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Everything posted by matias93
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I'm using Dark Reader on Firefox (it's also available for Edge, Safari and Chrome) and the site looks this way: At least for me this is good enough as a dark theme, but you should check by yourself. Luckily, the extension is also customisable in terms of bright, contrast and other variables, so you can also tinker a bit if the default results aren't enough. Also, you can toggle the extension on and off easily, and even make it follow your device's theme, so it doesn't force the usage of dark or light themes at all times.
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I'll give it a try, it also should help with the clipping on the bushes
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A small rail station with an integrated underpass to ensure free flow of cars and trains.
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A huge and rather disorganised petrol refinery, contributing with heaps of pollution to the estuary. Some thermoelectric plants are located inside the compound, reducing the need for pipelines and giving it a cheap veneer of green, just enough to not be moved away from the city.
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OK, I'll Bite! What is...? (Snow Control)
matias93 replied to SIM-ple Jack's topic in Simtropolis Related
it controls the snow on the banner -
Low and Medium density building variety
matias93 replied to gavendano's topic in SimCity 4 General Discussion
Hi and welcome! The best way to get a bigger variety of buildings is to download and install custom content, which you can find on the different sections of the STEX (residentials, commercials, industrials, building sets) or using the power search of the LEX. Keep in mind that getting new buildings can be a relatively slow process, even if becomes a bit addictive at times, specially because at the beginning you'll have to also get and install the dependencies of those buildings. Without them, you'll find many of the dreaded "brown boxes" all over the new lots. I would recommend you to keep the most dependency-heavy buildings for a bit later, and to start with the ones that are more minimalistic in this aspect. In no time, you'll have amassed enough installed dependencies so that most new buildings won't require additional ones. -
The SCILT packages by Cycledogg (CP) have a lot of diagonal overlay textures, and are made to be compatible with several sidewalk mods, so that might be useful. CP also did some diagonal textures for other things apart from sidewalks and paths, so it might be worth to check his dependency files for them.
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Comprehensive SimCity Music Collection, Version 3.2
matias93 replied to trar's topic in SimCity 4 General Discussion
And into the playlist it goes, thanks! -
Did you uncompress the entire zip, or run the bat from inside? It might be struggling with finding the rest of the installer. And yes, before NAM 37 we had an executable installer, but the mod became too complex for it and resulted on damaged installations for many people. The new method is more crude but installs correctly every time.
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Removing zigzag sidewalk effect on diagonal avenue?
matias93 replied to jonnyquest's topic in SimCity 4 General Discussion
I've always wondered if this couldn't be solved by modding the fillers to be considered by the game as high density... -
Got a quick SC4 question?... Ask here!
matias93 replied to City_Slider's topic in SimCity 4 General Discussion
If I remember correctly, diagonal bridges simply don't allow ferries to pass under them, because for the game they aren't bridges, but surface viaducts, and ferries cannot go under a road or an avenue. EDIT: untrue, check rsc204's answer below -
Where can I find the Letters of the BLAM Sign?
matias93 replied to TG24's topic in SC4 - Custom Content
On the park menu -
Banned for being murderous, specifically in the kind of way that moves one to revitalise Magnasanti.
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Hi! Check on the highway menu, the last button should have the NAM logo, and if you hover the mouse over it, you'll see the installed NAM version. Of course, if the installation failed, the button won't be there, or will show erroneous data. This is how it should look:
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Realistic Sims total per building?
matias93 replied to mallenuk's topic in SimCity 4 General Discussion
Because you aren't adjusting all numbers on all lots proportionately, and the simulation is designed with those numbers in mind. It might work, but not in the way that is meant, so you will have to fine tune everything to those new numbers.- 8 Replies
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Realistic Sims total per building?
matias93 replied to mallenuk's topic in SimCity 4 General Discussion
Yes, but it would be incredibly tedious. For starters, you would need to change the number of residents of ALL residential lots included with the game in the exact same proportion, or you would cause imbalances that would stall residential growth. Afterwards, you would need to change, in the same proportion, ALL commercial, industrial and civic lots, to make the number of available jobs coherent with the new numbers. And, if you have any custom content installed, you should also modify ALL of those lots in the same way. We're talking about fixing several hundreds of lots just on the base game. An easier way, if you don't mind simulation imbalances and keeping the numbers on the lots and statistics as weird as always, would be to modify the traffic simulator to get a smaller share of the sims on each residential lots to commute to their jobs, changing the Traffic Volume Per Population property: currently the proportion with the NAM is 2, so if a residential lot has, let's say, 12 sims, the lot would generate 24 commuters. For reasons of playability, I wouldn't recommend changing that number, but it can be done. If you want to experiment, do it on a test region or make backups of your cities.- 8 Replies
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curiously enough, there's evidence for that. * * * testing NAM things. This diagonal ramp, for example, is unsupported, so I'll have to use an earthen one.
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Question about commercial/industrial
matias93 replied to Ssaidd's topic in SimCity 4 General Discussion
Plopping lots stops sims from getting out of them in the morning. This means residential plopped lots get abandoned because sims cannot go work from them, industrial plopped lots cannot produce cargo trucks or trains, and commercial plopped lots work without issues, because they only need to receive sims in the morning; it's the same with all landmarks with jobs. There's a way to avoid this, by plopping a residential lot over a grown lot of the same type, density and dimensions. I suspect the same could be done with industrial buildings, but as they don't get abandoned when plopped, no one has tried.- 4 Replies
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Got a quick SC4 question?... Ask here!
matias93 replied to City_Slider's topic in SimCity 4 General Discussion
Both Cleanitol and RemoveList files serve the same purpose: they are a list of files that are replaced by the ones you are installing right now. You can search for those files manually on your plugins folder, or use the Cleanitol to do it automatically. It's important to do so, because remnant older files can be loaded after the newer ones, nullifying any update. Also, this avoids file duplication and makes your folder leaner and speedier to load. Now, about the file formatting of your plugins, SimCity 4 (and basically all Maxis games) use DBPF files, so the file extensions are irrelevant, given that the file content is correct. For convenience, Maxis used the extensions SC4lot, SC4model and SC4desc to differentiate files that contain lots, building models and descriptors, and the community has tended to keep it as well. Regardless, when creating more complex plugins that combine lots, models, descriptors and other kinds of elements, it's customary to mix them all and store it with a DAT extension. This is called "DATpacking" and can also help to reduce the size of plugins by reducing redundancies, and making them easier to load in game. -
We would need to see some traffic data of your city to diagnose it more clearly. If you can bring some screenshots of the bridges and their environment, both in normal view and traffic view, it would be very useful
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yeah, you can enter the cheat code FloraBlast to automatically cover the entire terrain with god-mode trees. Here's how to use it:
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Difference between cores and processors?
matias93 replied to atsf189's topic in SC4 Bugs & Technical Issues
The number of cores is the number of processors physically etched on the die. The number of logical processors is usually double the number of cores, achieved with techniques like hyperthreading, that schedule tasks speculatively to optimise core usage. Most of this was developed for consumer computing after SimCity 4 was released, so the game doesn't know how to take advantage of it and mostly struggles with anything other than a single core and a single thread. The CPUCount:1 command should suffice to make the game able to use one single core and one single thread, reducing the risk of crashes to desktop. I haven't researched it well, but I get the sensation that disabling hyperthreading (or its AMD equivalent) can help the game stability somewhat, at the cost of processing power overall for your computer. Some security experts also advise to disable it, as it has been shown it can be a vulnerability. -
EnCamp visited Simtropolis last time in 2013, so I guess it's quite hard to find an answer :/
