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Everything posted by zbeginendz
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That terraforming tool. Such a handy little utility. Be nice if we had that then you could remove trees and do all kinds of things.
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Discovery Delta Total Region population: Over 18 million Simcity version 10.1 with mods. HuckleBerry Island starting off first lowest population city on the north east region side at 490,297 sims. Project Orion mod used along with many other mods used to make these regions hold gigantic cities that fit together like puzzle pieces.
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SkyePack Mods - MegaTower Problem
zbeginendz replied to Crystallyne's topic in SimCity (2013) Modding - Open Discussion
ausmayor: Yea, I was only using it to reach a population of 10,000,000 sims in one city. Remember this lol. I have no need for it anymore but I still like and use the Nikola101 building pop increase and freight mods. -
What I always wanted to see as a mod after experimenting with Orion. Of course this is just for fun. What I dislike most about regions is when you build a city in the region plot over you get a pixalated city look and you really can't see sims travel from city to city. It would be cool if every region around functioned like a working city like the current one you are building. This is probably impossible do to limitations and hard coded game engine. Yes. If you could do that then you could just skip the whole removing the pixalated city thing. You could have your normal city functioning and now that the space limitation is gone you will be able to place a giant udon system smack dab into the middle of a 2-3 cities spaced further apart. This would enable cars to travel far like in sc4 through a udon system like a Nebula interconecting each spaced out plot giving the illusion of what I said above the qoute. If you keep your main city functioning as intended and power/water can travel decently far which it does already then you could litterly build cities that mirror SC4 style. Imagine a giant Udon in the middle somewhere outside the 2k plot with 2-4 cities surronding it that you can see, not all pixalated creating a illusion as to say. But it still would be cool watching sims travel from one city to another. With the grid fully unlocked or unlocked to a 4kx4k atleast this would give enough space to plop buildings further away and enable a large udon system between them. They say unlocking the grid fully will break the game. No it won't. Only for those who are trying to still work within the boundries it would but when creating art, there are no boundries. We'd make it work. As long as power/water travel and sims can reach it through udon connections I don't see any issue for me.
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SkyePack Mods - MegaTower Problem
zbeginendz replied to Crystallyne's topic in SimCity (2013) Modding - Open Discussion
I ran into this issue long ago but I was not using skypack. I had them in manually. I kept demolishing the entire tower and having to rebuild the levels everytime I noticed water/power was not reaching some levels. I was using Megatower mod 1.3 at the time. I had no idea what would be causing a conflict. After rebuilding the towers I finally got them to work right but I wondered what the issue was. This was making it very diffiuclt to make fully functioning towers. I figured it was a mod conflict but with 100 mods between scdata and userdata it would take a long time to narrow it down. So your saying that if you have these two mods installed: - 009_OFFLINE_DLC_UI_O_ECTS_SUGC_TEAM1_20_0818_1_8_UDoN.zip - OFFLINE-ONLY_UniDirectionalNetworks.rar You can't have these two mods installed: - 003_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140814_2_0_PedestrianPath.zip - OFFLINE-ONLY_MaglevAsSubway.rar Maglev as subway is one of my fav mods. I like how everything is underground and it does not futurize buildings so this mod is mandatory for me. So when all 4 of these mods are installed it conflicts with megatower mod 1.3 and causes water/power issues in levels. Hmm. Thanks for telling us. -
Cheat: Fusion Power Plant (Single Player Only)
zbeginendz commented on xordevoreaux's file in SC13 Game Mods
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Nice! Did not know it could be done but you pulled it off. 5/5. What until Yayie see's this one. Pizza and Ice cream on me. I give it 5/5 stars. Looking foward to more videos with more ideas.
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Delete Regional Trees?
zbeginendz replied to dinoman88's topic in SimCity (2013) Modding - Open Discussion
Danny: Well thankyou for telling me this. Since Orion mod came out I always wondered if this was going to be fixed and was kinda waiting for it to be one day. Now that I know it is not, I know hope is truly lost for this. Oh well had my fun that's for sure. There is always glassbox engine 2.0 I guess. Modders: You have done some amazing things with the engine even with the limitations of the game so I applaud you all. -
Delete Regional Trees?
zbeginendz replied to dinoman88's topic in SimCity (2013) Modding - Open Discussion
The tool has been sitting on Maxis HD since release date if you wanted to know. That is bullshit and you know it. It can be done, they just dont want you to do it and Maxis will not release the tool. Maxis will not give the public the keys to the city and so it goes the game goes the way of the do do. You know I have played alot of games and it seems Maxis has really crippled the possiblites and made it hard for us on purpous. **** this. -
What do you want in Cities: Skylines?
zbeginendz replied to AidanA28's topic in Cities: Skylines General Discussion
Time will tell I guess for this release. So far so good. I hope it's combines the best aspects of SC4 and SC2013 together in one game. That would be the total package. With easier access to modding tools sounds like there could be many possiblities for mods also. There is always SC2020 though if not lol.- 307 Replies
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Delete Regional Trees?
