-
Content Count
8 -
Joined
-
Last Visited
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by Mardoin69
-
Did you lose interest in this mod... or your future updating of it as you described in earlier postings? It would be super awesome to be able to debug most of the game... when having mods added to it. So many mods are incompatible or broken and if this tool could identify those things, it would be super awesome. Edit: Also, why is there two identical files when using the 'download' option? Maybe I'm asking too soon... will take a look at both to see if I can figure that out.
-
FREE Roads and FREE Road Upgrades (All Roads)
Mardoin69 commented on Idealcastle's file in SC13 Roads & Traffic
I don't normally like the 'cheat' type mods. But, after playing this game several times... I find myself spending a ton of money just trying to get the roads designed 'properly' due to my OCD. In fact, now when I start a new region + new city, I have to use the Alt+W cheat to gain enough funds... just so I can spend it all planning out my entire city for roads. Mainly cuz I tend to second guess myself or find I didn't leave enough room or too much room and have to delete it all and start over. So... this mod is kind of a QoL mod in my case. Just going to eliminate the headache making them free. Then I don't need to cheat my budget... problem solved. Thx so much for the mod. -
[SC13] Ultimate Mod Guide 2025
Mardoin69 replied to MegaRapidz's topic in SimCity (2013) Modding - Open Discussion
So, I'm following this guide to the letter. But, I'm curious about a few comments in the 'additional mods' comments section. In the 'better knowledge networks' mods comments, people were claiming bug issues when using the "electronics2.package" and seemed to resolve it by instead using the other file included in that download. Specifically, the electronics1.package. However, the mod authors details suggest the 2nd package is to be used IF you also have installed Nikola's 'Upgraded' processor factory and Consumer electronics factory. Since the 2020 Mod Collection DOES include those, I would assume I need to use "electronics2.package" and not the first one. I'm wondering... did those people just not have those upgraded factories which led to their issue? Or, should I swap it out with the first one cuz #2 will cause me a bug issue? In the 'No cars for students' mod comments, the last reply was about the naming of the mod causing possible conflicts... quoted Hi for some reason my game crashes after a few seconds of running when I run this mod. I've even tried renaming the mod to "00studentsnodrive.package" as the current name would go against mod load order rules. end quote. So, now I'm wondering... should we be adding in some numbers to the beginning of the file names for these 'additional mods' in order to ensure they receive a specific load order? Or, maybe that person was just trying to use a conflicting mod? Thanks for taking the time to create this posting btw. It's a good refresher about adding mods to the game--which I replay once in a while. And, having a single mod package to download--revised--for the current state of the game makes it much simpler. Thank you. Edit: So, another issue I'm seeing is; without the 3k extended boundary mod, some of these other mods are seemingly useless--mainly the 'Regional' stuff. Or, maybe I'm just not sure how to do anything outside the city boundary--where the 'Regional' connections would be useful? I also can't find what this one particular mod package is for: "004_GAMEPLAY_EXTENSION-OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140716_1_0_OmegaPipeLineRegional.package" I've searched every mod on the site and can't find a match for this file. If anyone knows, maybe chime in here please. -
SimCity Revisited in 2025
Mardoin69 replied to MegaRapidz's topic in SimCity (2013) Modding - Open Discussion
I'm not sure if some people's ban situation was due to this but, there has been a hacker on the Simptropolis site in the past. I paid for some security services which listed this site as having been hacked. Also, my profile data and login credentials (along with a lot of other members) was collected and distributed / sold to other hackers (or, interested parties) on the dark web. It's been quite some time ago that this happened and the security service (along with my own due diligence) resolved this security breach for me. I made sure to change up all my login credentials of course. I thought I should mention this for anyone who hasn't changed up their login credentials in a long time. They probably should. -
Better Knowledge Network (electronics factories)
Mardoin69 commented on kowism1's file in SC13 Game Mods
- 5 Comments
-
- 1
-
-
Better Knowledge Network (electronics factories)
Mardoin69 commented on kowism1's file in SC13 Game Mods
- 5 Comments
-
This is a good question that should be answered if possible. When clicking the download link, it gives option to download 1.0 and / or 1.1 With my past experience choosing mods, I'd say it's just allowing for the 'option' to install the older version 'IF' you wanted it instead of the newest version. But, there have been times when you need to first install the old version and then 'update' (or overwrite) it with the new version. I believe that's what people will be wondering (confused) about. I'm going to assume it's just a 'choice' and not a 'requirement' for both. Edit: Also, thank you SO much for this mod. My ocd kills me with this game cuz of how poorly implemented the road guides seem to be in Vanilla / default game. Constantly terring out roads later when I find I needed more space to fit the later gamestage buildings correctly.....ugh. This is such a huge time / money saver. Probably THE most important mod imo. A must have first mod to get SC2013 working properly. TYVM.
