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Everything posted by xordevoreaux
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I noticed the posting of the SugCPak installer, and so I've updated the descriptions introducing my 10 cheat mods to be clearer about the likelihood of incompatibility with other mods that modify the same aspects of the game. Anyone who has downloaded any of my cheat mods, and then downloads and installs the SugCPak, may render almost all of my cheats inert, which is perfectly fine if that's what people want to do, but I'm letting people know. I also updated the groundscrubber this morning to use even less water. I use certain aspects of the Sug stuff, but installed one-by-one. There may be other mods in the SugCPak that are compatible that I simply haven't downloaded, but I know that the ones listed below in the SugCPak are compatible with my mods because I'm using them (or have recently used them until I made made my own mod to transportation, which I do not intend to upload): ⦁Project Akar UI Enhancement Author:Yayie ⦁Unidirectional Networks (Udon) Author:Xoxide ⦁Parklets Author:yayie ⦁The Simcity Decoration Pack Author:Danny ⦁Oppie's C$$ Burger King Author:Oppie ⦁Oppie's C$$ Mcdonalds Author:Oppie ⦁Oppie's Museum Author:Oppie ⦁Oppie's Public Transport Stops Author:Oppie ⦁Airship Upgraded Author:Nikola ⦁Regional Maglev Author:Yayie ⦁Homeless Tents Author:Yayie ⦁New RCI 1.1(More Workers,Shoppers and Freights) Author:Nikola ⦁Street With No Traffic Lights Author:MaxvSK
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Version 1.0
33,122 Downloads
As with my other mods, this mod accommodates my own incorrigible penchant for extreme cheating (cough) ease of play. Not compatible with other RCI mods (RCI plop mods are fine). Tax building values are high, pollution levels are low, freight quantities and frequency of production are increased. -- Offline only -- For all RCI buildings: * Tax building value set to 100,000 simoleans. * Minimum workers for operation for all buildings reduced to 1. * Garbage reduced to 0. * Water capacity set to 15 and water usage to 5 (or left alone if lower) * Power capacity set to 15 and power usage to 5 (or left alone if lower) * Self-ignite threshold property set to 500, up from either 45 or 90. Additionally, for all industrial buildings: * Transmitter amount (volume of pollution) set to 0. Occasionally, some industrial buildings show as polluting, but nothing comes of it. * Transmitter Rate (how frequently a building pollutes) set to every 10 hours (600 in-game minutes). * Skill threshold (number of educated citizens needed for tech level) set to 1 for low, medium and high residents. * The delay, in minutes, for producing the next batch of freight set to 15 (down from 36, 48, and 72). * Freight production doubled. ---> Note: More than likely, you will need to replop existing industry. This mod only affects RCI buildings, so transportation, utilities, trade, landmarks, etc., are not affected. Compatible with RCI Plop (003_OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140231_2_1_RCIHCPLOPALL.package). Thanks to rzvsividra for identifying the instance ID#s of low tech medium density buildings, freight amount, and freight production delay. To use: Place all files in SimCity\SimCityUserData\Packages. If you already have the script files, you don't need to put them in there again, just the included package file. If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here. If you use this file, delete and replop any existing industry.- 23 Comments
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Version 1.01
26,172 Downloads
The police cheat is comprehensive and requires both the base game and EP1 (Cities of Tomorrow). You may experience issues if you have also installed other mods that affect any aspect of the police stations, including police drones. All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode. The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same: Modified instances: (see screenshot for SimCityPak). Jail Cells Jail Cells (Ground Floor) LawDroneHangar Police Precinct Crime Prevention Center Detective Wing Police Dispatch Tower Police Helipad Patrol Car Lot (Precinct) Patrol Car Lot (Police Station) Police Station Police Station Sign What this mod does: Number of workers required to start operating set to 1. Drone hangar capacity increased to 500. Power and water requirements greatly reduced. Garbage requirements zeroed out. Starting number of patrol cars increased significantly. Patrol cars per parking lot increased. Jail cell count increased (both starting number of cells and per jail cell plop). Job counts tweaked slightly up in some cases. Not affected: Flagpole Premium Content (Dr. Wu, etc). To use: Place all files in SimCity\SimCityUserData\Packages. If you already have the script files, you don't need to put them in there again, just the included package file. If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here. If you use this file, delete and replop any existing police stations. Same holds true if you remove the file. -
Version 1.3
18,884 Downloads
The fusion power plant cheat is comprehensive and requires EP1 (Cities of Tomorrow). You may experience issues if you have also installed other mods that affect any aspect of the fusion power plant. All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode. The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same: Modified instances: (see screenshot for SimCityPak). Advanced Fusion Reactor Fusion Reactor Level Fusion Power Plant Standard Fusion Reactor What this mod does: No plop or maintenance cost Water requirements greatly reduced (from 38,000 to 38). Garbage requirements zeroed out. Controlnet set to a requirement of 1 for each component (for a maximum of 4). Amount of power needed to jump-start the plant set to 1 watt. Power plant output is at default levels Not affected: Wave fusion power plant Note: You will experience the normal duration (~ 30 seconds) for your city to recover from charging the plant, despite power jump-start requirement being only 1 watt, with the surrounding buildings losing power, etc. You will also still experience the plant's negative effects on desirability in the area. To use: Place all files in SimCity\SimCityUserData\Packages. If you already have the script files, you don't need to put them in there again, just the included package file. If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here. If you use this file, delete and replop any existing fusion power plants. Same holds true if you remove the file. -
