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52 PopularAbout TheCraftKid
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Hey man, I've loved your Simcity modding guide so far, when are you going to post something new there? And I may be able to help with the agriculture project, since I am a programmer aswell

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pipe overlay for freight?
TheCraftKid replied to roberto tomás's topic in SimCity (2013) Modding - Open Discussion
Seriously, the heavy data layers are one of the most under-appreciated things about this game, but here we go: There already is a data layer for freight, and it's the industrial one. By the residential and commercial resource maps, you'll find the Industrial Map which shows the bars for the factories and freight trucks in your city. The commercial map should show which commercial buildings are low on freight. Freight is not a pipeline entity. It's an agent represented through freight trucks. -
Define "doesnt work." Tell me what you see. I'm assuming you A) wanted UDoNs, the other mods which adds a highway and one-way roads or B) didn't install that one mod correctly that you did want. Try installing UDoNs. They can be found here: make sure to read the instructions before you install.
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Building over the borders
TheCraftKid replied to k0rdian's topic in SimCity (2013) Modding - Open Discussion
Uh... That's a problem I haven't heard of. You've restarted the game and tested the Orion 4K boundaries, right? When you try to plop a building, does it let you select a building and move it around in-game? Can you drag the model of it on the plot, but does it disappear when you place it down? Just tell me anything unusual. -
There is no place to download the RCI Plop Mod
TheCraftKid replied to dippypants's topic in SimCity (2013) Modding - Open Discussion
Correction: Project Akar has most of the things you don't want. The idea is that Project Akar was for main menu structures such as roads and custom content, while Project Avalon is really the menu structure for All RCIHC Plop. The reason they're not separate is because 1) Project Akar was a part of a package with Orion which let you build outside the 2K boundaries in a new, extended vanilla-like package. 2) Project Avalon needs many things that Project Akar supplies. It wasn't supposed to be separate. -
Can't download the pedestrian road mod
TheCraftKid replied to ryanmcchan's topic in SimCity (2013) Modding - Open Discussion
Please give a bit more information. Maybe it's your internet, maybe the servers were down. Have you gone to the pedestrian path page and try to re-download the mod? -
Merge two conflicting mods
TheCraftKid replied to roberto tomás's topic in SimCity (2013) Modding - Open Discussion
Oh yes - this is also called overriding. Mods that load first always override the ones which come after. Dang it, I forgot about that simple feature. -
School of Ecology idea
TheCraftKid replied to roberto tomás's topic in SimCity (2013) Modding - Open Discussion
Wow - this is one of the most plausible mod ideas I've seen in a while. For now, I'll say this can be done in a week or two, so keep your eyes open. All we need is to change a couple of requirement bins, put new buildings into the game, and ba-da bing, ba-da boom, we're alright! I'll get back to Operation: Ecology later.- 1 Reply
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Trouble with Akar/Orion
TheCraftKid replied to griptor's topic in SimCity (2013) Modding - Open Discussion
Oy. Have you re-downloaded and reinstalled? Do what CapTon said and launch the game with All RCIHC Plop and launch it again without it. Is there anything else going on? Anything a little less suspicious? The only thing I even find remotely unusual is the Pedestrian Path 2.0B folder. Maybe try deleting that. -
Military base Mod
TheCraftKid replied to Riosrock2's topic in SimCity (2013) Modding - Open Discussion
That won't only take quite a bit of modeling and new textures, but it will take massive amounts of re-scripting. Using the Academy as a base would help, but I don't think any of us know how the overarching systems in that work. I know why each component works, but how the code connects is a mystery. Honestly, you're being a bit too optimistic, even for me, about the amount of material which can be put in a mod today. This request is something I've seen out of the 2013-ish SimCity community. Maybe something smaller at first so we can know our boundaries, then we can begin with the massive scripting. I would like the (basically) Expansion Pack, so I'll just label this as Operation: Soldiery. I do appreciate the optimism, because that optimism will bring back SimCity into the silver age of modding. -
What Does This Community Need?
