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Found 35 results

  1. W S S N C O P F L (Working Simulated Street Neighbor Connection Overhanging Prop Filler Lots) From its humble beginning with this post / question: @Cyclone Boom and I are proud to present a set of overhanging lots which fulfills this particular need. Ergo: Background In a new area of my Corillion region I have a small island which straddles a city tile border. Most of the Sims living there commute to the adjacent tile: I have a crappy little R$ area and it's connected to the neighbor. Like @Daeris, I feel that part which is road looks horribly out of place and spoils the illusion. Using our new WSSNCOPFL mod, it now looks like this. Or, if you are using CB's No More Neighbour Connection Arrows mod, it'll look like this: And it's still a perfectly working neighbor connection! Contents of the new Mod We've made overhanging prop lots for the vanilla Maxis street as well as each SAM of the Street Addon Mod (excluding SAM 1 Parking Lots). Because our lots each have a single, permanent texture for the S3D (said model created by @rsc204) that makes the overhanging prop static. We didn't want a zillion (and 7) lots in the menus, so we picked a wealth and density level they would represent. This allows any nearby sidewalks and grass to match up when they are the same wealth and density. In the following pics, they are thus grouped first by low wealth, low density, then Robin's industrial one, and finally, high wealth, low density. Vanilla Maxis Street: SAM 2 - Peg Dirt Road: SAM 4 - Peg Gravel Road: SAM 5 - Trolca's Dirt Street: SAM 7 - Hableurg's Asphalt Street: SAM 11 - MGB IndustrieSAM: SAM 2 - Herringbone Brick Street: SAM 6 - Klinker Street: SAM 8 - Cobblestone Street: SAM 9 - Brisk Red Brick Street: SAM 10 - Moonlight's Japanese Street: How to use this Mod When plopping these lots, the road and adjacent cells must be level or there will be goofy graphical glitches. So, start out by leveling the area using road stub plops: Edit: Pro Tip from @SIM-ple Jack: For those road stubs that come thru from another city tile which are 3 cells in length, you can bulldoze off two of them (leaving a single cell of the road with the connection arrow) and then connect the street to that. Now you only need to plop one of these filler lots. (I'll make new pics for the release version of the docs to show it that way.) Now back to the original (partially wrong) guide: Then bulldoze the road stubs and grab the corresponding WSSNCOPFL from the Miscellaneous Transportation menu: ^ Note: For this beta version those have been ordered to appear at the top of the menu. For release, we believe they should be buried far down so as to not be annoyingly in the way as they will only be used once or a few times per city tile. Next, simply plop them one by one to cover up the road. The arrow is automatically attracted to the network so they will be in the proper orientation for plopping. Plop the second one: And a third one: Lastly, replant the trees: ^ Note: The invisible part of the plopped lots does allow both God mode and Mayor mode trees on them. This also means other MMPs could be used instead. Known Goofinesses If plopping on uneven terrain you could see this: When first plopped (even on level ground), it can have this little oddity. Simply zoom in or out one time to fix that. This pic is zoomed to 200% to better show it: Zoning density makes a difference for nearby sidewalks. Here are some small homes which grew in high density zoning: ^ Ofc, if y'all don't mind this look, it's not hurting anything gamewise. Another thing is because the S3D can only have one FSH with no MIPs (specific textures for each zoom), the Klinker Street will show a Moiré pattern when zooming out. This image was taken at zoom 3 in the game and then I increased it to 300% so it's not tiny here: There is a wee bit of an alignment mismatch for these filler lots because the S3D model has to be raised 0.2 meters above the terrain. This is so they don't cause graphical glitches (aka z-fighting). For instance, here's a posh neighborhood where I have gaps between the actual zoning of the residential which I filled with Park Grass plops. Then in the upper left is a larger park. Notice how that one cell of the Brisk Red Brick Street decides to show dull R$ grass? So, I bulldozed a spot where the invisible part of the overhang lot could go (which I would then fill with trees) and plopped the overhang. Due to that height difference there is a bit of visual offset: ^ This same anomaly will happen at the neighbor connections too. Nothing can be done to fix it for all rotations. So, this glitch is one you have to decide if you can live with or not. (For the neighbor connections I'm willing to accept the slight alignment discrepancy in order to hide the more obvious road texture.) The Controller Cohort File I'm introducing what I believe to be a completely new concept for menu management. One can simply accept having very full menus with everything installed available. Or, use Menu Management Lots (MMLs) to hide them when not needed. Or, use the DAMN Manager with the DAMN Program. The first option is inconvenient due to the amount of scrolling needed. The MMLs have the slight drawback that one must re-select from the menu for each plop. And DAMN can be damn difficult to setup and get working properly. (There's nothing wrong with the DAMN program. It's merely more complex than other options.) Since I don't personally use DAMN, this next part is only about using the in game menus. The other issue which is tedious to setup properly for oneself is the order of the items in menus. What one person uses every other click in the game might be a once a week item for