Jump to content
         

MegaRapidz

Member
  • Content Count

    19
  • Joined

  • Last Visited

Community Reputation

27 Positive

1 Follower

About MegaRapidz

  • Rank
    Sophomore

Recent Profile Visitors

251 Profile Views
  1. Honestly, you could very well be right. Perhaps not all modded environments are truly broken; that exactly those two mods (and no others) work with no issue. The fact that your experience had no issues is useful information, since now this can be tested/confirmed to not contribute towards the mentioned game-breaking bug. Everything in this thread targets the frequently used "modpack" setup, aiming to provide the content-rich experience that used to work in 2020. The intention with this thread is to collaborate with the community on that same modpack until bugs are minimised and the modpack becomes playable. I'm optimistic though! I don't want to spread doom and gloom
  2. Sadly, nobody has found a solution to this issue yet . The 2024 SC13 update produced no new content and a million new bugs. I agree it is tiresome, but it is the best option we have at this current time. If anyone is technically oriented and wants to dive into the code, please share any findings here.
  3. [SC13] 2020 Mod Collection by Twinzens

    Try this guide.
  4. How active is online?

    People are still playing , but it's the usual pattern of short bursts of gameplay before cities are abandoned. There are definitely a small number of people still dominating the leaderboards, and the global market still fluctuates with activity, but it's overall a quiet game.
  5. Excellent find! Thank you for commenting on your testing discovery. Can you confirm that excluding these buggy files resolves the associated problems? I can also attest to this - past modded games with regional highway and road mods absolutely solve traffic issues. This is amazing, thanks for looking into this problem. I wonder if we are able to produce patches that correct these incorrect parent references? Also, if you are able, could you reformat/organise your comment to read more clearly? I struggled to understand everything (some info from DE section is excluded in EN section), but I can see that you have identified issues on a more technical / deeper level, which is seriously impressive. The more I read the comments on this post from the SC13 community, the more I (and many others) are beginning to fathom the mess of code that is SC13 , so thank you for these findings. If my experience with coding has taught me anything, it is that code comments like those often tend to state the default vanilla values as a reference point so that the (mod) developer can edit variables accordingly. This is an assumption, however, but hopefully it could be helpful for further investigation. And once again I would like to give a massive shoutout/thanks to this community for your efforts. The more we experiment with which mods to include/exclude, the more likely we are to find a stable game. Perhaps then we can look into the more technical elements, such as repairing outdated mods!
  6. I have added these issues to the Issue Tracker. A Massive thank you to all who have contributed their experiences with the 2025 modpack. Unfortunately, I don't have a solution to this. If you ever do find a solution through testing, I will update the post . This is an excellent find. If people are willing to playtest and get some reproducible findings, this could be extremely helpful for the modpack! Without Orion (3k extended boundary mod), the regional stuff is still useful and working. I have used them for traffic management but placing roads that surround the city but do not occupy building space. You can also build highways, and additional connection points for city traffic inflow. You can also "segregate" populations, covered by SkyeStorme on YT. Numerous great uses targeted at traffic management. My best estimation is that this would be included as part of some "regional roads" type mod or some OmegaCo-oriented mod. If no documentation exists for what it does, it's probably leftover code for unfinished content. Otherwise, it might be the OmegaCo factory module that allows you to pipe in ore and oil, but the regional variant. You're welcome! Every contribution strengthens the state of the game, and I appreciate the feedback.
  7. My apologies if it wasn't made clear. I have edited the post for clarity. Hope the answers below help. The short answer is just to install the three named files, and not the others. The long answer is: the unfortunate reality is that the modding scene in SimCity13 is so messed up and quiet right now that my goal of reducing the complexity and scope requires the thread sticking to a standardised client. This means if everyone plays using the same consistent mod list, we can troubleshoot issues as a community, thus making a playable game state more likely to be achieved. The three files chosen from the mod collection include all of the content of the 2020 pack, excluding the extended boundaries mod (again for complexity reasons). The two "crossover" files are for with/without DLC. This thread assumes that all DLCs are installed (notably Cities of Tomorrow), meaning we choose the crossover file for the DLC version of the game, and not the non-DLC version.
  8. It is a known issue from long ago that the UI panel for a building that says N/M jobs for each wealth citizen is completely inaccurate. I haven't encountered this issue myself. Could you provide some specific information on how to reproduce it? What specific mods are you using? Did you ever forget to perform the fix needed every time the game launches? Hopefully with some context, I can put the hours in to reproduce these bugs, and try and get you a solution my friend. The post will also get updated in the issue tracker.
  9. bugs Simtropolis 9.0.x - Bugs & Issues Report Thread

    Sadly this didn't work for me, neither did a browser restart. What I ended up doing instead was sending a blank 1x1 JPEG pixel image, and the normal subject text. Then, I went into the messages section of the website to see ongoing conversations, and continued my actual message with the working editor. That seemed to work! I can also refer to that file for future messages to prevent upload spam too. I may try doing it this way next time tbh. Thanks!
  10. bugs Simtropolis 9.0.x - Bugs & Issues Report Thread

