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Found 67 results

  1. Hi everyone, this is my first post. I want to play SC4 (Steam version) and I'm downloading all the fundamental fixes. When I execute it it wont go fullscreen and if i try to maximize the window, the window itself will go to the left side of the screen but will remain a window. I tried steam launch parameters and voodoo. Can anyone help me?
  2. City underground now

    Hello, so i have reached a breakthrough in my journey with SC4 and plugins. Turns out that if you install the game into the program files of the C: drive versus the default path which is documents. Since that change, the game doesn't crash. However, it appears that my city's sea level has sunk! What could be the problem?
  3. fix Meadowbrook Plaza Fixed

    Version 1.0.0

    234 Downloads

    This mod removes the brown boxes that appear on RRetail's Meadowbrook Plaza, even if you downloaded all its dependencies. The brown boxes are caused by a missing model that doesn't seem to be available anywhere. It looks like @RRetail has forgotten to add it to the mega prop packs. All you have to do is replace the .SC4Lot files in the <original folder>/RR Meadowbrook Square/ folder with the .SC4Lot files in from this mod. Alternatively you could just paste the .SC4Lot files in your plugins folder and make sure they load after RR Meadowbrook Square - for example by putting them in a zz_ folder. Dependencies: - https://community.simtropolis.com/files/file/35468-meadowbrook-plaza (The original mod and all of its dependencies)
  4. Hi All, As always I appreciate everything the simtropolis forum offers regarding support for this wonderful game. My Question is if the "IH missing $$$ jobs fix (update!) .dll" is still required? I see and understand that it is not a part of or mentioned in the following links: Performance and graphics list - Index of all critical mods to install SimCity 4 Ultimate Guide I was previously going off of older/outdated posts and information before Ulisse Wolf recently pointed me in the right direction to a more updated list and game performance enhancements (above links); I wonder if this is something that I might have once read as required game fix in an outdated post somewhere, but is no longer necessary? Is this IH missing $$$ jobs fix still required or suggested? Any information regarding this is much appreciated. Thank you for your time. Thank you Corint
  5. Whoa, I have been a lurker on ST for 16 years, and I finally have something to contribute to the lovely sc4 community. Yesterday I discovered a perfect circle of severe air pollution in my city. After examining what was wrong, I noticed a park I bulldozed was an air pollution cheat. Thought that might have bugged the simulation. I found this post on ST confirming it could have been the problem. Long story short, after hours of thinking and experimenting, I found a way to fix the problem. Keep the cheat LOT in the save file and ensure the pollution level is normal. Open up the cheat LOT in question in iLive Reader or SC4Tool. Change either or both the "Pollution at centre" or the "Pollution Radius" to 0. These fields contain a set of 4 values. The value representing air pollution is the first one as I marked out. Load the save, destroy the cheat LOT as normal Profit I think the theory is if you suddenly remove a LOT with massive negative pollution, the game simulation treats it as a sudden increase of pollution. So just nerf the pollution effect to 0 before loading the save. Hope this helps someone who is nervous like I was last night
  6. Can't fix it?... Ask here!

    In the spirit of the Can't Find It thread, this is for items you can't seem to get to work, and can maybe be fixed by our myriad army of geniusi(genius pluribus). Since all creators aren't created equal, instances of missing dependencies, code issues or faulty modding may have occurred. To start it off... Doesn't appear to work at all. Doesn't appear to work at all. No instructions given on it. Works, but only temporarily, for a few minutes. A permanent solution?
  7. Here we have a bug. Even if you connect the pipe, the water will not go. I must connect with the other building The AI industrial trucks does not use all ways (just the nearest ones to the farms)
  8. Version 1.2.0

