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Effect List - Index of Effect Mods This is the current list of the additional effects and mods that alter the game's special effects SC4DisableNetworkConstructionSounds: https://community.simtropolis.com/files/file/36132-sc4disablenetworkconstructionsounds/ SC4DisableLotPlopSmoke: https://community.simtropolis.com/files/file/36126-sc4disablelotplopsmoke/ SC4DisableDemolitionAnimation: https://community.simtropolis.com/files/file/36055-sc4disabledemolitionanimation/ SC4D LEX Legacy - JENEX AURORA-JUPITER-POSEIDON: https://www.sc4evermore.com/index.php/downloads/download/26-gameplay-mods/156-sc4d-LEX-legacy-jenex-aurora-jupiter-poseidon Return to SimCity 4 Ultimate Guide: https://community.simtropolis.com/forums/topic/762954-SimCity-4-ultimate-guide/
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Proximity Effect has no impact on desirability - Vanilla game Bug?
dylansan posted a topic in SimCity 4 General Discussion
(I wasn't able to find any information or discussion about this, so if you know of anything, please point me in that direction) According to the Prima Guide for SC4, proximity to certain buildings has a desirability effect for each developer type. For example, Commercial Service has a desirability penalty if far from Offices or Residents of the same wealth level. This concept is supported by the game data itself. In each developer exemplar, there are the following properties: Proximity Effect:R$ Proximity Effect:R$$ Proximity Effect:R$$$ Proximity Effect:Co$$ Proximity Effect:Co$$$ For Commercial Service $$ for example, the R$$ proximity effect is assigned value pairs from 0,0 up to 255,-20. This implies that if R$$ buildings are very close, there will be no desirability impact, but if they are far away, there could be up to a -20 desirability penalty. Similar values are assigned for the Co$$ effect, with a maximum penalty of -10. However, while looking into all the desirability factors in an attempt to balance things, I noticed that these values never seem to matter. Here's a snippet of a Query.txt from a Cs$ building. ... | Desirability equation for Cs$ | desirability = base value: 35 | + land value effect, f(value: 1): 4 | + slope effect, f(value: 3.0): 0 | + R$ proximity effect, f(0): 0 | + R$$ proximity effect, f(0): 0 | + R$$$ proximity effect, f(0): 0 | + Co$$ proximity effect, f(0): 0 | + Co$$$ proximity effect, f(0): 0 ... Notice that all the proximity effects are zero, and they are all calculated from f(0), implying the game is calculating the distance to each of these types as 0. In reality, the only R$ buildings are across the map, and there are no Co buildings at all. In fact, in every query I've ever taken, I've never seen the calculation do anything but f(0). For residential buildings, this results in an actual desirability effect: +5 for being near residents of the same wealth, and -5 for being near each of the other wealth levels. The net effect is -5 for every residential building no matter where it is or who is located nearby. I considered whether this could be related to the NAM, as I know that affects calculations of distance, but even after removing all my plugins, I get the same results. All proximity effects seem to calculate proximity as zero, making the effect totally meaningless. Can anyone help me confirm that this is the case, or offer counter evidence that shows this value does actually do something? I like this concept in theory and I would even like to try strengthening it to require more strategy when zoning. But if it doesn't work at all then there's nothing to strengthen. -
Hello, Park aura is important to stimulate the growth of the city. The question is, how to produce park aura with lots? Thanks.
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Version 1.0
2,057 Downloads
CoriBoom™ Productions Proudly Presents... Cori's Parks Aura. It's time to explore Park Effect in Data View form. In our 4th official CoriBoom™ release to the STEX, @CorinaMarie and I are delighted to present a mod which represents the effects of Parks Aura as a Data View. SimCity 4 is an intricate and creative city building simulation, featuring extensive information for how interactions are connected with various wide-ranging gameplay variables. Much of this happens under the hood, and so it's not always plainly evident exactly what's going on. There are ways to observe and determine the desirable and more unsavory parts of town. In terms of a visual representation though of aura effects, this isn't directly defined as displayed data. As such it might not be apparent just how far the negative aura spreads from the local landfill, or the positiveness generated from plopped parks. By knowing this information, it's possible to make design decisions based on what it means. As we've all become familiar with the standard offering of mayoral tools, Cori's Parks Aura is a mod you may not have realized might ever be useful. However, we believe it is very much so. What this allows is a completely new perspective into the diverse interactions of the simulation, and to determine more distinctly the reasons for residential development in different locations. Background Info Parks Aura is a primary YIMBY factor in SC4 which allows residential development to thrive. However in the game, this data is hidden away in the simulation and cannot visibly be seen. The standard Desirability view can help to a limited extent. This represents several variables including "Transient Aura" effects, but it doesn't directly depict the Park Effect as many ploppable lots provide. That's where you may find our mod useful, giving a new perspective to see how this important data is formed within a city. It can be used to make strategical city planning decisions for where zoning should take place, and also to identify the sources for where either the positive or negative Park Effect is emitted from. Note that this mod is a visual representation of the Parks Aura within each city tile. It