someone else. They would then have different ideas of how far towards the top or bottom they should go. Also, when having a large set of items, the reorganizing of their location has heretofore been a royal pain in one's posterior region since they must each be edited. With the method I've created, the location within the menu (as well as which menu the entire set will appear in) is controlled by one Cohort file. To move this entire set up or down within the menu needs only one simple edit using Reader. More specifically, the Item Order property in the Buildings exemplar: ^ This is shown with the hex value 0xFFFF8300 which is minus 32,000 in decimal. (The more negative the Item Order value, the higher it is in the menu and the more positive the value, the lower it is.) For this beta release, I've made it very negative for the convenience of accessing our lots quickly. Again, the beauty of this method is one single edit and the whole set can move to another position in the menu. This, IMO, is so much easier than editing every single lot's building exemplar. Then a second feature, tho not as useful, is that which menu they appear in can also be determined for the entire set with a single edit to the OccupantGroups property: Hiding Icons Even more useful for things which are plopped only a few times in a city tile's life is that removing the Controller Cohort file from Plugins causes all their menu items to disappear, but all plopped items are still fine in the city tile. This helps reduce clutter in said menu. To test this part, remove the WSSNCOPFL Controller Cohort.dat file from your Plugins folder. (Leave the other .dat files in place.) Plop Costs The plop cost is the other part which designates the position in the menu. We've simply set them from $1 to $11 so they will sort in SAM number order. The plop cost is located in each individual building exemplar. (Unless wanting to change the order within the set of icons, they are already set logically.) Design Consideration Each lot is a single 1 x 1 ploppable with an overhanging prop offset by exactly 16 meters. They are all completely neutral with regard to stats. Ergo, no pollution, no auras, no montly cost, or any of that stuff. The prop is facing away from the arrow so they will auto orient themselves towards the road. The 1 x 1 lot itself has no textures at all which makes it invisible after plopping and does not suffer from the water bug. ^ Ofc, you cannot zone in that invisible area nor plop any other lot on it. SNAFUs and Their Resolution Right from the start, there was a glitch. With the lot plopped the overhanging texture would sometimes ghost itself and look goofy. I believe this is the infamous z-fighting. ^ Per Robin's suggestion, this could also be fixed by raising the model more, but that would also exacerbate the alignment differences so I went with Plan B (described in a moment). ^ Edit: Robin did not say the above. I misunderstood. Then, also, the necessity of the S3D being raised by 0.2 meters made it such that the prop texture appears a wee bit too wide to match up to the ground textures of the road/street. While really only noticeable at zooms 5 & 6, increasing that to zoom 8 (using the sizeof 8 cheat code) it bothered me. My Plan B resolved both of those issues by making a copy of the original textures and adding an updated Alpha channel. Now it looks like this: ^ It lines up very nicely IMO. Additionally, SAM 6 (Klinker Street) and SAM 10 (Moonlight's Japanese Street) won't work at all by simply calling the NAM's textures. ^ Neither of those have the grass area so some road shows thru. Nor do they produce pretty sidewalks without a proper grown wealth adjacent. For 6 and 10 as well as for 2, 8 and 9, I baked in the good sidewalks when making full sized textures. Menu Location Per @Naomi57's suggestion, we'd hoped these could go in the Road sub-menu, however as best I can figure out the only things which can go there are tools (like the draggable streets, roads, or the like), placeholders for network plops which are in a Tab Ring, or a Maxis defined sub-menu. So, we've tossed them into the Miscellaneous Transport sub-menu. Beta Testing Ofc, CB and I have tried to test these every which way. However, there's nothing better than having other peeps also put them to rigorous testing. We have decided to have a closed beta which means we are not posting the file directly, but are asking for a few peeps who are willing to thoroughly test the complete set and report back with both comments and pictures of good and bad aspects. @Kloudkicker has specifically volunteered and we believe @Naomi57 did too by adding a Yes reaction where we'd asked about this in the original thread. While @Daeris reacted with a Like, we aren't certain if that was a commitment to help test. We would like a couple or three more peeps to join the test group. Let us know by replying below. When the file is ready (prolly later today or tomorrow), we'll send it attached to a Private Message. Beta Expectations Remember, we do expect feedback and pictures to be posted about the testing y'all do. We reserve the right to use any posted image in the final release. Credit to you will be given by editing in your ST name into a corner of the pic. If you happen to be proficient using Reader, also test moving the set to a different menu as well as the position vertically (Item Order) within the menu. (See the Controller Cohort section above for this latter part.) There's no particular rush, but we'd like to have a finalized version ready to post on the STEX within a couple weeks if possible. Download Beta See our post here to download the WSSNCOPFL v1.0 package. Conclusion Thanks for reading everyone. -Cori & CB
  2. More Trade Depots

