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Look like It's Done.....81 Tiles Mod
Natir replied to Mr_Maison's topic in Cities: Skylines Modding - Open Discussion
I really want to love this mod. My main gripe is the map editor. I cannot select a different starting point and have never been able to with this mod. You are maxed at 57 (or was it 59?) tiles so the fact that is says 81 tiles is very misleading since you cannot unlock 81 tiles. I just want a 49 tiles mod as that seems to be a nice number in terms of an even amount of tiles (7x7) which we know can be unlocked without too many issues. It would be nice to have a 49 tiles mod and then have an optional mod to go along with it that unlocked the tree/object limit. Whoever was working on the tree limit remover has taken the mod down. -
Umm. It is one .zip file; in fact, there only is ONE file in that .zip file. I cannot simplify the installation process. Download file. Extract file. Move file to /SimCityData folder. Make sure UDoN is installed. Use. Seriously. If UDoN is needed, you should make note of that in the installation section and put a link to it. I think that is where the confusion is coming from. You guys have oddly enough, left that part out.
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- river making
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That's what I'm getting from it. Although, I didn't think they did that either. I just thought that the resources were moved into a different place. I just tried it again to make sure and the resources stay where they are (outside of the UI shift if that still happens). Just wanted to point out the image is very misleading and people may think the mod actually increases the amount of resources on the map. Thank you Natir, I will fix the resources image. No problem.
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- project orion
- extended map
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That's what I'm getting from it. Although, I didn't think they did that either. I just thought that the resources were moved into a different place. I just tried it again to make sure and the resources stay where they are (outside of the UI shift if that still happens). Just wanted to point out the image is very misleading and people may think the mod actually increases the amount of resources on the map.
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- project orion
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Only cosmetic and a couple UI mods work offline (like extended worker data, etc). I believe all mods that require offline only tell you as well. You will experience rollbacks if you try and play online with them if it states offline only. I believe that you meant only cosmetic and a couple UI mods work online sorry, but just wanted to clarify in case anyone got confused by your answer. Yeah, sorry.
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In the Image 4 you guys linked, do resources get stretched/increased that much with what was in the ground? I didn't think it did that. Am I wrong in this?
- 6 Replies
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- project orion
- extended map
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Only cosmetic and a couple UI mods work offline (like extended worker data, etc). I believe all mods that require offline only tell you as well. You will experience rollbacks if you try and play online with them if it states offline only.
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confused about mod installation
Natir replied to code99's topic in SimCity (2013) Modding - Open Discussion
All mods go in the SimCityData folder. 2 scrips go into the packages folder if your mod needs it. It should be packaged with it or tell you if it does. Any mod that lists their entire mod goes into the UserData/Packages folder is outdated. Ignore it. -
- 412 Comments
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- 601 Comments
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- user interface
- akar
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Sure, but you've got the picture so you can see ... the price is increased ca 27000 to 70000 ... 2000 to 20000 barrels costing from 756 to 1100 capacity increase electricity ca150mv at 225 mv and so for each individual .. Sometimes I just like seeing a text version. This site isn't friendly when loading things all the time. I also love being able to see what changed side by side and sometimes a picture doesn't do it for me. Just a suggestion! Either way, keep up the good work.
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Building requests - Discussion
Natir replied to Danny50205's topic in SimCity (2013) Modding - Open Discussion
The White House - Landmark The Pentagon - Maybe provide something to do with police force? Not really sure... If nothing else, just a landmark Capital Building - Basically model this after any capital building each state has, etc. Landmark class I guess. This would basically be where "congress" would meet. Fort Meade/NSA - Either landmark or great work These are just a few "political" type buildings off the top of my head. I think it might be neat to build sorta like a "capital" area in your city with the town hall and maybe the capital buildings and whatnot. These buildings could also be considered educational buildings as well I suppose. Yes! I would love to have a zoo and have it be an attraction for tourists. Would go great next to an amusement park (next to a gnome, of course). -
Maglev and Subway or Roads with No Traffic Lights dilemma,
Natir replied to Yayie's topic in SimCity (2013) Modding - Open Discussion
Well I will be dammed... Thanks for the info.. I gave up on that section of roads -
Name Convention Standards to help Users (FEEDBACK PLEASE)
Natir replied to xoxide's topic in SimCity (2013) Modding - Open Discussion
You are not understanding what I am talking about with the dates. The dates in all the mod files are not being updated by your teams. They are still stuck on July. It is the middle of August now. Version numbers are also not changing as well after there have been countless changes to some mods. Some mods update the version number in the file name while some do not. If you need that information in for the mod managers (which I find it funny that SimCity 2013 is the ONLY game that needs it in the file name), it needs to be correct for those not using a mod manager. There also isn't a mod manager out yet so it is actually quite confusing why you guys keep referencing something that is needed for something else in development. Can you explain a bit more on why all the info for the mod manager is needed in the file name structure and not the file itself?
