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Showing results for tags 'bulldoze'.
Found 8 results
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Trick for Bulldoze bug for project Akar
hullu posted a topic in SimCity (2013) Modding - Open Discussion
Hallo Leute, habt ihr auch Probs mit Bulldoze von Akar? Heute habe ich ein bisschen mit Roadmods getestet. Für ein spielbares SimCity 2013 benötigen Sie Roadmods. Ohne dies tötet der Verkehr in lategame Ihre Stadt. Das war das größte Problem in diesem Spiel. IN ORDNUNG. Du brauchst dafür 2 Mods. UDoN 1.9 und Projekt Akar. Mit diesen 2 Mods hast du eine schöne SimCity. Sie können Regionalbrücken, Autobahnen, Einbahnstraßen und viele andere Straßen bauen, die Sie dann haben. Das Wichtigste ist, dass Sie die Hauptstraße mit neuen Straßen verbinden können. Das kleine Problem von Akar ist der Bulldozebug. Dieser Fehler ist vorhanden. Aber du kannst damit spielen. Es ist wirklich einfach .... Wenn Sie Ihren Savegame-Check laden, können Sie Ihre Straßen plündern. Sie dürfen nicht nur mit Bulldozetool über eine Straße fahren. Kommt der gelbe Rahmen alles ist gut. In Ordnung. Some important things to know about this mods. With Akarmod you can built the big Mainhighway. But dont do it. You cant delete this. You can built , it makes no probs , but you cant delete... The next, connect only on the big mainhighway your regionalstreets. Some parts of the mainhighway are a highdensity streets (the same highdensity street what you can build in your city) and junctions. Dont connect here. This broke your electric and waterline to other cities. You cant repair this! Wenn du mit diesen 2 Mods spielst und nach dem Laden deines Savegames prüfst, kannst du deine Straßen plündern! Meistens kann man nicht: D. Nun der Trick, -Das Spiel verlassen - -starte simcity2013 neu -neues Spiel machen - Baue eine Straße mit niedriger Dichte, überprüfe die Bulldoze-Funktion (sie läuft jetzt) -Gehen Sie zum Hauptmenü und laden Sie Ihr altes Speichern ATM installierte Mods: -Projekt Akar (nur Teil 1 und 2) -Udon 1.9 -Parkbank -Küste und Wasserwerkzeuge -Fußgängerweg Übrigens, das neueste UDoN (1.9) läuft schon ganz gut. Aber die Brücken sind nicht funktionsfähig. Wenn Sie nur mit UDoN spielen, können Sie die Hauptstraße nur mit Einbahnstraßen verbinden. Sie können keine Brücken und Kreisverkehre über die Hauptstraße außerhalb der Grenzen bauen. Komplexe Übergänge mit Brücken und Kurven sind nur mit UDoN außerhalb der Grenzen nicht möglich. -
Bulldozed Megatower - Roads won't bulldoze
milehimatt posted a topic in SimCity (2013) General Discussion
I bulldozed a mega tower (I have the mod Mega Tower with Realistic Population (MTRP)) and the roads coming out of the 3 sides of the tower won't bulldoze. I deleted the mod and the roads still won't bulldoze. Any advice as to how to bulldoze the roads? I tried plopping something over the roads to then bulldoze but that didn't work. I'm unable to draw roads over top of them. Also, I'm on a Mac if that matters. -
Started playing again; some DLC went on sale as well as a few content packs, so I treated myself and got back into it. Added Natural Disasters to my game and updated my mods. Got rid of a lot of content I wasn't really using. Game is pretty smooth and I have encountered decent load times, stable cities, etc. Only one thing: I cannot bulldoze underground (tunnels). I can build underground, hitting Page Down key is fine. I can bulldoze on ground level and all levels above ground, I use the B key for bulldoze and Page Up for levels above ground. But when I page down, either hitting B or clicking the onscreen bulldozer icon pops me back up to ground level. When I try it the other way around, hit B or click the bulldozer icon, I get the bulldozer fine and it works fine, but I cannot Page Down (unless I deactivate bulldoze). Anyone else have issues with deleting tunnels recently? How did you solve it?
