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Thorx21

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About Thorx21

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  1. @T Wrecks That was all very clear. It is done, verified afterwards if the ID's changed accordingly and it did. Thanks for explaining it to me. I to have version 0.9.3. I have come across multiple arguments while browsing across the web that this version is recommended to use as most that is written based of off it is while using this seemingly older version. I'm not even sure what the newest version is. Congrats on this wonderful mod by the way
  2. W0W, that sure is handy. There's alot more to read in there to. I missed that topic, good to know that it is there. That may save me from asking questions of similar nature
  3. I'm not natively English speaking. So I'm sure I will know the direct translation in my own language which is Dutch by the way. I was looking for rail, trains and more or less overall mass transit mods. I come across the abbreviation "GLR" especially when looking for stations and rail related stuff. I tried searching GLR in dictionary/wiktionary all over the freaking internet but apparently the abbreviation stands for a dozen to the power dozen other things and nothing relates to rail that I come across. What does it stand for? Just a very simple question nobody should be bothered by, I really can't figure it out, sorry
  4. This is the most glorious farming mod I've ever come across, credits to all who helped make it work. I play it with CAM 2.1.0 And it does work. However I was thoroughly reading the Colossus farming manual .pdf regarding the installation procedure and there's one line of information I tumble over. There's the Sunflower dependency by HunD88 where according to the writer of the manual I have to edit the lot file if I want to use the sunflowers with CAM otherwise it supposedly overwrites CAM data. Not sure what the writer of that manual meant with this regarding consequences if undone but it sounds pretty bad if I don't. The colossus farming manual says this about the sunflower dependency > I use both, and I want to. Further down the manual is the list containing many ID's, including the one for Sunflowers. I need to change the ID to 0xA5F3E522 but I don't know where. I opened the Sunflower farm fields .lot file with Ilives reader and I'm clueless about what number to change to 0xA5F3E522.
  5. I'm not trying to build a realistic city, in the OP I told everyone that I made a testing region with the intention of testing various buildings I gathered here and elsewhere online. The idea is to have 1 large city with a lot of zoning, then save the region and then swap in/out various lots in/out the plugin folder and just run the game on cheetah to see how a collection of a bunch of lots would look together. Then reload with other mods and re-run the simulation again to see what looks best. I wan't to create it so it grows most of all the lot types at once. I want the testing city to accommodate all types of demand so I can always rerun the same city/region for future tests. I keep demand uniformly high because I don't want to fulfill demand, only in the city that I want to test in which is the city the RCI graph is showing. Nothing in this city has been build yet. I particularly want to test how a bunch of skyscrapers together would grow when packed together. Since I have a few dozen skyscrapers downloaded I want to test the combination of them to see what looks right. To do this I indeed emulated 150.000 unfulfilled jobs on purpose (quite alot more actually as the graph doesn't show more) and consequently these sims are looking for it and I purposely kept the availability of jobs low in the neighboring cities so I can get many skyscrapers in the city I want to test in. Another reason why everything is a little bit more maxed out is because I got CAM (Skyscraper install method) and the city the RCI graph represents has neighbor city connections to 800.000 other residents, most of which are looking for jobs. They are educated to fulfill particularly medium or high wealth jobs but have been left without water and as little jobs in the hopes they will find medium, high wealth resident homes and jobs in the city I'd like to test in. There's also 1 neighbor that is less educated to fulfill some I-M demand. I've read the occupation/demand tutorial before, I'll re-read it again, maybe there's something I do not understand that can help me. I have quite a lot of R$, but a lot more R$$. According to the graph I need more R$$$ for services, I'll see what that does. And why would Job-eligible sims that can work in several or more categories choose offices over services? Is that what you're trying to say? If you explained the reasoning for it in the quote it then I don't understand it. I understand what you say, not why it implies that office demand will be higher then services because of it. I am aware that you can't force everything though, I'm not unaware of the possibility that I may not be able to do what I would like. It's the purpose of this topic to find out and if it's possible and how to achieve it.
  6. I'm creating a testing region which I almost finished because I want to test out a variety of growable only lots that I've downloaded to see how they mix up when grown. It matters to various building types, also quite a few Cs$$ and Cs$$$. This is the RCI graph in the testing city with several neighbor cities. I want to raise Cs-$$ and Cs$$$. I never really paid attention to the difference in demand requirements between Commercial offices and Commercial services. I would think many similar requirements are necessary for Cs like it is for Co. The demand for Co is covered but for Cs it's still a little bit lacking. What's additional in terms of requirements for Cs over Co to have its demand raised?
