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Missing I-R jobs in Census Repository 4.0
Tommy Vercetti replied to Tommy Vercetti's topic in SimCity 4 General Discussion
No problem. Thank you for taking a look into this- 14 Replies
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Missing I-R jobs in Census Repository 4.0
Tommy Vercetti replied to Tommy Vercetti's topic in SimCity 4 General Discussion
Thanks for your comment, @memo. Yes, I reassure you, I did create the zip before deleting the subfolders from the cache. Yes, this is exactly how I did it. Firstly - un-star it, and then pressed on the "Update All" button. In fact, this is the only way I know that makes a change. If I didn't click that button - nothing would have happened. Please find it attached as requested - single zip, with the two files preserved inside. When I did it - it worked! And I finally see the memo.I-R-fix.dat file in the D:\SC4 Profiles\I-R Fix\Plugins\150-mods\memo.i-r-fix.1.0.0-1.sc4pac directory. Do you know why this was the case? No, I didn't have that; or maybe I had something similar before I've added the key to disable the download limit. I hope that helps. 36841-i-r-fix.zip- 14 Replies
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Missing I-R jobs in Census Repository 4.0
Tommy Vercetti replied to Tommy Vercetti's topic in SimCity 4 General Discussion
Hello @memo, Thank you for your comment. I've followed your advice, however I still get the same result (after deleting the subdirectories as you've suggested) unfortunatelly. My cached directories happen to be rather big, so I've uploaded them to my Google Drive. Please find the archive here. There is a chance that Ulisse is right and I did mess something up; but with this profile and this directory I didn't move files around.- 14 Replies
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Missing I-R jobs in Census Repository 4.0
Tommy Vercetti replied to Tommy Vercetti's topic in SimCity 4 General Discussion
Yes. Sorry, but it is not there. I've created a custom profile for the sc4pac and just added the I-R Fix mod. It pulled a few dependencies, but at the end - that fix is not there. Can you test it yourself as well please? I've added screenshots (didn't want to bother with the Loom video).- 14 Replies
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Missing I-R jobs in Census Repository 4.0
Tommy Vercetti replied to Tommy Vercetti's topic in SimCity 4 General Discussion
This is good to know. Then the issue is maybe with that mod, because when installed via sc4pac neither CAM_IR_Fix_Exemplar_Patch.dat file nor memo.I-R-fix.dat one are there. P. S. Thanks for pointing to the manuals. Found the mod in the section at the bottom.- 14 Replies
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Missing I-R jobs in Census Repository 4.0
Tommy Vercetti replied to Tommy Vercetti's topic in SimCity 4 General Discussion
Huge thank you for your expanded response. I've decided to test this scenario with and without different plugins and I think I found what is the issue. First of all (and least) I've noticed that when you download the I-R Fix mod manually then the downloaded file is called memo.I-R-fix.dat and its size is 2KB. If I use the sc4pac to download it - then I get two files - CAM_Main_Controller.dat (18KB) and CAM_PlayStyle_Extended.dat (30KB). Now, I didn't double check if there is any difference in game mechanics when installed manually VS via sc4pac but bear with me please. The issue was with the CAM when installed via sc4pac. I've done file comparisson and noticed that in the variant from the sc4pac there is no CAM_IR_Fix_Exemplar_Patch.dat file present (under the "Plugins\050-load-first\CAM.colossus-addon-mod-core.3.4.1-1.sc4pac\1 CAM Core" path). When downoading CAM manually though, that file is present. When I moved this file - the Census Repository started to correctly display the farm data! Can anyone test this for me as well to attempt to replicate the issue please? To test, just create a new city with some residentials and farms, plop the census facility and check on the right hand side of the census window (under the REGION column) if the value for the "Industrial Jobs" row remains zero. Thank you in advance guys. P. S. It wasn't an issue with Less Abandonment - and no, I didn't find any documentation (including readme files) that stated that it isn't compatible with CAM (I checked both CAM and LA documentations) - not saying it isn't there, but saying that I didn't find any (despite careful searching).- 14 Replies
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Missing I-R jobs in Census Repository 4.0
Tommy Vercetti posted a topic in SimCity 4 General Discussion
Hello everyone. Initially I've posted my question under the mod's comment section directly. I was kindly advised to create a new topic instead, so here I am. I've started a new region (San Francisco) with CAM 3.0. I've worked on a single tile only - the small rural town, that is mostly comprised of low-wealth sims, some shops, a little bit of manufacturing facilities and a lot of farms. I don't have any neighbour connections, nor any more cities in the region. I carefully read through a lot of info about the Census Repository mod and it's evolution history - a lot went over my head. But what I've noticed is that the "Industrial Jobs" value for the "Region" column doesn't take into consideration farms. From the screenshot you can see that there are 181 manufacturing jobs and 5,186 jobs from farms. Yet the total is indicated as 181. I am aware of the I-R fix, but learned that it is not needed to be installed separately when CAM 3.0 is installed since the latter arlready includes it. I am using the sc4pac package manager and indeed the I-R fix is installed as a dependency. But... the repository doesn't take it into consideration. Is it just a representation value bug that is contained inside the UI window only? Or does it reveal some bigger issue on the front of the demand/supply mechanic? Is it a bug in the first place or I am missing something completely? P. S. I've got a few more questions about this mod as well: Thanks in advance.- 14 Replies