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I've just started playing SC again after a long vacation and bought the compete edition. The info on the ground scrubber says that if you bulldoze it, it releases the pollution back into the ground. I placed a ground scrubber on top of where I'd had a few oil pumps and there was a ton of pollution. After some period of time, the pollution was completely gone. But I just HAD to do it, and I bulldozed the scrubber. It's been about five game days and still not a sign of any pollution returning. I've even built a water pumping station where it used to be. What gives? I'm playing in single-player mode if that has any bearing on things.
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I've been digging through API and writing a first mod to learn the system. Running Xamarin on a Mac and with the Assembly Browser I'm able to dig through Assembly-CSharp, ColossalFramework, ICities, UnityEngine, etc. I started with the BuildingManager and all it's objects. Got a basic mod up an running and slowly expanding what it can do. So far I've been able to: get an instance of Assembly-CSharp.BuildingManager iterate over buildings in BuildingManager.m_buildings get everything I needed from building.Info created a Unity GUI window with a scrollView. List each buildings info in textareas implement a button that onClick will give me the building ID so I can do something with it Thing is I don't know how to do anything at this point. I've seen PanelInfoWindows, Release & Destroy classes but haven't figure how to interact with them yet and what ll is available to interact with. I've looked over the code for ModTool, TrafficManager, CSLStatsPanel, TrafficReport, and a few others. Now I want to programmatically: using the ID, call a call to send the focus on the building and have it's info panel display using the ID, call a class that will bulldoze that specifiic building. I was looking over the bulldoze tool but couldn't figure out how to use it. I don't remember where but I remember seeing some animation related classes to bulldozing and some Release and Destroy methods. Any ideas? Any help is much appreciated. Thanks!
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Version 1.6
45,513 Downloads
This will allow some of you to delete regional MAIN roads and freeways within the region to make modifications to your master cities. This is being put up by request. Thanks to the team for helping solve this little problem. As always Everyone involved behind the scenes and in front deserve thanks for making everything possible. WARNING DO NOT D O N O T Delete huge sections of Original Regional Roads or you will crash your game due to hidden Paths and Units which must stay in place to make and keep the game functional. THIS MOD IS FOR EXTREME USERS AND THOSE WHOM WISH TO PUSH THE LIMITS. YOU MUST BE CAREFUL WHEN USING ANY REGIONAL DELETE TOOLS AS THEY WILL IMPACT OTHER ASPECTS PERIOD. WATER SEWER AND ELECTRIC OR EVEN CARS AND VEHICLES THEMSELVES COULD STOP FLOWING IF THE SINKS ARE REMOVED. Use carefully as needed best results. You can create and separate your Roads into sections to create master or main loops with UDoN's and other approaches to shift traffic loads and create new directions as a result and open up useable land if needed But again is our team providing you with Rope to hang yourself if your not careful and do not listen to the warnings we give you. Enjoy. -
Version 1.0
2,248 Downloads
NoMoreDozer Mod Introduction Hello SimCity fans! This mod is a modification to the game which I created that speeds up the ingame bulldozer to Mach 3.* (you know that yellow bulldozer thing that creates roads, and other transportation networks?) The ingame bulldozer is no more with this mod and creates your transportation networks almost instantly with Dr.Vu's Instant-Ultra-Speed-Booster-Thingy-9001! That's right, It's over 9000! *Approximately Files This mod includes one file which is installed when the installer is run. -NoMoreDozr.dat - Speeds up the ingame bulldozer to its maximum speed. No other files are included with this mod. Dependencies None. Installation 1. Unzip the folder. 2. Run the install program. Questions? Concerns? Please private message me (Element) here at Simtropolis. Anyway, Dr.Vu hopes you enjoy this mod.