  7. @rsc204 Wow thanks. It definitely works but I'm still trying to get the right balance. It works for most of the mods. However, I also got BLS Farm fields. I tried opening all the .dat files and even the SC4Lots in the reader just to theck for "Capacity Satisfied" line. It doesn't have these. This mod allocate jobs based of another parameter besides "Capacity Satisfied" and I don't know how to modify the fields of this mod. They now take up most of all the AG jobs and I'm considering removing BLS farms alltogether. I'm curious how this mod treats the workforce and whether Ilive reader or a entirely other program can modify it. And the posted screenshots was before I read the ilive readme, I had indeed added the .xml file to it.
  8. I found that one but overlooked the readme link in where all the information is I required. Having read that I managed to Change the "Capacity Satisfied" lines of all the farms. Unfortunately this requires me to change said lines in the .dat files of all the CAMeLots also which is quite a bit of work. Then I can play by changing the values until they match the desired balance I like to simulate. Most of the Farm CAMeLots are of SImgoobers so I changed all the capacity satisfied values to 0x0000000 and now I require 4500 sims to cover a med city like the one in my test city earlier posted. Maybe this throws of the balance once my region grows to a larger population and I may try to revert the number to their original but for now this works.
  9. Ok, that is true aswell. Point is, all jobs are taken. I have very little D-I, like nothing and a few Cs$. That's only a few percent of total jobs, the rest is AG. The point in case is really that the agriculture is to dense. The same amount of agricultural jobs would scatter over 2 whole city tiles if not more compared to the vanilla agricultural density. The AG part considered I would favor a vanilla agricultural density system opposed to the CAM version. Eventually AG is not the main focus of my intended city a.k.a. region, but I want it working to suit my cities design mentality. Having read a few threads I found out that Invisichem at SC4D tells that 2 or 3 farmers work a tile on many CAMeLots opposed to 1 sim per tile in vanilla. Adding to this is a overall higher capacity of farmers in the main buildings of the farm adding this number further up. So my findings are that this is indeed a consequence of CAM. Which is fine and all, but I want this large rural landscape on the edges of my cities and CAM forbids me to properly replicate this. So what can I do then? Not sure of all the options. But I found this thread. https://www.sc4devotion.com/forums/index.php?topic=17445.0 This *fix* can bring the AG workforce down to match vanilla but still remains CAM stages in place. It talks about using Ilive reader. Never used it, and the tutorials on the internet on how to use it are to basic or either comprehensive in areas for which I do not intent to use it for. Invisichem tells me to remove all IR related buildings. HOW?? Only in the stray fields do I have a "Delete option" (2nd picture) Do I need to delete all entries in the stray field for each IR building, also the farm field ones in the tree on the (1st picture) Any comprehensive tutorial on how to use this program. I'm not shy to learn and am currently unaware of what Im doing when using this program. Sorry for my mid-long length ask/help me posts. But I'm new to modding SC4 and had a nice city planning idea and I wont rest until I found my set of plugins that work well together
  10. @CorinaMarieThanks! I haven't checked the route query yet but it was a very good idea. Anyway, in CAM with my installed lots sims work the main building of the farm and then also each seperate tile. So it's hard to get a exact number about the maximum occupied jobs as I would have to count each tile and then add up. But most of my farms are in the 15x15 through 18x18 tile setup. Each tile is worked on average by 1.5 (either 1/2 or 2/2 workers per tile) so as an example that is 16x16x1.5 = 384. On top of that, the main building of the farm also has workers. Depending on the farmhouse and from which mod it has anywhere from 6 - 50 workers. So that could be 400+ workers per farm, you get the picture. According to the city overview I got 20.000 industrial jobs while having 12.000 sims. So in fact most of them are farmers and having multiple jobs. So the result is, there are to many workers per each farm. The remedy would be a industry agricultural divider and it has nothing to do with lack of demand. There's plenty of demand, it simply is already taken because the farms are so dense. I don't got the industry doubler installed by the way, so it couldn't be it. The Dirty industry doesn't have these staggering numbers of workers, in fact, it is on the low side and that's why my DI-I keeps a high demand. Is this agricultural behaviour normal for CAM? Maybe a mod conflict? Is there a fix?
