Jump to content

adam forrest

Member
  • Content Count

    32
  • Joined

  • Last Visited

Everything posted by adam forrest

  1. No Building SG Farm Fields

    Version 1.0.0

    187 Downloads

    Copied from Read Me SG No Building Farm fields This is a set of Simgoober farm field lots as buildings. To create functional farms in game without the look of a building for your farms. To work these require the Simgoober revised farm fields to be installed. There are 24 overides for each Maxis farm in seperate folders. Use only one overide from each folder at a time, so only use one of each Maxis farm at a time. Stages 1-3 folder contains 24 merged stage 1,2 and 3 growable lots. These can be used alone with Dusktroopers block IR mod or you can use the maxis overides. The optional extras contain copies of the prop and building exemplars and are intended for those who don't use the reader to allow these changes. I would recommend to make these changes to the prop and building exemplars directly yourself if you can and want these effects. To work these these need to placed in the root folder of the original exemplars which is by default (BSC-Farms-Fields-simgoober). Place zSG_1WorkerFarmField in this folder and zSG_FarmFieldZoomChange in the props folder within simgoober so (BSC-Farms-Fields-simgoober-props). zSG_1WorkerFarmField - makes fields all have 1 job per tile. zSG_FarmFieldZoomChange - makes all fields except melons appear in the final game zoom. Dependencies BSC MEGA PROPS - SG Vol 1 (for melon props) BSC Textures Vol 01 (required for SG_RevisedFields_BSC) SG_Farm_Fields_BSC_sf SG Farm Field - Queries SG_FarmFields SG_Fields_Beans SG_Fields_Corn (all contained within SG_RevisedFields_BSC) SG_Fields_Flowers SG_Fields_Greens SG_Fields_Rice SG_Fields_Tulips SG_Fields_Wheat A final note I named everything seasonal thinking originally they were. However the wax beans and peppers aren't seasonal but the names set now. Special thankyou to Simgoober, Simtropolis, Corina, Cyclone Boom and Xdita.
  2. Farm field anchors

    I would like to turn several of simgoober's seasonal farm field lots into farm anchors. Calling for the same field lot to achieve working farms that have no visable anchor building. I'm just not sure how to do this and would appreciate any help. Thanks.
  3. Farm field anchors

    Interesting, after some thought I have decided maybe I will just leave it be then. It's only that one field the zoom change dat wont effect. May as well delete the melons from the dat, reindex and save. I have spent enough time making and testing them all. What it is a total of 240 growables. To finish it I will add one more folder and add screenshots of all the fields for ease of choosing and referencing which field is what. Thanks for all the help it's appreciated Adam
  4. Farm field anchors

    They don't appear on the last zoom although they have that property set to 1f already in both possible instance of where the props are from what I can see. They appear in other zooms but require BSC MEGA PROPS - SG Vol 1 or melonysmelons.DAT from SG. I have not tested the latter but imagine either works as the examplars LD for melons in SG_FarmFields.DAT calls for that and not SG_FarmFields.DAT. The examplars in both are set to 1F but basically don't appear in the last zoom yeah.
  5. Farm field anchors

    I changed each one of the SG_farmfields.dat. I added all of them including cantaloupes. There are so many props are separate from that farmfields.dat. beans, corn, flowers,greens,rice, tulips and wheat but no melons. I added farm fields ones to patch and created dat. Then copy and pasted in the extra props that were needed for all zooms. Some already are 1f. Here are the 24 1-3 and extras to see yourself if you like. Melons actually don't appear without SG MEGA PROPS Vol 1 I found. They are set to be 1f however melons don't show. Stage's 1-3.zip
  6. Farm field anchors

    Thank you for the help thus far, I have put together and tested all the growables I made for the mod now. I have put this together now. Within the optional extras is where I have the first thing i cant figure out. I have made 2 dats named zFlagsChange and z1workertiles. These make the farm fields appear at all zoom levels and match maxis farms for workers. Putting 1 worker in each farm field tile like maxis farms. For added Maxisism I like to call it. Likewise I modded my slope mods so networks cost the same as the original game but anyway I digress. I have an issue with the flags change and can't seem to find the melon props in the farm fields dat. The LD claims it needs melony's melons however it doesn't. The melon props are in actually in BSC MEGA PROPS - SG Vol 1. I cannot find the melon props elsewhere I don't think. These examplars set the flags appearance at 1f though so should appear at all zooms. I managed to make all others appear at all zooms just not melons for some reason. I will clearly state that players able to change the properties themselves in the reader do so if they can to avoid unnecessary copies. These will be primarily for those not using the reader. The second thing I would like to add maybe the original game fields. However in the lot editor I cannot save as the original farm field's to create new instance's like I did the SG fields. I am not sure how I go about making these. Although not necessary and not seasonal they also require no extra dependencies so I don't see why I couldn't add them if I knew how. Thanks again
  7. Farm field anchors

