, but I will look through them all). Thanks for your help, if you think of anything else that might be helpful, lmk, again this is heading into over-my-head territory, but I've always been a decently quick learner I suppose.
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Natural Growth Philosophies / Mindsets
Daeris replied to Daeris's topic in SimCity 4 General Discussion
Thank you Cori! Next up on questions for you may be about tax strategy to correlate and help with the natural growth method, but first need to better know what I want to ask. =p Oh oh, and probably some questions about how to best capture in-game screenshots, and better document the transition of cities and regions over time (like that animation you linked, which was sooo cool). For me, yes. I think a lot of this game is figuring out creative ways to overcome "flaws" or restrictions the game places on us. I think your solution is already a great one, and while there may be some slight graphical issues, it sounds like placing and then rotating the view is fine enough to at least forget about them.- 394 Replies
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Natural Growth Philosophies / Mindsets
Daeris replied to Daeris's topic in SimCity 4 General Discussion
Thanks, don't worry me too! Unpictured across the river is a sprawling residential district But this is just all really good practice!- 394 Replies
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@rsc204 Thank you for your help and for recommending the IRM CAM variant. Quick question if it suits you. The mod page mentions: "As with the original IRM, the separation of industrial lots into two different zone densities only works if you do not have any other non-Maxis industrial lots in your plugins. If you do, you will have to use the Reader to change the "LotConfigPropertyZoneTypes" attribute of each additional lot, so that it adheres to the IRM setup. Additionally, if these lots are not CAMpatible, they should be converted using the PIM-X tool. Otherwise, these other industrial lots will clash with the IRM or the CAM." I don't have a ton of extra non-Maxis industrial lots in my plugins, but I do have a few. I'm not quite understanding what I need to change on those lots. Can you explain this in other words? I haven't messed with the Reader to make any adjustments on anything yet, but I was thinking about snagging it to try and adjust a few other .dats. Guessing I should definitely snag Reader if I'll need it to adjust some lots. Just not fully understanding what I need to change.
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Natural Growth Philosophies / Mindsets
Daeris replied to Daeris's topic in SimCity 4 General Discussion
Just wanted to share a few screenshots of how much I'm improving (at least I think I am, lol). ^This is the north/south STR railway interchanging with the DTR east/west line (interchange out of frame to the east). ^This is Sweetheart, a little fair town.- 394 Replies
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Oh wow, yet another mod I wasn't even aware of. This looks great! I knew IRM wasn't CAMpatible, but had no clue there was even a special version for CAM. After a brief glance, it looks like I just need to ensure IRM CAM-version loads after CAM. Is this as simple as utilizing the z-folder naming trick? I noticed my CAM install actually installed CAM into an a_CAM folder, so I think that author basically did so to ensure it's most likely loading first. EDIT: Instructions on IRM CAM variant page: "To do this, place it in a folder within your plugins folder which comes alphabetically after the CAM folder."
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Natural Growth Philosophies / Mindsets
Daeris replied to Daeris's topic in SimCity 4 General Discussion
@CorinaMarie @Lucario Boricua I was able to get the tunnel through, with your advice on ensuring at least 3 tiles to traverse through. Thanks so much; still a long way to go and so much to learn, but I'm happy I was able to terraform this spot to be useful in the way I wanted.- 394 Replies
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Since I'm a returning player, perhaps this is just a case of me not remembering how crummy the old ground texture is for dirty medium-density Industry. I've seen some other screenshots where I guess this just seems to be the texture. I would say, perhaps it's eye-opening to me to start, since I am using CAM, my first industrial area is basically only growing super small warehouses and such, and therefore all the open ground space is being filled with this ground texture (making it more noticeable). Perhaps as I enter into greater growth stages for dirty industry it will become less apparent.
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Ok, without CAM bigger industry started growing right away.... this is expected since with no CAM the growth stages aren't as stretched out. However, those actual ground textures are still looking garbled and definitely a mess: Can anyone confirm, is this just what the industrial ground texture is supposed to look like? Definitely seems off to me. Going to mess with SPAM now and see if somehow it's related there.
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Going to mess with this and see if this problem may be CAM-related somehow. Or perhaps my first glitch of trying to run CAM and SPAM together. Investigating.
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@rsc204 @SIM-ple Jack Hiya, I am reviving this thread from about a week ago because I am actually realizing I'm experiencing this too. I do not have Industrial Revolution Mod installed, and from what I'm seeing these garbled textures are in base Maxis industry buildings, such as Dolan Dye and Farley's Foundry. Not sure what may be causing this, as I don't think I have any industrial texture mods installed, but I'll have to go on the hunt. Any ideas?