    I have this issue when composing a new message to another user. No text box to type in, only attachments.
  11. ModPack Project Orion 3k

    Check out this guide, built upon the user's suggestion from the link above. There is a fix for your exact issue.
  12. Why SimCity Died

    Interesting watch. In addition to all of those dodgy EA activities, they pushed a 2024 update that provided zero new content and ruined nearly every mod for the game. Because of this, one cannot mod the game in 2025 and expect the same gameplay from pre-2024. The way EA handles, updates, and closes off their game prevents every single person in the world from ever experiencing the fully fledged 2020 modpack as it was back then. There is no backdating, no quick hacks -- we are permanently prohibited from that experience. Bit of a rant lol but wanted to add something to the topic. I hope SC13 picks back up with smart people who can fix it!
  13. Orion 3K, 0 Population

    Mods for SC13 completely broke with the 2024 update. I try to cover as many problems found as possible here. While I haven't tested with Orion, nor do I have much experience with it, this might be the "buildings won't plop" issue at work.
  14. Broken buildings and UI

    These are common 2025 issues with SimCity mods, sadly. I try to cover as many issues as I can find and put them here. In your case, the mod only works in the following way: you must first unlock medium or high-density buildings of a particular type combination (Residential, Commercial, Industrial, -- Low Wealth, Medium Wealth, High Wealth) before you can place it [wealth = tech for industry]. Once you have "naturally" unlocked this through gameplay, the buildings should become placable for that city for the future. I did notice some bugs, however, where sometimes certain ploppables only snap to avenues and not roads. I'm still investigating, but if anyone in this quiet community finds any fixes for issues whatsoever, please let me know and I'll add it to the 2025 guide.
  15. Disclaimer: I will edit this post over time as I make discoveries. If you find anything useful that would contribute to this post, please leave a comment, and I will verify and update the post. SimCity (2013) Ultimate Mod Guide for 2025+ Still active in 2026! Since EA launched their 2024 update to SimCity (with no content), the great 2020 Mod Collection by Twinzens no longer works as it used to. This post exists to guide players in setting up a modded SimCity game. Some Notes I am only human. I will do my best to try and find the combination of mods that ensure the game works on the latest version of the game. Rather than providing a full modpack, I will document the mods you should add or remove to get the game working. Once we achieve a fully stable version, I will post it in the mods section. All instructions assume you have the Cities of Tomorrow expansion. The resulting game is intended for offline use only. No Project Orion - it is very buggy and is known to conflict with many mods. My goal is to maximise the number of mods in a stable version of the game. I may consider changing this in the future. No Cheats - the intention is for the mod collection to supplement gameplay, not speedrun or cheat. Installation Instructions 1. Install SimCity (2013) and its DLCs, then launch the game once. 2. Switch to Singeplayer mode, and exit the game. 3. Go to your game directory root folder. 4. Download the latest mod collection here, using only these three files, then copy the contents (everything inside each .zip file) of every file into your game directory: 2020ModCollectionSC13k-mods.zip 2020ModCollectionSC13k-scripts.zip COT Crossover All Roads-mod.zip 5. Download and install these additional mods, posted more recently than the 2020 pack: 6. Remove the following files from /SimCityData and /SimCityUserData: Launch Instructions You MUST do this every single time you launch the game! credit to plumbbob_detonation for this comment. Create a NEW Region and claim a city. Exit to Main Menu. Delete the region you just created. Play the game as normal - the bug is fixed for your current active game session Consequences of not doing this every launch: Your UI will bug out, and not work. Zoned areas (RCI) will not build anything. Resuming a city you already own will: Reset happiness to 0% Flood your city with abandoned buildings Your stats (population, etc) will be permanently altered and inaccurate Issue Tracker MegaTower not building - Placed MegaTowers never build the first floor (stuck at 0%). Solution: Demolish the first floor, then build as normal. Can't Place Buildings - Attempting to place a building; some roads do not show snap points when avenues do. Solution: None found. RCI Plop Issue #1 - Unable to plop RCI Building (mod), but will demolish other buildings. Solution: You must first have a building naturally reach the density of the building you wish to place. Then, they are ploppable. Money Cheat not working - Money cheat code (ALT+W) does not add $100,000 when used. Solution: The city must have been claimed in a "cleaned"/vanilla state first in order to use the money cheat keybind - claiming the city while the game is modded prevents the cheat from ever working in that city. A fix is to "Repair" the game via the EA App, claim a city as per this post's instructions, reinstall mods, and then the money cheat should work only for that city in a modded state. Repeat for other cities. No fix found for already claimed cities. [source] Partial Zoning in Viridian Woods: Straussberg Isles - Zoned RCI buildings do not build in some areas (islands) but do build in other areas (mainland). Solution: None found. [source] OmegaCo Factory is broken - Doesn't function, UI hover shows debug text, can't demolish, modules disappear after building them Solution: None found. [source] Changelog
×