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Vehicle Mods?
elemental1100 replied to JukEboX's topic in Cities: Skylines Modding - Open Discussion
My guess is there is a very good chance we will see those cars in Skylines. Tobse, who was one of the guys who made the SC2013 cars is now modding for Skylines. He's already released his Berlin TV as a mod for Skylines, so I would expect to see those cars when vehicle modding is possible. -
whats up with all the stupid park and intersection mods
elemental1100 replied to thegcode's topic in Cities: Skylines Modding - Open Discussion
There are a few new buildings coming in already. I think some of the models are from Cities in Motion or other games (maybe even Cities XL, but I'm not sure about that). I do find the endless parks and interchanges a bit annoying, but on the other hand it shows there is a fair bit of interest in this game and that's got to be a good thing. I do wish the mods on Steam were better categorised, because the endless parks are showing under "buildings". Right now there are over 2200 mods in the buildings category but only 25 in the parks category. -
It looks very good. Much better than the original small fire station. I noticed that you can't place the fire bell module or the sign on this station. but you can place the bell on top of an extra garage module. The sign isn't important but the bell is useful. Also, the original fire bell looks a bit strange on this new modern station. Do you plan to make a new fire bell?
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Freight by Nikola101
elemental1100 replied to watta75's topic in SimCity (2013) Modding - Open Discussion
It does say that but it's not actually true. That mod works in my existing game. I think I had to delete my exisiting factories and build new ones, but it definitely can work in an exisiting region. -
mods won't work
elemental1100 replied to Aardvark1313's topic in SimCity (2013) Modding - Open Discussion
Can you post screen captures of your mods folders? -
Well, if the other resources work like the water table then that's something. Thanks for the info. I don't think it's a cheat in the same way that free roads or trains that carry 5 million people are cheats. Maxis made it such that mines eat all their resources in a ridiculously short time, so a mod like this would simply make the game more realistic. It's overcoming a map limitation, which would make it no more cheaty than the extended border mod. I've previously read on here that modders were thinking about resetting the map resources, so I thought I'd put this idea out there as an alternative approach to the problem of very limited resources. If I knew how to do a mod like this myself I'd definitely give it a try, but sadly it's very much beyond my ability. So if anyone wants to take the idea and run with it then feel free.
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I'm sure we all know that coal, oil, and ore run out very quickly and it's very unrealistic compared to real-world mining operations that can run for decades. I'd love to make a dirty mining town but what's the point when your mine will have to close in a few years? Something more permanent would be more enjoyable from a city-building point of view. So maybe modders can fix this? I had an idea... The sewage treatment plant is a building that makes groundwater. Do other resources work the same way as water? Would it be possible for a building to pump coal or oil or ore into the ground? Perhaps the mine itself could pump the resource into the ground at the same time it is extracting it? If this is possible then you would never run out of a resource. Project Infinity, anyone?
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where to get this mod?
elemental1100 replied to tingki's topic in SimCity (2013) Modding - Open Discussion
I just now viewed some of the video. He has a lot of Sleek Casinos in that city and that's where most of the green light is coming from. It's not a mod, but he might be using a colour filter to make it look more colourful. -
Oppie's TGV Train
elemental1100 replied to mrmichael's topic in SimCity (2013) Modding - Open Discussion
Great idea. It should be possible. Parker Young was able to replace the French police car with his own police cars, so it should be possible to change the German train. Unfortunately I can't help you with modding though. -
where to get this mod?
elemental1100 replied to tingki's topic in SimCity (2013) Modding - Open Discussion
It's probably a filter. Look in your graphics settings for the different colour filters available in the game. -
New RCI 1.1 (More Workers, Shoppers and Freights)
elemental1100 commented on Nikola101's file in SC13 Game Mods
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New RCI 1.1 (More Workers, Shoppers and Freights)
elemental1100 commented on Nikola101's file in SC13 Game Mods
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Individual zoning/building mod?
elemental1100 replied to KR153.'s topic in SimCity (2013) Modding - Open Discussion
Well clearly some people don't agree with you on that. There is more than one way to play this game. And when you plop RCI, you still have to provide the conditions those buildings need in order to stay healthy. Unless you just want to keep plopping them and watching them die over and over, which would be a bit pointless. (although I've seen plenty of let's plays where they do exactly that, only with zoning and not with plopping) -
Individual zoning/building mod?
elemental1100 replied to KR153.'s topic in SimCity (2013) Modding - Open Discussion
You want to be able to plop RCI? That's already possible with AKAR and Avalon.
