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TheCraftKid

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  1. Version 2.3.0

    242,378 Downloads

    Have you wanted an easy way to install Project Orion and all of the mods you need to effectively use it? Have you gotten frustrated trying to make the mods you've wanted since Day 1 work? I know I have! If you answered yes to one of those questions, you might be in for Orion's Belt, the new way to quickly set up your modded SimCity playing experience! Introduction Orion's Belt is an idea I came up with when observing people trying to install the group of mods related to bigger map sizes. for people had trouble with the idea of placing files into a folder. I knew I would get frustrated with trying to get into modded SimCity, so I thought I could do the community a justice and create a simple installer for the newcomers and mod enthusiasts alike. I've recently tried to make the modpack more and more foolproof against novices. Note: Scroll down to see how to install. Mods Included Project Orion by Xoxide, maintained by Yayie This provides the basic functionality of bigger map sizes; however, this mod only changes a handful of variables and it doesn't provide the end-all be-all solution for gameplay. UniDirectional Networks by Xoxide These are one way roads, something the community has been asking for from day one! Highways and one-way streets are included in UDoNs, and you can unleash your mechanical creativity with traffic rules Project Akar by Yayie This is a UI enhancement mod, and it adds some new menus to make space for many of the essential SimCity mods people use. Project Akar's AkarRoadSets by Yayie You can how build in the region with AkarRoadSets, since this mod is the foundation of building in the 4K terrain with flying colors. Project Akar's Project Avalon by Yayie This supplies the menu strucutres for the ploppable buildings which will allow you to develop RCI outside of the 2K city tile. Project Akar's All RCIHC Plop by Yayie, formerly Niclistin This gives the menu items for every building, whether it is a high-density, medium-wealth skyscraper or a low-density, high-wealth mansion in-game in the menus supplied by Avalon. Parklets by Yayie You have the ability to make miniature parks, i.e., parklets which act like normal parks, but fit into small places in your city, and add lots of decor and textures you probably haven't noticed before! Regional Bridges (and some tunnels) by HinataaHyuga With this mod, you can make regional street and avenue bridges outside the 2K city tile, along with extra rail and streetcar bridge and tunnels as well. Regional Street Tunnels by HinataaHyuga These tunnels allow you to build regular streets outside the 2K terrain, and the best part is there are some you can build underwater! Regional UDoN Bridge and Tunnel by HinataaHyuga You now have the ability to tunnel above and below the terrain with UDoNs! Go crazy with underground one-way roads and regional one-way bridges! Regional Coastline Roads by HinataaHyuga These roads are preset at 7 meters above the water and can be used in the ocean to make your cities, or on the coast for nice coastlines to show everyone! Regional UDoN Coastline Roads by HinataaHyuga These do exactly what the regular coastline roads do, except with UDoNs! One-way streets, highways, and ramps are available to use Pedestrian Path Regional Tunnels by HinataaHyuga With this mod, and Xoxide's Pedestrian Path mod, you can build tunnels to burrow beneath the surface with sidewalks! Coastline Pedestrian Paths by HinataaHyuga You can build sidewalks on the coastline to get your sims walking on beaches! Build amusement parks on the beach or ocean! Go wild with your imagination! Coastline and Waterway Tools by Xoxide You now have the ability to define where you can plop ferry terminals and anything that plops on the coast! Redraw the hidden roads ships travel upon and Pedestrian Paths by Xoxide You make make your own Central Park with this mod! Just drag a sidewalk or pedestrian path to make a concrete path sims can walk upon! Plop buildings to make walk-able shopping centers! Regional Bulldozer by Xoxide The Almighty Xoxide gave us a God tool like none other: a way to demolish the pre-made Maxis roads! Be careful with this one, for if you bulldoze hidden sinks which produce the agents on the regional freeway, you will crash the game. How to Use Properly After successfully installing the modpack, you must do four things in order to play. Open a city, save, quit the game, and re-open it. Use regional roads outside the 2K plot Understand that all 2K map resources are stretched out into the 4K map by a 2:1 ratio. Understand that All RCIHC Plop will not function unless if you save, quit, and restart the game. If you remember these things, you can avoid lots of frustration when playing with your massive 4K city tile. Just know that all of the space you can build on is always in the northwest to the original city plot. The new city tile boundary lines are wrong. Trust the camera when building. TL;DR: Follow the list, and know that if the camera can't move past a certain part of the map, you can't build there. How to Install You don't have to read this, but make sure to read the README. Windows users, please use the AUTOMATIC version. Mac users, please use the MANUAL version. Install AUTOMATIC by Launching "Orion's Belt v2.3.0 Installer.exe" Clicking "Next" until there is a place to put your SimCity install directory. Putting "C:\Program Files (x86)\Origin Games\SimCity" in the box. Clicking "Next" then wait for the files to be installed. Clicking "Next" until you can exit the installer. Install MANUAL by Extracting the .zip folder named, "Orion's Belt Manual Install" to C:\Program Files (x86)\Origin Games\SimCity OR Opening the .zip folder, "Orion's Belt Manual Install" Copying the folders "SimCity" and "SimCityUserData" to C:\Program Files (x86)\Origin Games\SimCity Acknowledgements I dually thank Yayie, Xoxide, HyugaHinataa, and all of the other contributors to SUGC and the mods they have produced. We have fostered in a new era of modding in SimCity, and I am proud to make it just a little bit easier for users to enjoy. I would like to thank Markusloo, known as chappers on Simtropolis, for the photo used on the STEX. That man can sure make a city. I also thank you, the user, for giving purpose to this simple modpack designed to make your life easier.
  2. Agriculture is Coming.