    Version 1.0

    25,507 Downloads

    *Download links are back online! Hurray! * *Important informations are given at he bottom of the page, check it out!* Hello people, my name is Seb ! Today I am presenting you something you might like a lot; this is the More Trade Depots mod. It alters the Storage Capacity of the storage plates from "100.0 units" to "1000.0 units" and "200.0 units" to "2500.0 units". Also, more workers are now required in order to operate the trade centers (5 employees instead of 3). *All preplaced modules have been deleted!* Placement cost has been reduced from "13.000§" to "7.500§" ; building maintenance cost have been decreased to "450§". Docks and Rail attachment limit for Large trade depot are now capped at "2". All storage plates have now the possibility to be placed twice farther in order to allow you an easier placement. What's coming in the "Major update 2.0" ? - «New» Storage plates with higher and lower storing capacities. - «New» Garages for transportation trucks. - «Add-on» Local and Regional rails for trains will be added in the menu when editing the trade centers. - «Possibly» Unique and specifically designed rails for Cargo trains. » How to install ? Files with the sub-extension .data.package have to be placed in "SimCity/SimCityData" folder ; Files with the sub-extension .udata.package have to be placed in "SimCity/UserData/Scripts" folder ; In order to ensure the mod works properly, bulldoze your original buildings (Trade Depot and/or Trade Port), next step is to save the game. Now, if files aren't already installed just do it ; if they are, or an older version is installed, then simply exit SimCity and re-open the game after you've updated files with the new ones.* * I'll mention the steps if new files appears or the names came to be changed. *Important informations* » The comeback Hey ! How is it going ? I'm doing pretty well if you ask me the question. During the summer, I was thinking at the "Good old times". Since the community felt a bit "dead" for SC2013, I decided to give to the game another "life". As the days were succeeding, I was developing my modding strategies and diversifying the techniques. Soon, I was able to visualize a prototype of a mod that would have great chances of working because all the concept was based on the game mechanics. After a few weeks, I installed back SimCity and decided to come back among this community. » The " Major update 2.0" or "SC2016" As you have read, I am back. Yes, it is clearly written B A C K ! And for this comeback, I've decided to create the "Major update 2.0" Now, you might be able to be surprised or mindblown much more often or easily ; I have an idea of how to modify the terrain in a city (I won't spoil anything as long as there are not going to be any "Successful" prototypes). » So... What can we expect from this event? Pretty much all things that the smartest modders couldn't create in the active modding epoch of the game (the beginning of modding on SC2013). Without wasting any more detail-ish sentences and lines of texts, here's a list of things you can now expect to see the day ! - Megatowers's crowns modding. - Megatowers's floors modding. - Greatworks modding. - Terraforming tools - ControlNet implementation in some facilities. - Custom rails and transportation tubes for OmegaCo's mining modules.
  3. Version 1.0