    Thanks, I got around to making 6 more each off of the original field lot with a park for wheat. I renamed the wheat already made by adding Pumpkins as it was growing as pumpkin acres. The other 6 are MOLlama, MOAlvin's etc. Tested in game and they grow. Considering what you wrote I grew only half, saved and exited. Removed the MO's and tested. I got growth of maxis buildings but had no trouble deleting the buildings and the farms carried on fine. Albeit lacking a clickable lot in game. Here's some screenshots.
  8. Farm field anchors

    It seems this is the same reason I am making these for full control in a way, I hope. As for that, I know it may be different and maybe more work to setup but I wanted it to be more interchangeable. For example I already have second thoughts about the pumpkin fields and saw there may be fields with livestock props, I want these for sure if they look good. So I imagine that if I wanted maybe any SG field for example to be used would it be better to make them as 7 folders. 1 each for a maxis farm override set of 24 fields in each(there are 24 SG fields and hence growables I made). This way I make it one way and can have interchangeability as well as essentially being able to block others? I imagine you could with them made this way choose all 7 as wheat this way. I am not sure if I should make it like that, if that would be best. Thanks
  9. Farm field anchors

    Thank you it's much appreciated, I will take note and only make 1 stage of each being involved as an MO. I added stage 2-3(not the overrides) of the same 7 and 2, stage 2 grew, so having 7 overrides and using additional fields works. I don't know how it will go with other farms installed, if they will just tend to grow instead of the extra stage 2-3 and make them obsolete. They only grew when I had the blocker in, or now the overrides only and extra stage 2-3. Let's say I wanted to grow only 1 field easily in game, to match or extend existing farms. I see it being super useful for matching farms between city tiles regionally as well. Anyway would I need to make 7 different lots of the same field. One for ea maxis farm or can I use 1 lot and 7 different desc in some way to achieve this more simply? Thanks
  10. Farm field anchors

    Thanks, here are the 7 I that grow and i wanted to replace maxis farms. These grow and I have copied pasted the desc files to lots. I made stage 1, 2 and 3 but these are just stage 1. IR$1_1x1_SG Seasonal Fields.zip
  11. Farm field anchors

    I made stage 2 and 3 version's and they help but I would like to make versions where they override maxis farms. Do my copies need to be new instances or can they be copy pasted and renamed. I wonder what tgi to alter as well. I tried on both the lot and desc files of renamed copies this way and can't get them to work. Thanks Adam
  12. Farm field anchors

    Thanks for the reply. I will try this when I get home, I'm a cleaner at a pharmaceutical company so still have to work during these times. I noticed a property in growable lots Desc. files called filling degree. I noticed its higher in other farms that grow and wondered what this property does? I have searched Google and looked in the readers manager and found nothing related to it. I wonder also if adding additional farm field id's of the same instance may increase growing chances. As for altering the maxis original farms to be invisible farm field buildings, wouldn't I have to alter simcity1.dat to do this. I'm not sure if i read somewhere you shouldn't alter and save this dat. However I did alter the farm field lots for maxis farms to grow SG fields. Reindexed and saved and those work. I have a backup of the SimCity dats anyway so not too worry myself. I'm just not sure if I should be changing stuff in this dat really. My intention is to create a growable field tile building, calling for its matching field for each field out there and possibly upload this as my first mod. The SG, BLS, CSX fields are in packs but not everyone wants tulips growing. I will merge the lot and desc files for tidiness and keep them all separate so individual farm fields may be chosen to grow in city tiles. I wonder if using maxis farms for my goals here is useful. In regards to my end goal of releasing a mod for just farm fields, I'm not sure I want to be overwriting the original farms. Adam
  13. Farm field anchors

    I knew that industry had three types and that anchor buildings were the main ones. Without much modding experience I was just presuming that farm buildings were also anchors.Thanks for the comment and I have managed to create the growables I wanted. While reading a post about creating farms and farm fields, I think. I found that green park has an invisible building, so placed one in SG wheat seasonal field giving a saved as file. Along with the necessary extra examplar to successfully create a growable IR with the pim-x. Then after matching the field lots to its counterpart I used DT blocker IR to test and viola they grew. Here's where I came across some other possible issues though, or at least raises questions for me. In the tests I didn't overlook comparatively how quickly they grow or work compared to maxis farms. The maxis farms grow in between 3-6 months. I didn't take screenshots of these . First Images are the growable field farms invisible building and query. Followed by later down the line in year 51 and then when they finally all grew in year 68. Now that's not a fair test so I made up the remaining fields as growable and tested with these for the extra variety. The final image is all SG field farms and took between 3-9 years to grow (I max sped the maxis and SG fields ea twice). So why the years of growth time difference is it that wildly variable, Somehow i don't think so. Consider that if only pumpkin farms could grow and only 1 field I don't believe it would take 68 years compared to the SG wheat fields. I wonder if this is down to them all being stage 1, only having 1 farm field, something I have not set correctly or simply overlooked. Thanks for reading and to anyone who can respond and possibly help, Adam The field tile building. The route query. Year 51. Year 68. SG farms together.
  14. The Alps (Pt. 1/2)