doesn't modify or alter the strength of aura effects, or any aspect of the gameplay whatsoever. Main Design Features Extreme cogitation has been devoted into all modding aspects: Proven verified accuracy in the data representation. Distinct breakpoints allow the data to be seen clearly and precisely. Blending between the green and neutral allows for a gradual transition of the aura magnitude. Updated legend scale with distinguishable colors (and value ranges represented). Neutral aura is shown as an opaque and contrasting white shade. Subtle transparency which lets the terrain show through. Landfills and other trash processing facilities are highlighted yellow in the panel map so they're visible. RCI zones appear when the view is active. Overrides the standard Garbage view. The Data Distribution As mentioned, extensive testing has been conducted to identify the breakpoint thresholds forming the scale. This was done through a methodical and progressional testing approach, incrementally narrowing down the possibilities until identifying where each range is distributed. This is important because it means the distributions of how colors are arranged is fully accurate to their true values. For representing the data, a Color Ramp scale is used. As follows: This forms how the Data View panel appears with the 9 breakpoints: Sample Pics In addition to the above previews, here's a few samples from how the Parks Aura view appears in game: (Click to enlarge, and the arrow keys can be used to flick between them.) Deuteranopia Version (For color blindness) To help in consideration for people with Deuteranopia color blindness, we've created a version specially with an optimized color scale. This allows the full extent of the ranges to be seen in shades from dark yellow to dark blue, meaning they contrast distinctly to equally represent the Parks Aura data accurately. Here's the file to install in the same way (place in your Plugins folder instead of the main file): zz_Deuteranopia DataView - Cori's Parks Aura v1.0.dat Open the spoiler below for a sample: Note on Maxis Parks An observation from testing is how the Maxis Parks generate a high amount of aura. This is cumulative which means it builds up as more are located within a close vicinity. As such it means they're prone to producing the maximum extent of Park Effect that is shown as the top end Lovely side of the scale. For reference, here's a list of the data values: With these strengths of effects and it's very easy to build a few Small, Medium, or Large classed parks and see how the coverage soon mounts up. Additional Notes Aura Thresholds The highest aura the game tracks is 166 and above, which is represented by the Lovely shade. Once the 100 threshold is attained, this is significant because it's the maximum usefulness for positive aura. As per what @xxdita posted here, it's the most that RCI see as an aura growth cap (YIMBY factor). Quoting for reference: Color Layering Due to the color ramp having a light opacity which depicts the data in a more elegant fashion, occasionally the Yuck color at the negative end will appear somewhat purple shaded when over water. This happens because the shades mix up with the added blue hues. Additionally the same applies for different terrain mods also. Any given terrain mod will alter the color on the playing area. The scale has been optimally designed for regular green and brownish terrain, however the layering may appear differently depending on each individual type of terrain. Game Glitch Discovered: Phantom Aura You may occasionally find how some Park Effect still persists from an unknown source. As per what @Naomi57 posted here, and @xxdita also did here, it can be seen how the data is still shown even with nothing plopped to generate the effect. When bulldozing some lots which produce aura, we believe our mod is revealing how the game doesn't always fully tidy up the underlying data. In our own tests, it doesn't appear tied to any particular lot. Also any given lot may or may not produce the leftover incorrect Park Effect data. As a potential remedy, we suggest to run at least a full month of game time prior to bulldozing any park, especially on ones larger than 1 x 1 in size. Then save the game, bulldoze the lot, and run a few more days while watching our Parks Aura data view. Should the glitch appear, now exit without saving and come back to try again. Or better still, avoid bulldozing any parks! This really is an area where it was never known about until having a tool to show it. Quite possibly this view might explain why sometimes there can be stalled development if the phantom aura is causing it to be. Making regular backups of one's cities is thoroughly recommended in any case. Again, just to emphasize how our mod doesn't alter any data, and only displays what the game already has calculated. This is all internally stored and presented from within the internal saved file. Location of Garbage Since we expect most people already effectively manage their garbage well, only the location of the trash facilities is displayed (highlighted yellow). Additionally, the Garbage Graph is more useful if needing to know how close to capacity one is, over the trends of time. Installation This mod uses the standard process of installing SC4 content. Copy the z_DataView - Cori's Parks Aura v1.0.dat file into the root of your Plugins. The file is prefixed with a "z_" to ensure it loads last. This is important because otherwise the replacement view wouldn't override others which alter the Garbage Data View. So, just to be clear... *** Replaces the default Garbage Data View *** (And let's face it, that is pretty rubbish for usefulness! ) Note: This v1.0 version is functionally the same as the final v0.15 beta release. The exception is a small change that rearranges the legend scale text, making them sequentially ordered from the low to high range values (which seems more logical). Special Thanks To everyone who helped with testing and posting feedback from the inherited development thread, the scope and direction wouldn't have been achievable without your valuable input to assist. In particular, the meticulous testing carefully conducted by @Naomi57 with each posted beta version inspired this release to be possible. Thank you! // CoriBoom™ Productions Release \\ Cori's Parks Aura v1.0 — (26 Jan 2020) -