    25,921 Downloads

    Hey guys . What this mod pack does: - Increases number of jobs - Reduces maintenance and construction costs - Reduces minimum workers needed for production - Reduces power consumption - Reduces garbage production - Increases water production - Increases module count (Water Treatment Plant only) The things listed above apply to the water tower, the hydro pumping station, and the water treatment plant and its modules. NOTE: You need the Cities of Tomorrow expansion pack in order to use this mod. How to install: Unzip the file. Place the regular .package file into your SCData folder and the two scripts files into your SCUserData/Packages folder. Enjoy the mod! More are coming!
  4. Version 1.1

    22,351 Downloads

    Hey guys . What this mod pack does: - Reduces construction and maintenance costs - Increases number of jobs - Reduces minimum workers needed for production - Increases sewage outflow rate - Increases module count (for Sewage Treatment Plant and Sewage Sanitizer only) - Reduces water consumption - Reduces power consumption - Reduces garbage production - Reduces ground pollution production (for Sewage Outflow Pipe only) - Reduces ControlNet usage (for Sewage Sanitizer only) The things listed apply to the following (unless stated otherwise within parentheses): Sewage Treatment Plant, Sewage Treatment Tank, Sewage Outflow Pipe, Sewage Sanitizer, Sanitizer Tank NOTE: You must have the Cities of Tomorrow expansion pack in order for this mod to work. How to install: Unzip the file. Place the regular .package file into your SCData folder and the two scripts files into your SCUserData/Packages folder. Enjoy the mod! More are coming!
  5. Version 1.0

    22,210 Downloads

    Hey guys . What this mod pack does: For the fusion power plant and its modules: - Reduced construction and maintenance costs - Reduced ControlNet usage - Increased power production - Increased number of jobs - Reduced minimum workers needed for production - Reduced water consumption - Reduced garbage production For the wave power plant and its modules: - Reduced construction and maintenance costs - Reduced ControlNet usage - Increased power production - Increased module count (for power plant itself) - Increased number of jobs - Reduced minimum workers needed for production - Reduced water consumption - Reduced garbage production NOTE: The mod is not compatible with Danny's WTC Pack. Make sure that you have that mod uninstalled if you wish to use this mod. How to install: Unzip the file. Install the regular file into your SCData folder and install the scripts file into your SCUserData folder. Hope you enjoy the mod!
  6. Version 1.0

    12,620 Downloads

    Hey guys uploaded this in a rush, so I apologize. What this mod does for the drone assembly line: Increases amount of jobs Lowers maintenance and construction costs Lowers power and water consumption and garbage and pollution production Increases resource extraction rate What this mod does for the drone hangars: Increases number of jobs Lowers construction and maintenance costs Lowers power and water consumption and garbage and pollution production Increases drone capacity Made response time better (sorry, couldn't find better word usage) How to install: Unzip the file. Install the regular file into your SCData folder and install the scripts file into your SCUserData folder. Hope you enjoy the mod!
  7. Version 1.0

    17,995 Downloads

    Hey guys What this mod does for the two Maglev stations: Increases capacity of them from 200 to 2,000 Construction cost lowered from 15,000 to 1,500 Maintenance cost lowered from 250 to 25 Lowered power and water consumption and garbage production How to install: Unzip the file. Install the regular file into your SCData folder and install the scripts file into your SCUserData/Packages folder. Enjoy the mod if you have any questions or bug reports, please state them below in a review.
  8. Version 1.0