    You must admit these look like farms. I made this using All RCIHC Plop and Project Akar. I just wanted to show people how to make Urban Suburban Farms. Try to experiment with the aesthetics of the game to create things like this! I want to see someone else make something better than this. (I know it's possible.) This was a bit of a joke, but be sure to check out for more agriculture goodness!
  3. Have you wanted to have a new type of building in the game? Do you want some kind of overhaul or addition in the game? Would you consider D-I-Y modding projects to solve your problems? If you do, take an interest in SimCity (2013) modding! New Information - First lesson of the new year will be released on January 6, 2015! Mark your calendars for education! Guide Information - You will learn the basics of SimCityPak and how to modify objects and properties in the game; in fact, you'll learn how to think like a programmer and learn how you are really one when modifying the game. When you complete a course, a new piece of knowledge will enlighten you about the mechanics of SimCity and why and why not Maxis and/or modders haven't conquered supposedly easy requests. If I haven't answered your modding needs in The Guide, you can always PM me for specific information! I might even tell you things I probably wouldn't have mentioned in The Guide! Guide Format - Each course will have multiple lessons which explain, in-depth, what I will teach you, how it will be taught, and why I am teaching you such things; for example, I would use an opening sentence such as, "By understanding the property types and contents, you will understand the capabilities of SimCityPak." In fact, that might actually be one of the opening sentences... Courses should be divided into different posts, but lessons will just be separated into headed sections with bold labels. Every course will encourage you to explore what I explored, and some will ask for you to create a mini-mod as a challenge! I just know you'll learn a whole new love for the game! Guide Content - Course I - Preliminary Nonsense (Things You Must Do) - The Left Column - The Primary Interface - That Bar on the Top - [Packages] - Objects - Properties - TGIs The Process of Change - This is really easy! - Or maybe not... - Don't crash your buddy! Simtropolopolis - Sharing is Caring - Ignorance isn't strength. - English, Sminglish. Packaging the World - Secret Information - SimCity_Game.package - SimCity_App.package Course II - Existential Quantifiers (Some Things to Learn) Scripts and Such - How do these work? - Overhauls and Reworks Points of Plopping - What's in a snap point? - Click click click click click PLOP - Mystery properties Inside the Package - Dependencies, dependencies. - Naming and the Community Paving a New Path - Mechanical Genius - Father Maxis - Introduction into Xoxideland I Mass Integration - Scripts files - Regular files - Unknown properties - Where most of you will stop Course III - Universal Quantifiers (Everything Else to Know) Xoxideland I - What's in a Path? - UDoNs' Parents - Filetyping Xoxideland II - Behold the MagLev! - Highway Dilemma - Bi-Level Madness Building Buildings - Danny5021's Mastery - Maxis' Resources - A video?! Course IV - Extraterrestrial Modifers (Things Not of This SimCity) DLC World - Master Planning - Master Modding - Master Packaging Expanding with Packs - Cities of Yesterday? - What's the difference? Resources - SimCityPak, which is sort of needed to, um, modify packages in SimCity. (Just click the big, purple "download" button on the right side of your screen.) Answers to Questions - When will each course come out? - When I can. Why are you doing this? - I am fascinated with SimCity, and I know the simulation is a superior one for its time. I became hooked to SimCity 4, and when the reboot came out, I knew this generation would know the fun of design in a modern game set to wow anyone with cities. You're a novice, though. - I don't see anyone else making a documented modding tutorial, except CapTon; besides, I like challenges, and I know I will learn a bit in the process. Acknowledgements - Xoxide101 gave me much, gave SUGC much, and gave the whole community much. Jeff provided everything from moral support to individual mod questions. He started the community, so why not continue it for him? He did mention something about "[wanting] to retire, but [we] didn't let [him]." Oppie, for God's sake, created SimCityPak! Most of us wouldn't have stayed without the starting action of this man! It was a simple experiment which created our reality, and everyone who uses mods should be thankful of the guy which supplied the tool to do so! SUGC, the founding force of modders for SimCity, gave me the inspiration and dedication for giving the gift of knowledge to the community. We all just wanted to push through all of the hate over the launch and
  4. Project SUGCAM (SUGC:AM) "Where's the agriculture? Where's the military? Why no bigger maps?" Current Events | has been released! School is still busy, the holiday season is approaching, so Merry Christmas and Happy Holidays! Summary | SimCity didn't come with agriculture out-of-box, for Quality Assurance scrapped it form the game, but that shouldn't stop us from making our own version! SUGC:AM, the future SUGC Agriculture Mod, will be the first official collaboration project for the team, and it will add some more fuel to the flame of SimCity. The mod will introduce a new element of gameplay into SimCity, and we'll start out small and grow into a massive part of everyone's SimCityData folders, given the one year we'll take to make it! All of the future content for the SimCity User-Generated Content: Agriculture Mod will come out in the phases described below: Work Phases | Phase I - Essential Functionality - 2 months, +/- 1 months Project Akar Agriculture Culture! (Menu Structures) All RCIHC Plop Farmhouse! (Base) Parklet Brand Farm Modules! (Production) City-Wide Distribution Brand Tractors! (Utility Agents) Project Orion Brand Farm Fillers! (Decoration) Plop Anywhere Crops! (Decoration) Phase II - Modernized Functionality - 3 to 6 months All RCIHC Plop Urban Farmhouse! Project Anpassad Custom Factory Farms! Natrual Farming play style! Project Pony Brand Grocery Stores! Project Pony Brand Distribution Centers! Major crop update! New resource types in-bound! GMOmega Farms. Corporate Headquarters! (AgroCo) Phase III - Imagined Functionality - 6 months, +/- 3 months Residential Overhauls! Balance Overhauls! GMOtown, U.S.A! Rise of the AgrOmegAcademy! SimPolitics? (Hint, hint) To-be FAQ | When will the mod be released? As soon as Phase I is complete, what has been completed will be released. How will you release the mod? This seems like a lot of stuff... Each primary function of the mod (RCIHC Plop farmhouses, City-Wide Distribution Tractors, Project Orion Brand Farm Fillers) will be put in a separate package, and you can choose, like Project Akar, what parts you really want and how you want to play your game! Download | Not yet, buddy! XD
  5. Baby, it's cold outside...

