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Everything posted by TheCraftKid
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Cannot bulldoze regional freeways.
TheCraftKid replied to AidanA28's topic in SimCity (2013) Modding - Open Discussion
Yes, unless if you installed Xoxide101's regional bulldozer, you can't bulldoze anything pre-made in the region. Just because it's a modpack that doesn't mean it's magical. -
The Basics #10: Power, Water, and Garbage
TheCraftKid replied to CapTon's topic in SimCity (2013) Modding - Open Discussion
It's not copying, per se, I'm going to give almost a course in SC modding. Not as crazy as some for SC4 lotting, but in-depth to the extent of what I know. -
Does anyone NOT use mods these days?
TheCraftKid replied to AidanA28's topic in SimCity (2013) Modding - Open Discussion
I have a 2011 computer, and the mods (UDoN and Orion) don't slow down at all. It only matters if you take advantage of using the extra space. The game only gets unplayable when you have virtually millions of low-wealth agents on the screen at one time. Having cheese in a mac and cheese bowl isn't bad until you out gallons of cheese in it. Think of that relationship. (I somehow got an FPS boost by reinstalling the game and using more intensive settings with 50+ mods than I did before I uninstalled the game!) You didn't give a definitive answer to the OP's question, though. -
The Basics #10: Power, Water, and Garbage
TheCraftKid replied to CapTon's topic in SimCity (2013) Modding - Open Discussion
Excellent job with the series, Luke. If I didn't learn myself, this would've definitely helped me get started. By the way, is it okay if I make some alternate form of documentation for modding on the forums? I just don't want anyone saying, "Why are you copying CapTon?" -
Does anyone NOT use mods these days?
TheCraftKid replied to AidanA28's topic in SimCity (2013) Modding - Open Discussion
I really only play mod-free to use multi-player mode, and someone should be asking that question, but I do play without them 20% of the time for nostalgia purposes and when I'm doing challenges I set for myself. I do use mods 80% of the time. -
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San Andrés, Estado de Boyacá
TheCraftKid commented on Bastet69008's City Journal Entry in Republic of San Theodoros
Is this even SimCity anymore? :) Excellent city, I love the vibrant colors and such realism. :D -
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Version 1.2.3
27,578 Downloads
Welcome to the world of riverforming! With this mod, you can make rivers, lakes, and canals very easily. It's very simple to use, and very simple to master. This opens up a whole new realm of gameplay in SimCity. You don't even need Project Akar or Skye Storme's Regional Freeway! Showcase Mayor Yuttho actually used Riverformers in his new channel video with Project Shinjidai to make some canals/moats around the city-on-a-hill. Check it out: Content Most of the time, you'll use the the Oceanformer. This is a path the size of a high-density street elevated 50 meters below sea level. This has the side effect of allowing water to show up on the surface. However, because of the game engine, water only appears at sea level. This means you can't create waterfalls or water in higher elevations. If you use UDoN's streets, the Riverformer is a more precise way to create rivers. The Riverformer is a UDoN freeway ramp statically set to be drawn 45 meters below sea level. The tool is very precise, especially more than Skye Storme's Regional Freeway, and you don't have to use special tricks to get water to appear. You would use the Riverformer primarily for forming rivers and other smaller water features, but this tool requires UDoN and will crash if you use it without the necessary dependency. Compatibility Game Compatibility Only certain city plots (around 30% of them) work as intended with this mod and can be used for riverforming. None, however, will crash the game. Although, even the ones which are successful are subjected to the map's water table; they are limited to a certain range outside bodies of water. Needless to say, regions without water are almost guaranteed not to work with Riverformers. TL;DR: if a city doesn't have water near it, you can't use the mod there, but if you can, there are some limitations. Mod Compatibility As far as I know, there are no issues with the mods 90% of the users on this site use. As for Project Akar, you don't particularly need it. If you use it, the Riverformer will be in the Waterways menu. For the non-Akar users, it will be somewhere in the Roads menu, likely towards the end depending on what other road-adding mods you've installed. Installation Download the file named "Project Agua - v1.2.3 - January 2, 2015". Once download is complete, extract the .zip file. (Just right click on the .zip file, then click "Extract All".) Copy and paste 1-1B-Game_Mods-Project_Agua_1.2.3-Offline-TheCraftKid.package in C:\Program Files (x86)\Origin Games\SimCity\SimCityData (Your SimCityData folder.) Coastline Tools These aren't necessary, but if you're working near the water, these mods are great for making your cities appear more polished. HintaaHyuga's Coastline Roads HintaaHyuga's UDoN Coastline Roads HintaaHyuga's Elevated UDoN Bridges (For water as well!) HintaaHyuga's Regional Ped. Path Coastline Roads (Possible) Future features Now, I'm not making promises, but I might do these things. $$$ The Money-Making Additions $$$ As a first, I will polish the mod with a new new icon image and marquee image. I just need someone on SUGC to help with that. I will find a way to make the road invisible, so your canal screenshots won't look like you cheated on the plot to make a city. %%% The Optimal Additions %%% Some higher roads, like only 7m below the water, might be added, along with the said roads being invisible. I know I would appreciate some dual-function waterways that act as boat-carrying paths and canalways. In fact, that will be the name. A new idea, Project Venice, may include: SUGC in-planning mod. On-the-water buildings. Multichannel shipping canals. New forms of gameplay (like MegaTowers, except different). More forms of river terraforming. This mod being merged into it Acknowledgements Xoxide101 - Oh my God this man. Xoxide has helped me from my beginnings on DevTest to being an active moral supporter of SUGC. He has kept me going throughout my time here. I know how long he's wanted me to actually release a mod, so massive props out to him. He deserves a hug. Yayie - From the first time I asked a question, he's tried to make an effort by helping me with some properties and giving some help when I asked. I still wish I was great at modding as he is, HintaaHyuga - She's one of the only girl modders for this game, and she deserves some credit. Julia has given me all I need from testing the mod to what I should refer to when messing with paths. I'd be happy to work with her on future endeavors! Shout-outs to all the people in SUGC that have unknowingly helped me in my quest to create my first mod.- 29 Comments
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New to SC and already depressed.