    7,052 Downloads

    NOTE: I'm sorry. I uploaded this in a rush, so the picture doesn't contain UI like it should. Once I have time, I'll change the pic. Hey guys What this mod does for the streetcar depot and streetcar stop: - Increases streetcar depot capacity from 200 to 2,000 - Lowers power and water consumption and lowers garbage production - Lowers maintenance and construction costs - Increase number of jobs Why there aren't any module count increases: The streetcar depot only has six snap points for modules. I tried changing the way the streetcar depot modules were plopped, but it didn't work. In order for me to increase module count, I would have to change the six snap points, which I don't know how to do. Either that, or as Craft mentioned below via review, I would have to change something with the way the garages plopped along streetcar tracks. I apologize for this inconvenience. How to install: Unzip the file. Place into your SimCityData folder. If you have any bug reports, please post them via review below and enjoy the mod!
  9. Version 1.0

    3,144 Downloads

    NOTE: THIS MOD IS COMPATIBLE WITH SKYESTORME'S DRONES GALORE MOD. Hey guys This mod allows you to plop drone hangars anywhere you want in your city. The module count for this has not been changed. It did not make as much sense to change it as it did for other things I have modded in these regards. NOTE: This mod is NOT a cheat. It is a trick to be used for the efficient distribution of drone hangars in your cities for the ultimate drone coverage and transportation. A video may be created for this at some point. How to install: 1. Unzip the file. 2. Install the package file into your SimCityData folder. Enjoy! More mods are coming!
  10. Version 2.0

    7,324 Downloads

    Hey guys . This is a pack that consists of all of my city wide distribution mods. It will be updated as new city wide distribution mods are created. Contains the following city wide distribution mods: City Wide Distribution Enhancement of Recycling Vehicles City Wide Distribution Enhancement of Drone Hangars City Wide Distribution Enhancement of Garbage Vehicles City Wide Distribution Enhancement of Bus Vehicles City Wide Distribution Enhancement of School Vehicles City Wide Distribution Enhancement of Fire Vehicles City Wide Distribution Enhancement of Police Vehicles The mods in this pack are all up-to-date. The screenshot used for this pack is the one for the recycling distribution mod, which was the latest one released. Here's the video for it: Installation Instructions: 1. Install any file in the zip file that begins with 00_OFFLINE_CAPTON into your SimCityData folder. 2. Install every other file in the zip file into your SimCityUserData folder. I apologize if installation is confusing. I tried to group the files into folders, but my zipping software wasn't working correctly. I hope you enjoy the mods inside this pack!
  11. Version 1.0

    2,917 Downloads

    Hey all What this distribution mod does: - Allows you to plop recycling truck garages anywhere in your city (still as modules) - Allows you to plop up to twenty of them NOTE: This mod is NOT a cheat. It is a trick to be used for the efficient distribution of recycling vehicles in your cities for the ultimate recycling truck coverage and transportation. A video will be posted here soon. How to install: 1. Unzip the file. 2. Install the package file into your SimCityData folder. Enjoy! More mods are coming!
  12. Version 1.0.0.0

    4,938 Downloads

    Hey all What this distribution mod does: - Allows you to plop school bus garages anywhere in your city (still as modules) - Allows you to plop up to twenty of them NOTE: This mod is NOT a cheat. It is a trick to be used for the efficient distribution of school vehicles in your cities for the ultimate school bus coverage and transportation. Here's the video: How to install: - Install the 00_OFFLINE_CAPTON_10_citywideschoolvehiclesdistribution.package file into your SimCityData folder. - Install the other two files into your SimCityUserData/Packages folder. Enjoy the mod! More are coming!
  13. -=!! TOPIC TO BE DELETED !!=- Hello Simtropolitans ! How are you ? For myself, very good ! So, today I would like to announce you the beginning of a Work in progress MOD for SimCity : Cities of Tomorrow. What I am talking about is maybe, for you, similar to some mods that you have seen on the ST/Exchange. Well, let's talk about what this mod will be and what are his functionalities and how it will work. First, the Core Project name is "Cities of Tomorrow : The "plus (+)" Addon" Let me introduce you to the first part of this Core Project. Let's look at how it's made : https://www.dropbox.com/s/os2dz1ju37esjb0/HowItsmade.graph.001.png So for now, I have started the "Core «ControlNet»". I am looking for testers and modders that are able to add some properties to the mods such as : Bulldozable, fix the showing "value" (etc.) in game. Criterias for testers : You have to make a log file : ".txt" file with what you seen (what do u think is going wrong, etc.), have Skype (please leave yours in my Private Inbox on Simtropolis) (having Skype is optional but I would recommend you to have it). Being able to speak at least : English OR French (Both is also accepted). Thanks for reading, hoping that mod will be a success and will reach the official version. -=Trylk=-
  14. Version 2.0

