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Everything posted by Ciaolo
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- 20 Comments
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- 1
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- guides
- functional guides
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(and 1 more)
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Offline-Only Mod: "UniDirectional Networks (UDoN)"
Ciaolo commented on xoxide's file in SC13 Game Mods
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Offline-Only Mod: "UniDirectional Networks (UDoN)"
Ciaolo commented on xoxide's file in SC13 Game Mods
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Problem with Mod - Can't Plop
Ciaolo replied to charlesnew's topic in SimCity (2013) Modding - Open Discussion
If you have the offline bridge and tunnel mod, remove it and remove my fix as well, then test the game again. It's important because if that mod is the reason of you problem, I need to tell the creator how to fix it. -
Problem with Mod - Can't Plop
Ciaolo replied to charlesnew's topic in SimCity (2013) Modding - Open Discussion
Try if this solves your problem: -
Problem with Mod - Can't Plop
Ciaolo replied to charlesnew's topic in SimCity (2013) Modding - Open Discussion
What are all your mods, charlesnew? -
I'd like to create a mod that contains new streets and avenues whose only purpose is planning the city layout (no traffic, no zoning, no building). Very useful when playing offline without sandbox mode. I think I know how to do everything: creating the roads, managing the upgrades and downgrades, adding them to akar, etc. The only thing I can't do is the part related to graphics. Textures, icons, 3D models, I know nothing of them. Let's create a team and work together.
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- 20 Comments
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- 1
-
-
- guides
- functional guides
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(and 1 more)
Tagged with:
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- 20 Comments
-
- guides
- functional guides
-
(and 1 more)
Tagged with:
-
- 20 Comments
-
- guides
- functional guides
-
(and 1 more)
Tagged with:
-
Offline-Only Mod: "UniDirectional Networks (UDoN)"
Ciaolo commented on xoxide's file in SC13 Game Mods
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- 20 Comments
-
- guides
- functional guides
-
(and 1 more)
Tagged with:
-
Offline-Only Mod: "UniDirectional Networks (UDoN)"
Ciaolo commented on xoxide's file in SC13 Game Mods
You should lower the freeway when you need a ramp. As an alternative, you can try this, but I don't know if it works: Add a short elevated ramp to the freeway, then an other little ramp at the default height, and finally connect the ramps together and to the ground with transition ramps. Tell us if you used the last suggestion successfully. -
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Offline mod for street planning: need help
Ciaolo replied to Ciaolo's topic in SimCity (2013) Showcase
I had another idea: we could create "service road" (tentative name) that doesn't look like a road, it's a tube on the ground and electric tracks above it. These roads allow no cars, no sims, just a connection for power-water-sewage for those who "segregate" (a new thing I discovered in an old skye storme video). I'll talk about this with the group, and update. -
I read somewhere (maybe the official sc forum) that they leave by municipal busses.
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Big vs small blocks and Maximizing built acreage
Ciaolo replied to hamsterTK's topic in SimCity (2013) General Discussion
You can try this mod that change guide distances, just read the description: -
I think that custom buildings goes there, and everything else go to simcitydata, but if you use simcitydata only, it's easier to add/remove mods.
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It's definitely something that has to do with what happened at the exact moment of the building birth. Some variable that influenced another and changed it to 0. But it's a cool bug!
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Problems with Mods
Ciaolo replied to Emilus Kalile's topic in SimCity (2013) Modding - Open Discussion
You should go to project akar and read what to do with the different screen resolutions: -
SimCity (2013) Official Mod Request Thread
Ciaolo replied to Cockatoo's topic in SimCity (2013) Modding - Open Discussion
I was working on true speed ( ). I stopped when I discovered that acceleration doesn't apply only to vehicles and sims, so it's more difficult than I thought initially. In order to do mods like true speed or realistic speed, I need other modders to tell me what the unnamed agent instances are, if they studied them. -
Project Orion Mod Problem
Ciaolo replied to CapTon's topic in SimCity (2013) Modding - Open Discussion
If you whatch this video here: http://m.youtube.com/watch?v=HfKuuRFV1kU after 16'40" you see exactly how the map shift works. Wouldn't it be better to draw the new borders where Skye put those streets? If that's possible, it could really help players. -
Offline mod for street planning: need help
Ciaolo replied to Ciaolo's topic in SimCity (2013) Showcase
I want to be more clear about what this mod should do. Imagine that you want to plan without spending money, you go to the street menu and see "plan street" and "plan avenue", and they look like some streets drawn like lines on a football pitch. You pick them and start planning. They cost 0, allow no traffic, no building, no zoning, no water/energy/sewage and nothing of all the other hidden things (modders know what I'm talking about). You plan your layout, and if you want you can upgrade and downgrade between streets and avenue plans. Then, when you've done, you'll want to build real streets and avenues, so you just upgrade them. You can upgrade streets to dirt roads (and to avenue plans as well), and you upgrade avenue plans to medium avenues. When you upgrade a plan to a street/avenue, you can't downgrade to the plan, because you can build on a road and nasty things could happen if you change a road into an avenue without buldozing everything on it. At least this is what I think by looking at scripts. And more importantly, as this downgrade could allow changing a road into an avenue, this is a completely different matter, and an unwanted behavior. Now, what to do with udon and regional roads? Maybe I could do those plans for them as well, but it's to be decided. Of course it could be possible, but let's start small. As far as regional roads are concerned, it would be much easier because they look like normal roads, and it would be good to do them from the start. -
Trouble with offline bridge and tunnel mod
Ciaolo replied to craizedmanic's topic in SimCity (2013) Modding - Open Discussion
Use this package that could solve your problem. Tell us if it does or doesn't. If it does, we need to tell the mod author to do a little change in his/her mod. 0000-bridge-tunnel-fix.zip -
Version 1.0
6,287 Downloads
This mods reduces to a quarter the minimum distance between the cursor and an existing street before the cursor snaps to that street. The snap distance to guides is reduced as well. It lets build with udon much easier. This tweak is included in the udon expansion of my other mod "Functional Guides". I need you to test if this works online, and if it's incompatible with some other mods.