    Living myself in Macclesfield I would love to see this. The lakes are beautiful and not too far away from where I live. I hope you keep up the fantastic work you do with this city journal korver and thanks.
  15. So I'm hoping this question is placed in the correct forum. I am currently working on placing farms all over my region. I often zoom right out (zoom 1, I believe) to marvel at my fields layout and half the fields don't show in the farthest zoom. So here's the question. Is there a way to get information for what level of zoom a farm field will/will not show properly? Maybe there's a way to find this info in a reader property or another Sc4 tool or program? My guess is that if there is not I will have to assign a farm building with all field lots I have. Eventually removing ids to get them all to appear and collecting the info the old fashioned way, in game. Thanks Adam
  16. Farm field lots and zoom visibility

    Epic answer T Wrecks to be honest, thank you. I was expecting to have to pick and choose based off field zooms. Now I can use whichever I see fits my idea in a region. It seemed silly really knowing I have certain fields and not seeing them all the time, namely zoom 1 and in the region view. To me I felt it makes a huge difference to now have them visible across my region. Thanks again Adam
  17. Silver Valley

    Thanks for offering. It's no problem, If i'm doing it I want to do it properly.
  18. Silver Valley

    Version 1.1

    748 Downloads

    After a return to SC4 recently I found out how to set city tile size, got the terraformer and made my first map. It may not be perfect but I feel ready to build it up and I felt I should share it with anyone who likes it. The size is 4x4 large tiles.
  19. Silver Valley

    Version 1.1: I have amended this now. Done as .zip not .rar I hope I have the correct usual protocol in place now and will remember it. Coincidently I had modeled the valley to imagine miners towns as settlers of say a silver deposit. I find now this is a place in Idaho with a real mining history inc silver. Well i'll be ha ha. https://en.wikipedia.org/wiki/Silver_Valley_(Idaho)
  20. Silver Valley

    You are correct. In the screenshots I also have B98_Beach_Extend, HD_White Sands Beach and SHK_HDRockMod_01. Your shoppes are an excellent source Corina and I have made extensive use of them. Thank you for your efforts there and your other tutorials I have read, they were all well detailed and easy to follow. I have attempted to upload a zip file numerous times but keep getting a message saying there's an intermittent error or my quota is done. I am not sure why I cannot do this. I do read it says 4MB limit per file which the zip is over the limit of. I see many downloads over 4MB so i'm not sure how this works. Will i need to delete the 88 single files and then try uploading as a single zip? Any help here would be appreciated. Thanks in advance. Adam
  21. Silver Valley

    Hello, sorry I didn't zip the files. The thought hadn't even crossed my mind to be honest. Rookie mistake I guess, It is my first upload. However I couldn't upload the same files in a zip. I did try a few times but nope. I will try again another time. adam
  22. World Tour

    Very nice, I enjoyed the tour. I have often thought of this game as a kind of art. If there were to be masters of one such art I strongly believe you are one. Thanks for the tour!
  23. I have downloaded the NAM and installed the file. It all works well but to honest it did it itself with a .exe setup. My upmost gratitude for this mod by the way NAM team. I look forward to exploring the world of SC4 mods now so thanks. Anyway I would now like to somehow aquire the additional landmarks that maxis released. On top of this I then want to use the functionallandmark mod. To be honest buildings with no workers boes really suck. Im not even sure how many if any i will build but they are useless otherwise i belive. My apologies for not linking and and adding the modders names. Like I said this is my first post and I am not sure if it is a requirement or a courtesy. Finally I am also wtiting this post on samsung ace phone screen which is tiny ha. So yeah I apologise for any mistakes etc. I hope you enjoyed reading this. Any help with this would be appretiated thanks.
  24. Eternal commute .

    Very interesting. I did not know about this because i generally have enough jobs in ea tile in my new region so far. Although that does not mean I may never come across it. Now I can plan ahead a little more and have measures in place to avoid this. Thanks for your question richie otherwise I would not have known. Thanks jjogurt for that great description of the tree network and the pic.
  25. Firstly thanks for the advice apsms i found it very usefull. I have made a functional canal now. I also now have a rather stupid amount of custom trees from vip, giraffe, heblem, cycledogg, sfbt street tree mod and others. I have found nemerous additional things i liked and am finding this and other fan sites so useful. I do have a question again though "surprised, i guess not". Anyway i read about the query tool showing how many of ea workers are based in a building R$, R$$, R$$$ for example. However it only shows me the number of overall jobs and or the roures taken etc. Do i need an additional tool to see the number of jobs in ea wealth? Thanks in advance. @richie99. I assume you have read this thread from the top and as so suggest you follow the idea of making sure you keep anything in your plugins organised. You will find that (This is now from my experience) there are hundreds of different dependencies. Some old and now in mega packs. I have spent hours chasing them all down that i needed. Eventually though you will see that some do pop up all the time for eg. BSC mega props SG vol 1 (SG-SimGoober). I would just suggest that you download what you require for the lots, bats, mods you want. Otherwise you will be slowing down your game with unused data in your plugins. Take your time and read all the readme's. You need to know what you are getting, how it works and what props ie dependencies are needed. I hope this helps and enjoy your time here.
×