    4,534 Downloads

    Hey all What this distribution mod does: - Allows you to plop bus garages anywhere in your city (still as modules) - Allows you to plop up to sixteen of them NOTE: This mod is NOT a cheat. It is a trick to be used for the efficient distribution of bus vehicles in your cities for the ultimate bus coverage and transportation. A video will be posted here soon. How to install: - Install the 00_OFFLINE_CAPTON_20_citywidebusdistribution.package file into your SimCityData folder. - Install the other three files into your SimCityUserData/Packages folder. Enjoy the mod! More are coming!
  15. Version 1.1

    4,604 Downloads

    Hey all What this distribution mod does: - Allows you to plop garbage garages anywhere in your city (still as modules) - Allows you to plop up to twenty of them NOTE: This mod is NOT a cheat. It is a trick to be used for the efficient distribution of garbage collection vehicles in your cities for the ultimate garbage collection. Here's the video: How to install: - Install the 000_OFFLINE_CAPTON_citywidegarbagedistribution.package file into your SimCityData folder. - Install the other two files into your SimCityUserData/Packages folder. Enjoy the mod! More are coming!
  16. Version 1.1

    6,114 Downloads

    Hey all What this distribution mod does: - Allows you to plop HazMat garages, regular fire garages, larger fire garages, and the fire marshal garages anywhere (still as modules and still snap to road) - Allows you to plop up to twelve of each NOTE: This mod is NOT a cheat. It is a trick to be used for the efficient distribution of fire prevention vehicles in your cities for the ultimate fire protection coverage. Here's the video: How to install: - Install the 000_OFFLINE_CAPTON_citywidefiredistribution.package file into your SimCityData folder. - Install the other three files into your SimCityUserData/Packages folder. Enjoy the mod! More are coming!
  17. Version 2.0

    6,050 Downloads

    NOTE: This mod conflicts with the Medical Enhancement Pack, but will not crash your game or ruin any city of yours if installed alongside this enhancement pack. Hey all What this distribution mod does: - Allows you to plop hospital ambulances anywhere (still as modules) - Allows you to plop up to twelve ambulances NOTE: This mod is NOT a cheat. It is a trick to be used for the efficient distribution of hospital ambulances in your cities for the ultimate health coverage. RECOMMENDATION: Place these hospital ambulances at the corners of intersections to ensure that the ambulances will be able to get out. Here's the video: How to install: - Install the 00_OFFLINE_CAPTON_citywideambulancedistribution.package file into your SimCityData folder. - Install the other two files into your SimCityUserData/Packages folder. Mod Edit: Corrected the file name in the How to install section.
  18. Version 2.0

    5,907 Downloads

    Hey all What this enhancement mod does: - Allows you to plop both patrol car lots anywhere (still as modules) - Allows you to plop twelve of each patrol car lot instead of four (now that there is room) NOTE: This mod is NOT a cheat. It is a trick to be used for the efficient distribution of police vehicles in your cities for the ultimate police coverage. RECOMMENDATION: Place these patrol car lots at the corners of intersections to ensure that the police cars will be able to get out. I've been working on this mod for a couple of weeks, and I'm glad to finally get it out. Here's the video: How to install: - Install 000_OFFLINE_CAPTON_citywidepolicedistribution.package into your SimCityData folder. - Install the other three files into your SimCityUserData/Packages folder. Enjoy the new mod! More are coming! Special thanks to: Xoxide - For helping me re-name the mod and helping me enhance the description of the mod.
  19. Version 1.0