TheCraftKid replied to TheCraftKid's topic in SimCity (2013) General Discussion
Well, thank you everyone for the responses! I'll just respond to some to keep the conversation going. True, but this is community is newer and prone to more curiosity. I hope people who always complain about how there isn't a mod for something will actually make their own mods once they have the resources, time, and knowledge to do so. I'm not even sure how to patch a bug with a mod. There was one for a streetcar avenue tunnel bug, but I think most of the bugs lay in some of the json file scripting. Moving/copying some other Arcologies from SimCity 2000 into this rendition of the game would take someone with skill with modeling and lot creation, ie., Danny50205 (who is working on a city simulator project). It'll come in a while; I just know it! Limits bring creativity. That's all I can say; however, the number of maps isn't going to change unless someone like you cares a whole heck of a lot, nothing's going to get better, it's not. Well, thank you! I do like the logic used in this post, and yes, I would agree that mods wouldn't actually fix everything, but for right now, I don't want to wait another two, three, or ten years for another awesome SimCity. Even if I did, that would have to be one freaking awesome game; it actually would probably be pretty awesome, considering what was learned from this game, but EA just wouldn't allow that experimentation unless they had a change of heart, or the industry is just "suddenly" changing its ways. I'm glad you do like the game and actually acknowledge its weak points. I'm just like you when it comes to finding the flaws in things: I have to really look and dig into the mechanics Besides, I'm presuming that this community will eventually get as advanced as the SC4 community. They fixed most of their bugs! Due to community feedback, I'm currently setting up the SimCity Lexicon on a wikia page until someone wants to host a server for a massive website or something, but at that point, I wouldn't know what to do. I totally agree. It is impossible to create a realistic sprawling metropolis without being able to connect up the cities side by side. That is one of my biggest complaints about SC2013. Yes, but that always goes against the developers' game theme of having multiple cities interacting with each other. Project Orion does let you, in many circumstances, have a city plot which lines up with another city plot, allowing you to have some overlap in making a sprawling mega-city. 1) That's two words. 2) That's more along the lines of an Expansion Pack or DLC, not not a simple mod. The main difference lies in the amount of work: mods can be whipped up in a couple hours/days. DLC or EPs take weeks to months. Military is a broad topic, and it's more suited to something like a Cities of Today Expansion Pack. I totally agree. It is impossible to create a realistic sprawling metropolis without being able to connect up the cities side by side. That is one of my biggest complaints about SC2013. I don't want the cities by each other as much as I would like to use a map editor be able to make a TOTALLY FLAT MAP to make up for the small city size, maybe with some water on one edge. So tired of using the handful of flat maps in regions. Oh, and it would be nice to place the oil/coal/ore deposits downwind of my residential. Honestly - I know this is a dead horse - but they gave us curved roads and in the same sweep made them inefficient to use with the small city sizes. That's an interesting perspective. I've heard that one during the beginning of the SimCity controversy; however, I think having totally flat maps can be pretty boring in terms of character and variety. The cities would either look like big blocks of high-density cities, or something that looks pretty bland. As mentioned, the devs had a plan in mind with the game including real-life trade-offs that usually happen when natural resources don't mix with peoples' preferences. -
Five minutes isn't enough to even enjoy a game, much less get an general impression. I didn't get my first impressions of SimCity 4 until last year. I first thought, "How the heck could someone play like this"? "Everything is so clunky and unusual." I eventually got to love the game for all it was, with its many features for massive spreadsheet-based simulation and classic humor. I just didn't like the try-hard realism. I don't see how these graphics are "watered down." SimCity 4's graphics were "watered down" from the fact it was in 2.5D, compared to My feeling is that you are either a) incredibly biased against the game for unknown reasons or b) you just really wanted to troll people and say you don't like the game. Why would you even come on the forums just saying. "Yo, I don't like the game"? I'm not trying to argue here, but at least take the time down to play the game before you publicly tell everyone that you bought the game, spent five minutes playing it, and thought "it wasn't for you."
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Merge two conflicting mods
TheCraftKid replied to roberto tomás's topic in SimCity (2013) Modding - Open Discussion
You shouldn't have to do anything in this situation. If they don't work separately, putting the two package files together won't do anything. I don't know why one would override the other. One modifies rail bridges, but the other modifies streetcar bridges. If you really want the two together, you would open SimCityPak, add the packages you want to merge, then select all of the files and export them as one package. -
So SimCity 2013 community, does anyone know what would make their day in SimCity? Tell me what you want most right now, whether it is a mod or something you want to see in a city. I'm only asking this because I would love to see the SimCity 2013 forums to be as vibrant as the 10 year old SimCity 4 community. Remember, some want new instructions for modding, others want something like a wiki where all of the information for the game is. Personally, I would like a place where all of the technical parts of the game are located, like a SimCity Lexicon of sorts. There, information for RCI and traffic mechanics could be! Maybe this could be a place where mod information, in depth, could be found! What about modding tutorials? We need those! Would the SimCity Lexicon make sense? Most importantly, what do you feel like the community is lacking? Please tell me!