Version 1.1
23,183 Downloads
The water cheat is comprehensive and requires both the base game and EP1 (Cities of Tomorrow). You may experience issues if you have also installed other mods that affect any aspect of water. The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same: Modified instances: (see screenshot for SimCityPak). Basic Water Pump Filtration Pump Hydro Pumping Station Water Pumping Station Water Tower Water Treatment Plant What this mod does: If you plop the water pumping station and add a single filtration pump to it, then over time, the water table will first stabilize, and then grow. See screenshots. Greatly increased the pumping station's output. Number of workers required to start operating set to 1. No plop or maintenance cost for any other water facility (tower / hydropump). To use: Place all files in SimCity\SimCityUserData\Packages. If you already have the script files, you don't need to put them in there again, just the included package file. If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here. If you use this file, delete and replop any existing water facilities. Same holds true if you remove the file. -
I noticed today, 3/26/2015, that there wasn't a single reference to anything SimCity 2013 on Simtropolis' home page, not the featured item, not the slider with the different pictures moving past, nothing. It was all Cities Skylines. Is Cities Skylines all that? Has it just swept everyone away and SimCity 2013 is now dust, or is this just a honeymoon period where everyone's enrapt with Skylines right now? I've enough games loaded on my PC, I don't need any more, but I was just curious, nothing more.
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Version 1.01
29,961 Downloads
Transportation cheat requires both base game and the CoT expansion. This mod zeros out plop and maintenance costs for most forms of transportation. Greatly increases passenger counts and busses per garage. Roads, rails, boats, and the airship are not modified so as to maintain some compatibility with other mods. What this mod does: Increases number of buses per bus garage. Increases number of passengers for the bus, train, maglev station. Increases number of passengers per bus stop. Reduces the amount of ControlNet needed for the maglev station to 1. Removes plop and maintenance cost of the airport, passenger terminal, and cargo terminal. Increases air cargo capacity from 54 to 540 crates of freight (does not increase the number of modules). Removes plop and maintenance cost of the streetcar depot. Increases number of passengers per streetcar depot to 2000. Increases number of passengers per streetcar to 2000. All above elements have had their power, water, and garbage greatly reduced. Reduces the number of employees needed to run any of the above to 1. Unaffected: Price of roads, rails, and maglev rails. Boats Airship Note: Experiment with how many garages you need at first. With 30 buses per garage, you can clog your streets really fast if you plop all of the garages. Two garages is a good number to start out and see from there. Also, because the number of buses are increased per bus garage, this mod may conflict with any mod that claims to reduce the number of agents. Note: If you do not destroy and then replop transportation facilities, and you have mods that increase the number of modules per facility, you may get weird plopping errors. Have not tested against any mods that increase number of modules per transportation type. I do NOT have SUGPAK installed and therefore have not tested this against SUGPAK. However, this mod is compatible with the following, separate installations of: 000 - OFFLINE - Roads - Roads With No Traffic Lights - 1.5 - MaxvSk - 20140823.package 000_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_2_0_Akar.package 000_OFFLINE_Roads_Bi-level Streets Pack_2.0.175_MaxvSk_20141024.package 001_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1.0.5_AkarRoadsSet.package 001_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1.0_AkarDecoration.package 002_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1_2_Avalon.package 002_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_2_0_RegionalBridge.packag 003_OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140231_2_1_RCIHCPLOPALL.package 6A-Buildings-HomelessTent-1.0-Offline-SUGC_TEAM.package Oppie_OFFLINE_CentralTrainStation.package To use: Place all files in SimCity\SimCityUserData\Packages. If you already have the script files, you don't need to put them in there again, just the included package file. If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here. If you use this file, delete and replop any existing transportation facilities. Same holds true if you remove the file. -
Version 1.0
24,815 Downloads
The garbage cheat is comprehensive and requires both the base game and EP1 (Cities of Tomorrow). You may experience issues if you have also installed other mods that affect any aspect of garbage, including the garbage trucks, atomizer and incinerator. All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode. The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same: Modified instances: (see screenshot for SimCityPak). Garbage Dump Garbage Atomizer Garbage Truck Garage Garbage Incinerator Garbage Truck Dump Zone What this mod does: Number of workers required to start operating set to 1. Jobs tweaked slightly upward in some cases. No plop or maintenance cost. Power and water requirements for all parts of the garbage dump greatly reduced. Garbage capacity increased to approximately 6,000 tons (5.9k) per garbage dump zone (lists as 600). Atomizer controlnet requirement reduced to 1 with a capacity of 900 tons per hour. Incinerator capacity increased to 900 tons per hour. Air pollution still lists as high but actually isn't. Dump truck capacity increased to 50 tons. Unaffected: Garbage dump roads To use: Place all files in SimCity\SimCityUserData\Packages. If you already have the script files, you don't need to put them in there again, just the included package file. If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here. If you use this file, delete and replop any existing garbage dumps. Same holds true if you remove the file. -