    10,555 Downloads

    I made few improvements to Power/Energy buildings in SimCity. Mod works in SimCity 5 and with DLC (files separated) This is easy version for anyone who wants to fast expand city and don't worry about maintenance cost. Sorry for Polish version screenshots if someone don't understand, below list: Wind Power Plant: Free maintenance cost Addon: Small Horizontal Turbine - 10/h cost Addon: Vertical Turbine - 100/h cost Coal Power Plant: Free maintenance cost Extended storange to 40T Addon: Dirty Coal Generator - 100/h cost Addon: Advanced Coal Generator - 200/h cost Addon: Clean Coal Generator - 300/h cost Oil Power Plant: Free maintenance cost Extended storange to 4000 barrels Addon: Conventional Oil Generator - 150/h cost Addon: Combustion Turbine Generator - 250/h cost Addon: Clean Oil Generator- 350/h cost Solar Power Plant: Free maintenance cost Addon: Fixed Solar Array- 50/h cost Addon: Concentrated Solar Array (CSP)- 100/h cost Nuclear Power Plant: Free maintenance cost Decreased Skill Consumer for all addons Decreased water consumer amount Addon: Gen I Thermal Reactor - 350/h cost; 85k cost Addon: Gen II Thermal Reactor - 450/h cost; 75k cost Addon: Fast Neutron Reactor - 1500/h cost; 130k cost Fusion Power Plant: 100/h maintenance cost Without ControlNet (all addons) Standard jump start ignition Addon: Standard Fusion Reactor - 500/h cost; 100k cost Addon: Advanced Fusion Reactor - 1500/h cost; 1 mil cost Wave Power Plant: Free maintenance cost Without ControlNet (all addons) Addon: Standard Wave Generator - 150/h cost Addon: Advanced Wave Generator - 350/h cost Notes: power-mod is for standard power plants without DLC CoT-power is for CoT DLC expansion Mod does not have Wind/Solar Power Amplifier changes Copy all files to SimCityData folder and two files from your SimCityUserData\EcoGame (SimCityDLCEP1-Scripts_287520926 and SimCity-Scripts_287520926) to SimCityUserData\Packages
  20. Version 1.0

    8,776 Downloads

    Hey all What this mod pack does: - Reduces construction cost - Reduces maintenance cost - Increases amount of jobs - Decreases minimum number of workers needed for production - Reduces power consumption - Reduces water consumption - Reduces garbage production - Increases module count of all modules in hospital to 8 (except for wellness centers) - Increases module count of clinic ambulances to 16 and clinic patient rooms to 8 The things above apply to: - Hospital - Clinic And here's the video: How to install: 1. Unzip the files after downloading. 2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityUserData/Packages. NOTE: If pasting the files into this folder does not work, just put them in your SimCityData folder. Enjoy! More mods are coming!
  21. Version 1.0

    7,546 Downloads

    Hey all What this mod pack does: - Reduces maintenance cost - Reduces construction cost - Increases number of jobs - Decreases minimum number of workers needed for production - Reduces water consumption - Reduces power consumption - Reduces garbage production - Increases ore storage capacity - Increases coal storage capacity (only in smelting factory) - Increases resource extraction rate The things above apply to: - Ore Mine - Ore Shaft - Smelting Factory NOTE: Module counts may be increased. I was messing around with them, but they were not working out correctly in my game. Do not worry; they are not insane numbers. The highest module count is sixteen. And here's a video for the pack: How to install: 1. Unzip the files after downloading. 2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityUserData/Packages. NOTE: If pasting the files into this folder does not work, just put them in your SimCityData folder. Enjoy! More mods are coming!
  22. Version 1.0