  11. @rsc204 I just removed SPAM. I overlooked the fact they did not go together. Some of my farm fields changed, but the demand issue sitll persists. It didn't even alter it. I build a farm region before several years ago with mostly vanilla content and found out I had to start of with farms prior in order to fill a lot of farm land so I know about having to build them first. That's why it's a self imposed requirements of mine to have the demand fixed to my liking so I can get it done. Under the current circumstances I need the size of the town in the pic for the amount of farms. It's to much. Also there's nothing illegal here. I got a Microsoft license for my current Windows version. It's just that I re-installed Windows several weeks ago and something triggered the activation message early and I always seem to forget about it, now that you remind me I should actually activate it. Trust me, my AG demand is more worrisome at this moment then you mentioning the activation message. I just couldn't be bothered by it and Windows runs fine for now
  12. This is so funny. I came here opening a exactly similar thread at the exact same time considering the exact same question with the use of similar mods under near similar circumstances. Do not feel I'm attempting to hijack this thread because if that impression is made I will remove the content of my reply and post a thread of my own. Anyway, I have installed many many mods this weekend and I mean many, like hundred+ that includes CAM + most of the lot packs and many of the other CAMeLots at the LEX. It also has SPAM and the IRM Fix for CAM + many more mods from SImGoober, Jetstarr, Mattb325, Paeng and a few others. But I don't know what particular mod is throwing of the balance. I also have a hard time acquiring agricultural demand in my cities. I got taxes for AG to 5%, 12.000 citizens without education (not even a library) but they only want DI-I and Cs$. I managed to fill the field with farms mostly. Bit 12.000 citizens to do that = to much for my taste. Depending on my chosen city style I do want farm lands. I like lot of city tiles with mostly farm land because often cities have large acres of farmland beyond their borders. That's what I like to replicate in my region. As you can see according to the following picture that is going to be quite difficult the way my mods determine the agricultural demand in my city. Ofcourse I could overlook things and my demand might be be fixable. I would want to at least double the amount of farms per citizens whom all 12.000 are dumb. Under which circumstances I would favour thrice the farms per amount of citizens. FYI, there are no other city tiles in the region as this is a testing city. Only a couple hundred sims actually work the land. EDIT: The demand for AG is slightly negative while taxes are at 5% (ridiculously low) I thought negative demand was a likely outcome when something restricted the demand like for instance higher taxes ironically. Otherwise I never really experienced negative demand on the RCI graph unless something obvious was causing it. I'm gonna try and mix certain combinations of the currently installed mods to see if subtracting any of them remedies the problem, which will be tommorow because I'm spent with this game for today. But I hope anything I just uttered was actually telling enough for somebody to tag me with the quik fix.
  13. Ah Manually datpacking simcity_1.dat did the trick. It is working now
  14. I'm trying to install the Colossus addon mod for the first time in my life. I'm running on Windows 10 x64. I'm in possession of a Ubuntu Xenial xerus partition also with which I could run this game in Wine in case the issue is OS compatibility. I get this when installing CAM. Should there be a third window besides the Setup that the notepad window calls "SC4 Dat packer" It isn't there, I don't know what it is asking of me. All I could do is close the notepad window with my fingers crossed and then this happened. Log file is on the left. Apparently I miss a DLL file. Right? It would be handy if the log file could inform me what DLL file was missing. Anyhow, what do I need to solve this matter? Many thanks in advance... EDIT: This dood seems to have the exact same copy of my problem. He said he got it fixed but wasn't bothered to tell the rest of the world how he did it, what a shame. Anyway, I donwloaded the 3 DLL files. I don't have DAT packer installed because CAM didn't listed it as a dependency. Do I need Datpacker for CAM to install? I just installed it and dropped the DLL files into the Datpacker folder because it to failed to launch for which I had to download those 3 mentioned DLL files in the topic here under. But the CAM installation still gives the same errors. And I don't know how to fix it.
  15. Problem with custom regions.

    Yes I use custom resolution, I did this by using the SC4 Launcher third party plugin. I have a GTX 1080 TI. Intel Integrated Graphics UHD 630 is on my motherboard and both suffer from the same. I Don't know how well the drivers are compatible with DX7 modes. In all likelihood the newer the GPU is the more glitches I could expect. I already started playing the game in windowed mode to compensate for the size of my monitor. I can definitely accept it. But I do feel I want a smaller secondary monitor just for the sake of playing this game.I don't have one lying around so I'm going to look around my neighborhood to see if anyone else does. Thanks for your assistance.
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