Version 1.0.0
651 Downloads
SM2 Perry's Victory Memorial From Wikipedia "A 352-foot (107 m) monument — the world's most massive Doric column — was constructed in Put-in-Bay, Ohio by a multi-state commission from 1912 to 1915 "to inculcate the lessons of international peace by arbitration and disarmament." The memorial was designed after an international competition from which the winning design by Joseph H. Freelander and A.D. Seymour was chosen. Perry's Victory and International Peace Memorial was established to honor those who fought in the Battle of Lake Erie during the War of 1812, and to celebrate the long-lasting peace among Britain, Canada and the U.S. The Memorial column, rising over Lake Erie, is situated five miles from the longest border in the world" Lot size 3X5 Landmark effect 40 over 20 tiles Plop cost 85000 Bulldoze cost 4500 Power req 15 Water req 0 Monthly Maintenance 250 You will find in under the Landmark menu. Simmer2 Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3787 SM2 Mega Prop Pack Vol4 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3885 BSC - VIP Girafe Poplars https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3579 BSC - VIP girafe cypresses https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2983 BSC - VIP girafe daisy https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3251 BSC - VIP girafe carpack vol. 1 & 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2821 SP SuperSHK MEGA Textures https://community.simtropolis.com/files/file/31006-supershk-mega-parking-textures/ Note. This is not a lighthouse. -
Just a question for experts programmers Could anyone save a small script into a prop and execute the script when loading the prop? Thanks
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Can we mod light effects?
AmiPolizeiFunk posted a topic in Cities: Skylines Modding - Open Discussion
I need a white floodlight that can shoot light 200m into the sky. Is it possible to mod light effects? The vanilla "Flood Light White" (type: Spot, intensity:: 8) shoots light about 80m, as you can see here (from the base up). IRL those base floodlights light up the entire column. -
Version 1.0
9,023 Downloads
This mod changes the lighting of the game so there is a little more contrast during the day and much darker shadows in unit areas at night. It also makes the sunrise more pink and the sunset more orange, It is especially useful when taking pictures of the game and works best when used in conjunction with filters such as the "warmer" filter. To install this mod, just extract the rar file into your SimCityData Folder. UPDATE (6/6/2014) File download works fine YOU MUST BE 100% logged into simtrop to download. -
Lets go Camp to Bear Island (AOWN)
NurelFayed posted a City Journal entry in Fabit Country's City Journal
hello, after i shared my journal country in here, now i will share our cities in Fabit Country for Fabit Country : http://community.simtropolis.com/journals/3533/entry-16479-fabit-countrys-journal/ +===========================================+ Bear Island, Bear Island is one of island in Karang Asim Islands. Bear Island was choosen be best place for mountain camp in fabit country because bear island has good mountain,good beach,and good scenery.Many rich people in the town have villas here.and for the tourist they can rest in hotel or rent villa. Because the camp area is far from Main street, Bear island gov make 2star Truck to bring the camper or tourist to the area camp. +============================================+ This is the map of bear island +===============================================+ Now Let see the tour to go camp here!! First you need to use boat,ferry to go here when you arrive here you will see Office camp on the way, you will se the citizen house,shop,police station,and villas than you will drive towards to the top of mountain Than tour guides will bring you to go in little forest if the day is more dark, you can rest first in the hotel in the way in the early morning, you will drive again to the more bigger forest and drive again +===========================+ And this is some camp area Okay maybe il'll share the next update about this city, i need my new screenshoot & +===========================+ if you want, you can join my sim city forum at http://aown.progoo.net/ ( please, this is not an ads. ) -
Version 1.0
1,495 Downloads
Simtropia Productions' SMP sun-set shadow mod by mjig_dudy _________________________________________________________ This modd will chage the length and darkness of all shadows in simcity4. It will make shadows longer and darker, giving a sunset/sunrise effect. The top picture shows tree without the mod installled. The bottom picture shows a tree with the modd installed _________________________________________________________ Please look at this bigger picture before rating: click here _________________________________________________________ Unzip into your Mydocuments>Simcity4>plugins folder We recomend that you create a folder called SimtropiaProductions to keep all of our work in. _________________________________________________________ Modding: mjig_dudy _________________________________________________________ DO NOT upload this file without first getting permission from mjig_dudy _________________________________________________________ If you have any questions or concerns regarding this modd feel free to send a private message to mjig_dudy,please do not pm SimtropiaProductions _________________________________________________________- 20 Comments
- 15 Reviews
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- shadow mod
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