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Natural Growth Philosophies / Mindsets
Daeris replied to Daeris's topic in SimCity 4 General Discussion
Thank you, Lucario told me that on the Discord as well. I bet that's it! You guys are the best.- 394 Replies
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Natural Growth Philosophies / Mindsets
Daeris replied to Daeris's topic in SimCity 4 General Discussion
Like what the heck is going on here? I'm trying to create a tunnel from a north/south railway that will pass under my east/west railway, but nothing working to let me tunnel here at all. Why is the game not letting me create a tunnel here (image below)? Note: Of course, not trying to actually have a crazy rock jutting up like that. I'm just working on things here and not succeeding. It wasn't letting me create a tunnel at any height, so I raised it super high thinking it must let me, but nope. Something wrong with my BRF slope install perhaps?- 394 Replies
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Natural Growth Philosophies / Mindsets
Daeris replied to Daeris's topic in SimCity 4 General Discussion
Oh wow, this would be fantastic coming from you, but no rush at all. I'm basically just soaking in all knowledge I can on this region's playthrough, so whenever you'd like, and I would be grateful!- 394 Replies
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Natural Growth Philosophies / Mindsets
Daeris replied to Daeris's topic in SimCity 4 General Discussion
Ok all, reloaded my question gun! Pew pew! Obviously many things work to increase the rural look of an early town, but I want to focus on bridges a little bit. I need a lot of work there I believe. I'm currently working on a railway crossing which I want to just serve as an early low-tech crossing of the primary river in my region. I do have the BRF slope mod installed, FYI. I'm noticing that you can simply make a level bridge across the gap, but it really doesn't work as eye-candy and enhance the rural aesthetic of the area. Instead I'm wanting to create a natural embankment, which seems how bridges would likely be built at the stage I'm at. Here is my first attempt: ^Definitely not thrilled with it, however I think it's ok for now. Slightly raised embankment, to enable ferries beneath (I figured this is important, since I'm starting to incorporate rural ports in my cities now). I went with brick rail crossing to keep the look simple for now, and give me something to progress towards for future crossings. I do notice the slope mod is going to take some practice, but will make me a better terraformer & infrastructure engineer in the long-run: ^I've noticed with the BRF slope mod, railways of course have the longest slope smoothing. However, I've also noticed something strange here, when connecting rail to the bridge, it not only generates the gentle downward slope from the bridge, but it seems to then make a gentle dip into the terrain that was already level (the dip into the ground was created on the left). Not really understanding this. It's doing this a good chunk of tiles away from the bridge, so I don't know if it's the slope mod just not having enough space to make it level or what. I'm going to mess with things more, but was wondering if: People could share some of their more rural and/or natural looking bridge constructions, where you took advantage of the nearby terrain even! People could provide their tips & recommendations on becoming more skillful here. My forum search results show these 2 threads which seem promising: @Lucario Boricua's own Earthworks Tutorials (he seems masterful with this stuff): This bridge-building tips post:- 394 Replies
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Natural Growth Philosophies / Mindsets
Daeris replied to Daeris's topic in SimCity 4 General Discussion
I'm still a NAMnewbie, so take this as just my .2 cents, I'd say any menu you guys pick is fine, but probably nestle them lower in the menu as they seem more specific in use.....although, this does make me wonder other uses of these plops. Can you in theory plop them anywhere as aesthetic streets?- 394 Replies
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Natural Growth Philosophies / Mindsets
Daeris replied to Daeris's topic in SimCity 4 General Discussion
Oh wow, awesome! I'll start putting it to use right away. Thanks for this, I trust you'll get some great use out of this as well. As for the acronym,, I'll leave that to the masters. =p- 394 Replies
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Natural Growth Philosophies / Mindsets
Daeris replied to Daeris's topic in SimCity 4 General Discussion
Unknown, but I'll let you know if I find out. Side note, love the look of that!- 394 Replies
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Natural Growth Philosophies / Mindsets
Daeris replied to Daeris's topic in SimCity 4 General Discussion
@Flann Thanks again for those helpful dragging options for rail; I'm already starting to get the hang of it. @CorinaMarie Here is an S-curve btw, which I just figured out (didn't see it in Flann's post or I overlooked; sorry if I overlooked). Lay rail next to the STR you want to S-curve from: Drag from STR directly over 1-tile onto the new rail (ortho), and poof, there you have it.- 394 Replies
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