Cheat: Easy Money / RCI / Freight mod
xordevoreaux commented on xordevoreaux's file in SC13 Game Mods
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Cheat: Easy Money / RCI / Freight mod
xordevoreaux commented on xordevoreaux's file in SC13 Game Mods
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Version 1.03
20,207 Downloads
The groundscrubber cheat is comprehensive and requires both the base game and EP1 (Cities of Tomorrow). You may experience issues if you have also installed other mods that affect any aspect of the groundscrubber. All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode. The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same: Modified instances: (see screenshot for SimCityPak). Ground Scrubber What this mod does: No plop or maintenance cost. Power and water requirements greatly reduced Controlnet reduced to 1. Processing increased to 900 just under 6600 tons of ground pollution per hour (see screen shots for pollution removed in just a few game-hours). No air pollution. Cleans up all forms of pollution (radiation, ground pollution faster). Note: I did not increase the radius of the ground scrubber. To use: Place all files in SimCity\SimCityUserData\Packages. If you already have the script files, you don't need to put them in there again, just the included package file. If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here. If you use this file, delete and replop any existing ground scrubbers. Same holds true if you remove the file. -
Version 1.3
22,301 Downloads
The sewage cheat is comprehensive and requires both the base game and EP1 (Cities of Tomorrow). You may experience issues if you have also installed other mods that affect any aspect of sewage, including the sewage sanitizer. All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode. The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same: Modified instances: (see screenshot for SimCityPak). Sewage Outflow Pipe Sewage Treatment Plant Sewage Sanitizer Sanitizer Tank Sewage Treatment Tank What this mod does: Number of workers required to start operating set to 1. Jobs tweaked slightly upward in some cases. No plop or maintenance cost. Power and water requirements for all parts of the sewage treatment plant and sanitizer greatly reduced. For the sanitizer, controlnet reduced to 1 controlnet per sanitizer tank plopped (probably will never need more than 1 tank). Increased the amount of sewage treated to approximately 1,500 kgal/hour for the treatment plant (lists as 200). Increased the amount of sewage treated to approximately 4,500 kgal/hour for the treatment plant (list as 600). Ground pollution on the outflow pipe reduced to 0. Note: I set the amount of the water pumped equal to the amount of sewage treated, but there is a percentage factor that reduces water pumped slightly, and I did not change this percentage. It's still far higher than normal. To use: Place all files in SimCity\SimCityUserData\Packages. If you already have the script files, you don't need to put them in there again, just the included package file. If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here. If you use this file, delete and replop any existing sewage treatment plants or sanitizers. Same holds true if you remove the file. -
Version 1.05
36,289 Downloads
The education cheat is comprehensive and requires just the base game. You may experience issues if you have also installed other mods that affect any aspect of education, including the individual buildings of the university, grade school/high school classrooms, and buses. All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode. ** It's recommended that you tear down existing education facilities if you use this mod. The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same: Modified instances: (see screenshot for SimCityPak). Classrooms (grade school) Classrooms (high school) College Sign Community College Dormitory Extension Wing (Community College) Grade School Grade School Sign Gymnasium High School High School Sign Public Library School Bus School Bus Lot (grade school) School Bus Lot (high school) School Bus Stop Schools of Business, Education, Engineering, Law, Medicine, Science University University Sign What this mod does: Number of workers required to start operating set to 1. No plop or maintenance cost Power and water requirements greatly reduced. Garbage requirements zeroed out. Increases capacity of the library to 1,000. Increases capacity for buses to 300 students per bus. Increases capacity of the school bus stop to 300 students. Increases number of buses per bus lot to 20 buses per lot. Increases capacity for classrooms to a maximum of 9500 for grade school and 10,000 for high school. Increases capacity for the gymnasium to 50,000. Increases capacity for the university to 8,000 students and 5,000 students per each university school (education, medicine, science, etc.). Increases capacity for the university dorms to 5,000 per dorm building. Increases capacity for the community college to 5,000 and its extension wing to 5,000. Sets university research requirement costs to 1 simolean per researched item. Research for all university projects now only require 1 student each, making research time nearly non-existent. Not affected: Job counts Museums Flagpoles University pedestrian roads Note: High school has a base number of students at 8,000 and each classroom an additional 2,500, but maxes out at 10k. To use: Place all files in SimCity\SimCityUserData\Packages. If you already have the script files, you don't need to put them in there again, just the included package file. If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here. If you use this file, delete and replop any existing education facilities. Same holds true if you remove the file. -
Actually, it's best if you use the water and sewage mod together to get the best effect for filling the water table, and place them next to each other. You can even do it on land will not a lot of water. Water won't grow necessary beneath them, but if you look at the water map over time, it will fill in gradually. Do not add more than one or two water filters.
