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Everything posted by Buggi
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(MOD)(needs testers) super speed residential development
Buggi replied to potorium's topic in SimCity (2013) Modding - Open Discussion
Which directory did you put it in? I put it in eco game set as read only and there is no change at all. -
(MOD)(needs testers) super speed residential development
Buggi replied to potorium's topic in SimCity (2013) Modding - Open Discussion
Testing now Edit: put the file in ecogame and see no change in max happiness. :-( -
(MOD)(needs testers) super speed residential development
Buggi replied to potorium's topic in SimCity (2013) Modding - Open Discussion
I put the happiness package in the ecogame folder and set as read only and it did not change anything. Just FYI. Edit Just tried putting the package in the /packages folder and SimCity wouldn't even start. Gave a memory allocation error. @.@ -
(MOD)(needs testers) super speed residential development
Buggi replied to potorium's topic in SimCity (2013) Modding - Open Discussion
I wish there was a way to reverse the FNV hashes to all combinations of characters up to a certain length that would produce that hash value... An alloy furnace burns 24 tons of ore and 12 tons of coal per day... So an extraction rate of 24000 might be a clue. How'd you find that ID above? I'm still not used to the Pak program or how this SC manages all the cross-referenced material. -
(MOD)(needs testers) super speed residential development
Buggi replied to potorium's topic in SimCity (2013) Modding - Open Discussion
For the happiness mod you have, I want to test, can you make one that has happiness maxed for HD in all three wealth levels? Edit Currently the alloy furnace stores 20 tons of alloy. But the value shown will be based on whatever standard Maxis uses for goods. I believe the resources are stored as a basic unit, then shown in the UI as something else. For example, a basic storage lot stores 20 tons of alloy/metal ect, but 2000 crates of other goods. So I'm thinking the base unit is 1 ton/100 crates, so 20 tons of storage would be 20, a natural conversion, but 20 also for crated material. -
(MOD)(needs testers) super speed residential development
Buggi replied to potorium's topic in SimCity (2013) Modding - Open Discussion
I can't seem to get the happiness increase to stick. I keep getting rollbacks no matter how I try to change it. Maybe this is one of those things that can't be changed without causing their servers to barf. -
(MOD)(needs testers) super speed residential development
Buggi replied to potorium's topic in SimCity (2013) Modding - Open Discussion
Hmm... While I found references to the alloy furnace in the scripts_ file and the _game file I can't find any references to production or storage. Not even a hint at possible values for them. Has anyone had any luck with this? -
(MOD)(needs testers) super speed residential development
Buggi replied to potorium's topic in SimCity (2013) Modding - Open Discussion
I don't think these changes are sync'ing to the servers. After playing for awhile with the edited values it drops be back to the main menu. This time I got the "unable to load city" error. So I deleted the s### directories from my eco game folder so the game loaded the latest version from the servers and the city that loaded was a very old version of the city. -
MOD: Street for busses - Ver: 2.0
Buggi replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
You have the menu and script packages in the userdata/packages folder, I thought that wasn't the way to install it. -
SimCityPak - Modding Tool
Buggi replied to oppie's topic in SimCity (2013) Modding - Open Discussion
I set mine to 65,000 max, which is 1,000 under the H4 development threshold. Seems to work fine.- 627 Replies
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(MOD)(needs testers) super speed residential development
Buggi replied to potorium's topic in SimCity (2013) Modding - Open Discussion
I put the modified scripts_## package in my userdata/packages folder and it loads fine. After one rollback everything works. Could you perhaps do to versions for people? One that just increases max happiness for HD buildings, and one that also speeds up density development? Has anyone discovered the propery ID that has the settings for the smelter? Like amount of coal/ore it holds for processing? Each module hold's it own production, so that would be handy to find too. Another area of great interest to me is somehow fixing the electronics factories from losing their tech level and thus their production. So if someone could point me to the proper id's for something like the processor module and/or computer module, I will test trying to change stuff. -
SimCityPak - Modding Tool
Buggi replied to oppie's topic in SimCity (2013) Modding - Open Discussion
potorium, have you manged to isolate the happiness change to a separate package? You were going to try to get the HD files plus children or something?- 627 Replies
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-.-; Sigh... We have a database of mods already, it's called the STEX.