  6. 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!
  7. pipe overlay for freight?

    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.
  8. Freeway?

    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.
  9. Building over the borders

    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.
  10. 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.
  11. 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?
  12. Merge two conflicting mods

    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.
  13. School of Ecology idea

    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.
  14. Trouble with Akar/Orion

    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.
  15. Military base Mod

    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.
  16. What Does This Community Need?

    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.
  17. SC5 Not For Me

    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."
  18. Merge two conflicting mods

    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.
  19. Why does half of the world hate America? :)

    1. Show previous comments  27 more
    2. cmdp123789

      cmdp123789

      It's not hate... I think hate is a little strong.. But dislike. There are a lot of things to thank America for... But that America is no longer with us... It has become a different country now, it used to be the role model of the world, and so was its population. Today, we only see the remains of a great project made about 300 years ago that couldn't keep up with the expectations. There is no perfect country or people (except for canada) but I would like to see America in 300 years fr...

    3. KonstantinII

      KonstantinII

      Speaking of great projects/countries that couldn't keep up with the expectations...the Soviet Union. There was a time when communism was the future. That time is already over.

    4. cmdp123789

      cmdp123789

      A great project that I feel is gonna end is the euro :P

  20. Building over the borders

    The mod you are looking for is Project Akar, particularly the All RCIHC Plop subset which has the buildings you can plop in the Orion 4K x 4K borders. You need the whole mod set - Akar, Avalon, and All RCIHC Plop to actually use the mod, though. Think of it like dependencies.
  21. Education... sigh

    The official Simcity page about Universities seems to suggest otherwise: "Dorms provide students to the university without the need to build up more residential. They also allow many students to get to class without adding to traffic near the beginning of classes." I wonder how common this education bug is because I've never encountered it despite plopping the whole range of schools (excluding universities) in most of my cities. Even those with universities have escaped the bug so far. I'm also on the side of never encountering this education bug. Maybe it's just the way I play. Hmm.
  22. Terraforming

    I'd have to disagree with this statement. Project Orion may a progression of a sort, but to proclaim that it's a resolution of any kind isn't appropriate. Larger cities are possible, as confirmed by EA; though, since EA feels it would be counter-productive to their target market, which are casual gamers who've never played SimCity prior to the reboot, because their bare-basic computers, tablets, and even phones, simply can't handle the game, they've abandoned the option. What's more, EA is purposely blocking the modding community from achieving these goals. Now, I'm not saying that hackers conduct unlawful acts to improve a broken game, with EA disavowing modding efforts, this game may have already reached its maturity. Perhaps SimCity Buildit will produce enough profits to interest EA to further support SC2013, or at least fully abandon the game, offering its developing package to the community. Progression? Have you seen what people have done with Orion? Okay, it's not an end-all be-all solution, but it's a pretty good one for what we have right now. Wait. I thought Maxis denied bigger city tiles being possible for small computers, not EA. I'm also in their so called "target audience" with a 2012 computer which can't run SimCity with 120 fps or more. I don't think they're purposely blocking the modding community. Maxis, in fact, has given many resources to kick-start SimCity modding with transactions involving modding tools to early information about the game. They helped SUGC lots to get UDoNs made and other mods created. It's just a matter of transferring the knowledge from the veterans of modding to some who know lots about coding or modifications and letting them go wild. The modding community isn't growing because the knowledge isn't out there.
  23. Taller buildings

    75 story buildings are too tall for the look and feel of regular SimCity. The Cities of Tomorrow expansion pack allows for MegaTowers, which are more or less 75 stories. Maxis already allows user created content, i.e., mods, so we can already make new buildings which are 75 stories or more. It's just a matter of implementation.
  24. toggle disaster mod

    No, there currently isn't a mod which doesn't give a fancy options menu to turn off each disaster individually; however, there's always the "Turn off Disasters" menu option in the "Gameplay" section of the options menu. It's most certainly possible with a lot of work with menus and rules in the game, but nobody's doing such things right now.
  25. Simcity Free Mod

    It would be great if there was more information regarding the mod, such as: 1. Installation information 2. Incompatiblities 3. More general info about your mod 4. Some pictures showing what your mod does.   If your mod does work as intended, and this is your first mod, well done, and I hope to see what you create. :)   You can contact any member of SUGC, myself, or anyone on the forums if you want to learn how to accomplish more complex mods. ;)
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