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Cheat: Education (Single Player Only)
xordevoreaux commented on xordevoreaux's file in SC13 Game Mods
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Forthcoming mods...
xordevoreaux replied to mutton noir's topic in SimCity (2013) Modding - Open Discussion
@Agente Silva Possibly, if the files overwrite the same properties of each landmark. TIme-tested way to find out, remove all things related to land marks and start over, testing each one separately. Start with the one you would value the most. -
Tips to be successful for 2015 newbies
xordevoreaux replied to zacnlinc's topic in SimCity (2013) General Discussion
For a complete newbie, I'd advise to avoid my cheat mods, of which I have several. While it may be nice to have instant money, free hospital, fire, and police services, ridiculous amounts of drones without having to buy or produce omega, etc., etc., if a new player uses my mods right from the start, that person won't ever get a sense of the default economic dynamics in the game to be able to judge what would prove best for his or her personal scenario. Some people, for example, might be loathe to download my RCI mod, because it gets rid of all pollution from homes, businesses, and factories, and makes money too easy to get, but those same players might like my water and sewage mods, which, put together, actually add water to the water table, over time. So I'd say, get a sense for how the mechanics of the game work first, and then play with the cheats that obviate or modify those mechanics. -
I agree with all of the points MagicChicken19, makes, including the nerf bat, but I would add to that resources: if your brother's city is sitting on top of the largest oil deposit, coal deposit, etc., in the region, and he doesn't intend to share, and your city lacks those resources, then you will need to claim additional cities in that same region that have those resources.
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Forthcoming mods...
xordevoreaux replied to mutton noir's topic in SimCity (2013) Modding - Open Discussion
I'm working on a few new cheat mods, but won't release them until I am happy with what they're doing. I have almost completed work on the Gambling House and its components, but I need to tone down the amount of money earned in a day. 257,000,000 a day is a bit much. Probably won't release anything related to gambling until I have all of the gambling establishment and the HQ tweaked, so this is far from done. I had a trade mod, but I've scrapped it and will eventually start over. It was creating way too many agents and clogging up traffic between cities. Am thinking of combining my water and sewage mods into one mod, since they really work in tandem. Currently working on a control net/academy mod. Not happy with % controlnet output yet and I want to reduce research time. One by one, I am reducing water/power usage and making other tweaks to various landmarks. I have started with the Sydney Opera house. So far, the mod doesn't interfere with Multiple Landmarks. I have a ferry transportation mod that I'm watching. The boats move ridiculously fast, so fast that one can't leave the dock quickly enough for another to come up from behind, so I need to work on the timing of that as well as the ratio of the capacity of the dock to hold people waiting versus the number of passengers that a ferry can carry. I'll probably release this under my Transportation Mod as a separate download, for now, so people using one of the other ferry mods have a choice. I have a solar power plant mod and a wind power plant mod, and I'm watching both of those carefully for signs of trouble. The solar power plant will probably be ready first. Resource extraction mods are ridiculous, lots of moving parts. I started one, got oil and ore done, and am holding off on it right now. I need to reduce pollution more and a few other things. I was bored and started a mod with Dr. Vu, just to make a city from hell, but then realized that the criminals spread to other cities, which is a bit of a bummer, so not sure if this one will be released. -
I just installed a ton of mods and went to go on sandbox mode, cheats don't work
xordevoreaux replied to doodooname's topic in SimCity (2013) Modding - Open Discussion
I hestitate to reply because I don't know all of your situation. Where, precisely, have you placed your cheat mods? Also, I found, as soon as I select a new city in a region, I must save the game, quit, and go back, for the mods to kick in, not just my own, but others as well. Let us know which mods you have and where you put them and we can go forward, and then I'm sure far more knowledgeable people than myself will be willing to jump in and help as well. -
Cheat: Easy Money / RCI / Freight mod
xordevoreaux commented on xordevoreaux's file in SC13 Game Mods
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Cheat: Easy Money / RCI / Freight mod
xordevoreaux commented on xordevoreaux's file in SC13 Game Mods
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