    6,749 Downloads

    Hey all What this mod pack does: - Reduces construction cost - Reduces maintenance cost - Increases module count of regular coal mine coal shafts to 16 - Increases number of jobs - Decreases number of workers needed for production - Reduces power consumption - Reduces water consumption - Reduces garbage production - Increases resource extraction rate - Increases coal storage for regular coal shaft - Increases coal production update rate for regular coal shaft The things above apply to: - Regular Coal Shaft - Advanced Coal Shaft What I plan to add: Increased coal storage for advanced coal shaft. And here's a video: How to install: 1. Unzip the files after downloading. 2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityUserData/Packages. NOTE: If pasting the files into this folder does not work, just put them in your SimCityData folder. Enjoy! More mods are coming! Spark_2015-12-30_23-55-04.avi
  23. Version 1.0

    6,978 Downloads

    Hey all What this mod pack does: - Reduces construction cost - Reduces maintenance cost - Increases resource extraction rate - Increases number of jobs - Decreases minimum number of workers needed for production - Reduces power consumption - Reduces water consumption - Reduces garbage production The things listed above apply to the following modules: - Augmented Coal Shaft - Advanced Augmented Coal Shaft - Augmented Oil Pumpjack - Augmented Ore Shaft NOTE: You need to have the Cities of Tomorrow expansion pack in order for this mod to work. And here's a video: How to install: 1. Unzip the files after downloading. 2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityUserData/Packages. NOTE: If pasting the files into this folder does not work, just put them in your SimCityData folder. Enjoy! More mods are coming!
  24. Version 1.0

    22,418 Downloads

    Hello everyone What this mod pack does (for MegaTowers and their levels): - Lowers construction cost - Lowers maintenance cost - Lowers power consumption - Lowers water consumption (for some) - Lowers garbage production (for some) - Raises number of shoppers (for some) - Raises number of visitors per day (for some) - Raises tax value (for some) - Raises tax income (for some) - Raises number of jobs (for some) - Raises capacity (for some) - Raises sewage consumption (for some) - Raises power production (for some) - Raises amount of MegaTowers that can be plopped to 48 (24 shown in picture, but that is because I had a conflicting mod installed) NOTE: When I say "for some" in parentheses, it means that those things only apply to certain levels of a MegaTower. These things only apply to certain levels because that's what is logical. An education level can't produce power, for example . Levels and MegaTowers these things apply to: - Elite MegaTower - Regular MegaTower - Both education levels - Both safety levels - Both $$ mall levels - Both $$ apartment levels - $$$ apartment level - Low tech office - Both medium tech offices - High tech office - All crowns - Nuclear reactor level - Fusion reactor level - Both waste reduction levels - Both park levels What I plan to add: Both skybridge stations and the $ apartment level NOTE: This mod pack only works in offline mode and with the COT expansion pack. Here's a video for this enhancement pack: How to install: 1. Unzip the files after downloading. 2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityUserData/Packages. NOTE: If pasting the files into this folder does not work, just put them in your SimCityData folder. Enjoy! More mods are coming!
  25. Version 1.1

    16,544 Downloads

    Hey all it's been a long time, hasn't it? What this mod pack does: - Reduces maintenance cost from 300 to 30 - Reduces construction cost (sorry I don't have the numbers with me) - Reduces power and water consumption - Reduces production of garbage - Reduces cost of almost all research projects (some costs for research projects were listed as zero) You need to choose between these two files: academyenhancement: Increases number of jobs from 350 to 3,500 academyenhancement2: Decreases number of jobs from 350 to 35 Both files contain what was listed above (under "What this mod pack does"). I am looking to increase the amount of ControlNet it produces it'll be released in a new version if I end up finding what I need to alter. I am hoping that I can get a video up for this, but I can't promise anything. Note: You need the Cities of Tomorrow Expansion Pack in order to use this mod. How to install: 1. Unzip the files after downloading. 2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityUserData/Packages. NOTE: If pasting the files into this folder does not work, just put them in your SimCityData folder. Enjoy! More mods are coming!
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