zbeginendz replied to dinoman88's topic in SimCity (2013) Modding - Open Discussion
Well somehow my 3 airlanding strips above in the picture removed trees unless I am mistaken somehow and thought they did. It seems like Orion was never completly programed or finished. When you lay roads and place buildings this should remove the tree's automatically it's just not coded to outside the 2k zone. That's just hard to except. There has to be way. -
Ploppable Great Works (Offline Only)
zbeginendz commented on Danny50205's file in SimCity (2013) Buildings
Danny50205: Thanks for the tip on building them 1 at a time. Regaurding making a new greatwork. Can this be done with the existing Solar Farm greatwork? I find it really useless since 1 fusion power plant or even 1 nuke plant with mods will give you suffient power plus excess so it's not really needed. I'd like to see this greatwork replaced with something better if a mod like that was going to be done that is. But I guess I would not call the Solar farm greatwork useless because this replaces fusion and other types of power in turn so it's a trade off I guess. You can currently import new buildings using project akar's custom content tab but these are new buildings and landmarks, not greatworks. So all types of new custom buildings are now possible though.- 19 Comments
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Ploppable Great Works (Offline Only)
zbeginendz commented on Danny50205's file in SimCity (2013) Buildings
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This is an old post almost necrobumping. I had this happen to me a long time ago. Sounds like: Control Panel>System & Security>Power Options>Change plan settings Turn off the Display: Never Put Pc to sleep: Never Change advanced power settings: Hard Disk: Turn off hard disk after: 20 min put to never. Maybe this helps.
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Delete Regional Trees?
zbeginendz replied to dinoman88's topic in SimCity (2013) Modding - Open Discussion
watta75: Best post I could find for information reguarding the z axis. I dream of the day for removable tree's and no z axis plop see through in the 3k areas is gone. SUGC Team I am sure is working on this and they know exactly what to do they just have alot on their plate. It will just take time and everyone will have to be patient but it is sure a possibility is the bottom line. -
Yea they kinda are but it makes it more fun to watch. I just kinda was experimenting with udon nothing professional or super realistic but more of what I just thought up. I would like to make just one video that combines all this cities in one long viewing like SImValera did one day. I have an idea for an amazing realistic udon but only if Project Nebula mod was possible. I really like the udon on Washtub Fields though the most.
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Delete Regional Trees?
zbeginendz replied to dinoman88's topic in SimCity (2013) Modding - Open Discussion
Chappers: Pretty sure that they are a painted on the texture of the regionmap? Well your wrong but I could be wrong so I don't know maybe you are right. I have ploped an aiport way out in the 3k zone and it has no pop through on the z axis for some reason and removed the tree's. The airport I plopped removed tree's but it also can be done with parks but I had tree's still on my baseball fields but no z axis see through. Let me get those pics. As you can see in this pic, that is not the case and the airport has removed the tree's way out in the 3k zone. So I suspect tree's can be removed by just placing roads and buildings like you would normally and it has something to do with z axis plop through. -
Delete Regional Trees?
zbeginendz replied to dinoman88's topic in SimCity (2013) Modding - Open Discussion
Chappers: I don't think the tree's are. I think it has more to do with unlocking the z-axis area's in the 3k zone like it is in the 2k zone so there is no pop through. When you lay roads and buildings in the 2k zone the tree's dissapear and I suspect the same would occur once z-axis pop through is fixed. That would remove the trees. -
Show Us Your Project Orion Cities
zbeginendz replied to CapTon's topic in SimCity (2013) Modding - Open Discussion
watta75: You will have to plan out cities so that pollution does not interfere by checking were pollution is going and re route. It may take a few tries till you get it right. If your using orion mod you will have learn were your offsets are were to place pollution causing buildings. You can use this mod by Yayie to help out: -
Show US Your Interchange!
zbeginendz replied to Nico Robin's topic in SimCity (2013) Modding - Open Discussion
kentun: Actually that's Yayie's pic so he should get the credit. Glad this thread helped you with interchange ideas, I know it helped me. -
Delete Regional Trees?
zbeginendz replied to dinoman88's topic in SimCity (2013) Modding - Open Discussion
Well hopefully the dream is not dead then. I did not think it did this currently. CapTon gives us hope saying it may be able to do this one day though. -
RCI 1.1.4 no building shows in category and oppie mcdonald's & Burgerking
zbeginendz replied to blueguy052001's topic in SimCity (2013) Modding - Open Discussion
Have you figured it out yet? Did you put file SimCityDLCEP1-Scripts_287520926.package in userdata/packages folder? Everything was working right before installing RCI 1.1.4 mod? -
Delete Regional Trees?
zbeginendz replied to dinoman88's topic in SimCity (2013) Modding - Open Discussion
Do you mean Bulldozer tool can currently do this or did you mean it will eventually be able to do this? You do mean the tree's that appear through buildings and over top roadways that are currently not removable? -
Benedict: Thanks. Glad you liked it. Hopefully I will get some even better videos up eventually. Current Region total population: 19 million sims Barleycorn Point Population: 801,000 sims.