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Hello all. I've read an entire 5-page work in progress "diary" thread here in Simtropolis about the work you've done to build this mod - and I shall say this is absolutely stunning how carefully and scrupulously you approach every detail to it - from testing to naming things to reflect the data clearly. I want to say thank you, @DeeKayOut for sharing your observations with the community; thank you, @CorinaMarie for vigirous debugging and testing; thank you @Kel9509 for putting it all together; thank you @Null 45 for contributions; thank you @Ulisse Wolf for translations; and of course huge thanks to @RippleJet for the initial mod, in the first place. I haven't been posting to the community before as I didn't really think it was all still active and alive, but didn't bother to check. It is fascinating how a 20+ years old game is still in hearts of many. And given I've been a software engineer myself - bow down to you for the efforts once again, from your fellow almost-colleague. That being said, there is another reason why I decided to reach out here. Basically, I came back to playing SC4 and, given I am an older guy now, I started to approach this in a more mindful manner. So I wondered - how can I check that my residentials and commercial/industrial demand/supply are in balance. In the beginning of the game we can seek that from the RCI, but later the demand is positive for both residential and commercial/industrial zones at the same time. But since I am using Cori's NKO mod I wondered - how can I know that I have enough medium and high wealth residents to fill the commercial and industrial job slots entirely. I thought - if I have toooo many low-wealth residents, and if I fulfill their demand with jobs, these jobs probably want to medium and high wealth residents as well (which I don't have yet). So I asked for help in Reddit. @Ulisse Wolf has come back to me and suggested I installed the Census Repository mod, which I did. Then I pretty much realised I couldn't make sense out of data that it presents, and then I read everything about this mod, including, as I've mentioned, the whole thread about the implementation of the 4.0 version. I kind of understand what the "Commuters or Vacant Jobs" means, and I understand why this couldn't have been separated into two distinct fields. But there are a lot of things that I still struggle to grasp. For example: What do the "3 months" and "1 year" fields represent? I saw the discussion that it seems these show the actual data that time ago, not the difference between now and then, however I saw some LUA formulas and there were delta values involved (now minus some time in the past). I still do not understand how the "anticipated regional growth" works. I saw in the readme file that if one loads the neighbouring tile (empty, but with the road connected from another developed neighbour tile), then the demand from another city will be shared with it. I've seen this effect in the past, but I didn't think about the numbers. But I saw some "10%" value flickering in the discussions. And also (the second point) that if I exited the city without waiting, then that demand disappears - can one elaborate a little what is meant by that? Do I need to save a newly established but still empty city and exit for it to disappear or I need to zone something first? I understand that demand disappearing is not a good thing, but I want to know how to replicate it, so that I could choose to avoid doing that. Am I right when I perceive the "drives" as the total amount of jobs an industrial/commercial unit can supply? And finally, I've uploaded a screenshot of my lone town in San Francisco region (that has no neighbouring cities, and in fact doesn't have any cities in an entire region), and for some reason under the "Industrial Job Supply" window the "Industrial Jobs" value in the "City" column is higher (like way higher) than the "Industrial Jobs" in the "Region" column - 4,889 and 181 respectively. For the record, the circumstance with the "Commercial Job Supply" is different - values under both columns match - which they should, in my opinion (if I understand the mechanic correctly - and I understand it that the "Region" column should be an aggregate for all the cities). For the record, I don't have dirty industries in my rural lone town - only farms, and a bit of manufacturing. P. S. I use Industrial Revolution mod, CAM, NAM, Less Abandonment and NKO. Looking forward to hearing from you. And apologies if I missed anyone to thank. Thank you in advance. Cori Edit: Standalone topic is here.
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high tech IH missing $$$ jobs fix (update!)
Tommy Vercetti commented on HeinBloed4711's file in Gameplay Mods
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Colossus Addon Mod 3.0 Out Now
Tommy Vercetti replied to Ulisse Wolf's topic in SC4 Modding - Open Discussion
What does this mean? I didn't find any incinerators after installing this mod. Also, does the waste-to-energy plant cost was changed to $42,500? I can't find any info about that in the documentation or changelog. Thanks in advance. Quite excited about the upgrade!- 5 Replies
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