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[MOD Pack] Plop Outside City Box & All my others
Buggi replied to ProcsKalone's topic in SimCity (2013) Modding - Open Discussion
Can we remove trees outside the city box? I'd like to remove the trees where I place roads. And the balloon thing you speak of is probably a balloon from the launch park, or it could be from their upcoming DLC that introduces blimps. -
MOD: Street for busses - Ver: 2.0
Buggi replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
Felgard, can you give a screenshot of the directories you have containing the packages? I'd like to test your exact setup. Also, what other mods do you have? I have the scripts file and your file in my packages directory and I can not bulldoze the road, as well as regular cars using the road like in previous screenshots posted a page or so back. -
SimCityPak - Modding Tool
Buggi replied to oppie's topic in SimCity (2013) Modding - Open Discussion
It works, I have a modified script_## file in my userdata/packages and after one roll back if you go back into the city you get the change. I have no exodus and one building right now with 9000 happiness.- 627 Replies
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MOD: Street for busses - Ver: 2.0
Buggi replied to Felgard's topic in SimCity (2013) Modding - Open Discussion
Those who can't delete the road, if you have the SimCity Scripts_### file in the Userdata/packages file, remove it and see if that allows you to bulldoze. I just tried putting the script file in there and sure enough, I no longer can bulldoze Felgards road. -
preventing happy sim exile
Buggi replied to potorium's topic in SimCity (2013) Modding - Open Discussion
I edited the script file directly and got a rollback. Damnit! -
preventing happy sim exile
Buggi replied to potorium's topic in SimCity (2013) Modding - Open Discussion
So I put the package in userdata/packages and it fubar'd the UI... not sure what else to do but directly edit the main scripts package... -
preventing happy sim exile
Buggi replied to potorium's topic in SimCity (2013) Modding - Open Discussion
I can't get the separate package file in ecogame to affect the game, do you prefix it with z_ or 1_ to get it to load over the defaults? I just checked, the game deletes any file in EcoGame that it doesn't like. So did you just edit the main latest scripts package? -
preventing happy sim exile
Buggi replied to potorium's topic in SimCity (2013) Modding - Open Discussion
Found them. And it looks like 0x0A7917CC is the number of students that building has. Testing changes to happiness now. -
preventing happy sim exile
Buggi replied to potorium's topic in SimCity (2013) Modding - Open Discussion
Not interested in capacity modding but the happiness I'm def. interested in! What file are those prop's in? I'll run a check. -
SimCityPak - Modding Tool
Buggi replied to oppie's topic in SimCity (2013) Modding - Open Discussion
I must be blind as I'm not seeing any way of saving changes whilst inside the simcitypak program. I exported a js file to it's own package and made a couple changes, but how do I save? oO Edit Oh, $%&^!, nevermind, it was a right click in the packages tab... oO- 627 Replies
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[MOD Pack] Plop Outside City Box & All my others
Buggi replied to ProcsKalone's topic in SimCity (2013) Modding - Open Discussion
Any chance of a quick update for 5.0? Gotta have my trade port with 32 storage slots Edit: Seems that the scripts package you edit allowing for more ploppables wasn't updated in the patch, I still have the old date modified on it. But I am not getting the option to plop more of something. For example I started a new region and new city and built the grade school, however it says I only have 4 available addons for classrooms and the first two used that up (2 count each). -
SimCityPak - Modding Tool
Buggi replied to oppie's topic in SimCity (2013) Modding - Open Discussion
I'd just like to throw something out there regarding the foundational DBPF format. As some of you may know, this system was developed by Paul Pedriana (who later gave me the extracheats DLL and source). It is my hunch that the DBPF stands for DataBase Page File. Rather then think of the data contained therein, as a series of separate entities think of it like a database. There are tables rows and columns. Using the old Type/Group/Instance nomenclature: Think of it like this: a Type could be considered a table. So all entries with the same Type ID would be found in the same table. The data contained in that table would be expressed by the Group (Row) and Instance (Column). These data can be many things, an image, a string, an array of values. This might be how you find ID's that are sequential as they would merely be the next row. Now I could be off a little on the concept of Row and Column expression, but I think I'm dead on in thinking the overall format is expressed like a database. There is simply too much data to be organized like individual files. I haven't read up recently on other database file formats, but I'm guessing they're pretty similar. Also, when the game loads the different packages, it uses those ID's as indexes into the data it already has. This is how SC4 mods overwrite certain items. It isn't overwriting a FILE, but an entry in a database. Granted, the database could be all one table, and the ID's you've been finding could be used as indexes into that table for fast access. So a sequential ID would be handled internally as (BaseID)+1. Thoughts?- 627 Replies
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