TheCraftKid replied to auggie1994's topic in SimCity (2013) General Discussion
Did you also know that cars on medium density avenues can't cross the barrier, but high density avenues can? The more you know. -
I think you don't realize that your ramps connect to opposite traffic ends. (Left side to right side traffic) Other than that, just try to make the curves a bit wider, because driving on that is a total nightmare.
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Project SUGCAM - We're (sort of) Rolling!
TheCraftKid replied to TheCraftKid's topic in SimCity (2013) Modding - Open Discussion
This is interesting because it opens up whole new supply chains. For example, Wheat -> Bread, or Wheat + Sugar + Dairy -> Cakes, or Grapes -> Wine You'd have to be careful, though, because before long, you'd have an overload of new global market items that will blow up your trade port menus. Not being required is a good thing, too. You don't want to add in more stuff that's necessary for lots to even survive. The gameplay is already dependent on so many things as is. Adding more would muddle it. This also works too, in a way, since in real life, farms don't ship goods directly to consumers (usually). They're processed in industrial centers first, packaged, then delivered to commercial areas, from which residents buy stuff. So perhaps agriculture could work like this (like freight/omega): Farms produce wheat/dairy/meat/whatever. This get shipped out as a freight agent that is delivered to Industrial buildings and makes them happy. (it would be weird if they get sent to places like that sludge factory or whatever, so maybe you'd have to make specially skinned agricultural industry. Or not). The freight that is produced from those Industrial buildings, when delivered to Commercial buildings, makes those Commercial buildings extra happy. (and makes those Industrial buildings happy again because they successfully delivered freight). (Optional step) Shoppers that shop at those commercial buildings get extra happy. Or maybe it could work like this (primarily a global market resource that involves supply chain buildings): Farms produce wheat/dairy/grapes/meat/whatever. These goods can be stored in a trade depot and sold on the global market similar to other tier one resources like oil or coal. You have various specialization buildings like a winery that refines grapes into wine; or an industrial bakery that bakes bread from the wheat; or a textiles factory that produces cloth from wool or leather from hides. These goods can be stored in a trade depot and sold on the global market similar to other tier two resources like metal, fuel, or plastics. You have even more specialized buildings that can produce tier three and tier four level resources (you get the idea) which can be sold on the global market. (optional step) There is a fourth option on the trade depot in addition to the "import", "use locally", and "export" options. The fourth option is "sell locally". This delivers the goods to any RCI building that both increases that building's happiness and earns you some money. This probably would earn less money than the "export" option, but the side benefit is that it adds happiness to your RCI, so the tradeoff is even. I knew I forgot something! "Additional Supply Chains." Yes, I put the items in the poll, but I forgot to let people know there will be Peanut Butter (whoops, forgot nuts); jams and jelly; wine and steak; and maybe clothes and/or sellable aquariums, if that is considered a product of agriculture anymore. Also, considering how Maxis's items are required to do something to unlock in normal gameplay, I'm adding requirements to unlock lots of new modded items. Things like requiring a tree farm to use Plop Anywhere, etc. Yeah, I will actually create a second version where farms are required for a certain amount of realism, but the supply chain will be reduced ([Farm -> Grocery Store], or [Farm -> Production Center -> Grocery Store] instead of having a Distribution Center in between each event) For your idea, I love it, and I'm going to use it, for that's part of the Omega idea. Maybe I can have gold members who get milk shipped to their doorstep, and who buy groceries at a franchise of AgroCo... The master plan was to have Farms be the base that produce the resource, Distribution Centers to handle the freight interaction, (Mayor makes most of the money through AgroCo Distribution Centers), subsidized Factories to handle the reproduction of goods, Grocery Stores (a modified form of commercial) to accept the modified AgroCo freight, and a two special unnamed building to convert the farms' resource to freight and freight to Food Agents. Maybe that's just too many items.. Nah. Only three different types, and two of them are the easiest to modify with some knowledge of modding... Thank you for the feedback, Rentahamster!- 24 Replies
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- agriculture!
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Agriculture Mod
TheCraftKid replied to mcdonaugh04's topic in SimCity (2013) Modding - Open Discussion
So it was cut huh.There was just not enough room for it with 2k boundry glassbox engine in it's current release state. Maxis would of have to rewrite the game limits. But orion mod changed that and now there can be room for agriculture. No, space was not a problem. People fill their entire city plots with electronics, so why couldn't people do it with agriculturew as a matter of implementation. They actually never even started on agriculture. The trees on the map were supposed to be used as lumber for a new specialization, but, According to Xoxde101, Quality Assurance cut the extra specializations and mechanics from the game because QA determines the maximum costs for parts of a game, and Maxis exceeded heavily. -