    1,297 Downloads

    Xannepan's Jenx Dulles and JFK Airport Patch and Transit Mod WARNING.......WARNING.......WARNING....... READ THIS FIRST You should be using SC4 Functional Airports, Version 2.2 or above and must have NAM. It has been tested on NAM Version 43 thru 45. You must bulldoze all Dulles Departure and JFK airports that are in any of your existing cities. Just the main buildings: JENX Dulles International Departures JENX Dulles Regional Departures JENX Dulles Local Departures Regional Airport - JFK TWA Terminal IF YOU DO NOT DO THIS YOUR CITIES COULD BECOME UNRECOVERABLE AFTER A CRASH TO DESKTOP. This is because when an airport is created in SimCity other files are updated and if not deleted these files will still have the old airport information. ABOUT THIS FILE Theses files will make the 4 JENX airports truly functional. The airport icon should show up in the regional view and the menu query will show airport statistics. Only some settings in the files were modified the instance ID's are not changed. The JENX Dulles International Departures JENX Dulles Regional Departures JENX Dulles Local Departures have a new transit station that will allow the use of Hybrid Rail (HSR ONLY) HSR/Monorail only version of this HRW station. This will only produce the Monorail type trains. Regular Passenger trains (RRW) and Freight trains can also pass through this station. The 3 Arrival terminals were also up graded with bus, car and pedestrian transit routes. You do not need to delete the old versions of the Arrival terminals since they are not truly airports. The Regional Airport - JFK TWA Terminal was upgraded with bus, car and pedestrian transit routes. This airport can also be used a light rail/tram station. Only some settings in the files were modified the instance ID was not changed. The JFK TWA Terminal airport will be truly functional. The airport icon should show up in the regional view and the menu query will show airport statistics. INSTALLATION Step 1: You must bulldoze all Dulles Departure and JFK airports that are in any of your existing cities. Just the main buildings: JENX Dulles International Departures JENX Dulles Regional Departures JENX Dulles Local Departures Regional Airport - JFK TWA Terminal IF YOU DO NOT DO THIS FIRST YOUR CITIES COULD BECOME UNRECOVERABLE AFTER A CRASH TO DESKTOP. YOU HAVE BEEN WARNED TWICE NOW!!! Step 2: Go to your plugins folder and locate the JENXAIRPORT_JFK_TWA_Terminal folder: Delete the PLOP_JENXAIRPORT_JFK_TWA_Terminal_da10d6c0.SC4Lot file Save the old file if you want to uninstall. Step 3: Go to your plugins folder and locate the JENXAIRPORT_Dulles_Airport folder: Add the 3 files from this download that are inside JENXAIRPORT_Dulles_Airport folder PLOP_JENXAIRPORT_Dulles_Arrivals_Stage1_e62eaef5.SC4Lot PLOP_JENXAIRPORT_Dulles_Arrivals_Stage2_9eabef25.SC4Lot PLOP_JENXAIRPORT_Dulles_Arrivals_Stage3_9eabef7e.SC4Lot This will overwrite your 3 files of the same name Save the old files if you want to uninstall. Step 4: Go to the x-ports folder and navigate to the Airports folder Add the file SC4_Functional_Airports_V2.2.bat from this download that is inside the Airports Folder. This will overwrite your file of the same name Save a copy of the old file if you want to uninstall. Step 5: Go to the x-ports folder in your plugins folder and open the Airports folder then open the Enablers folder Add the 2 files from this download that are inside the Enablers folder Enable JENXAIRPORT Dulles.dat Enable JENXAIRPORT JFK.bat This will overwrite your 2 files of the same name Save a copies of the old files if you want to uninstall later. Step 6: Rebuild any airports that you had to bulldoze. How to connect the Light Rail/Tram to the JFK Airport The Regional Airport - JFK TWA Terminal was built on a small lot. The building model overhangs the lot. You can see this from the underground view or by hovering the bulldoze tool over the Airport. I connected the Light Rail/Tram using puzzle pieces. Just make the tracks touch the Airport lot, See picture JFK Underground.jpg. I used the left side so that trains are not hitting any objects on the lot. You will not see the tracks but the trains look OK coming into the Airport here. Dependencies: JENXAIRPORT JFK TWA Terminal (v1.0) SEE NOTE BELOW JENXAIRPORT Dulles Airport Saarinen Terminal (v. 1.0) by xannepan SEE NOTE BELOW SC4 Functional Airports, Version 2.2 SEE NOTE BELOW NOTE: THE ABOVE 3 DEPENDENCIES ARE NOW CONTAINED WITHIN: SC4D LEX Legacy Ultimate Airport Pack Network Addon Mod v43 and above THANK YOU Xannepan for creating these great models This has not been tested on the Apple Platform The use of this download is done at your own discretion and risk and with agreement that you will be solely responsible for any damage to your computer system or loss of data that results from such activities. You are solely responsible for adequate protection and backup of the data and equipment used in connection with any of this download, and I will not be liable for any damages that you may suffer in connection with using, modifying or distributing any of this download. No advice or information, whether oral or written, obtained by you from this download shall create any warranty for these files.
  9. Domain Fix for SC4Ckpt

    Version 1.02

    33 Downloads

    This is a fix for the SC4Ckpt backup checkpoint tool which you likely won't need. As a member reported, there is a rare issue with the user name if using SC4Ckpt on a domain server. This fix resolves that issue. If you don't experience the error as shown in the above pic, there is no need to use this. The main release will continue to function fine. See here for the main release: See this topic for full info and support: https://community.simtropolis.com/forums/topic/761781-sc4-backup-checkpoint-tool-sc4ckpt/
  10. Industrial Slope Effect Fix

    Version 1.0.0

    1,727 Downloads

    This very simple mod fixes a bug with the calculation of desirability for industrial zones that can cause it to be lower than intended. Industrial zones should prefer flat terrain, according to at least one advisor dialog in the game. In fact, the opposite is true: the desirability effect is 0 for flat land and increases to +10 at a slope value of 50. Assuming that's expressed in degrees, you would have to zone on very steep slopes to get the maximum desirability boost! There are more details about how I verified this bug in game in the following forum thread: I'm not the first to spot this discrepancy, since it is also fixed in CAM, but as far as I'm aware this is the first non-CAM fix for it. I apologise to the authors of any previous fixes if this is not the case. This mod changes the developer exemplars so that the highest positive effect on desirability (+10) occurs on totally flat terrain, reducing to zero at a slope of 10, and becoming negative until it reaches -10 at a slope of 20. This is more restrictive than in the vanilla game, but in fact it shouldn't have a dramatic impact because slope is given less weight than other desirability factors, especially for high tech. In general, it should make desirability slightly higher in most cities, especially on flat land where it's more likely to matter. As mentioned above, this bug is already fixed by CAM, so don't download this mod if you use CAM - it will cause conflicts and isn't needed. It also could conflict with the Less Abandonment Mod by @Bones1 : To prevent this conflict I have included two versions of the fix for I-HT - one based on the vanilla game, the other an edit of the I-HT file from Less Abandonment that adds the slope effect fix. Please read the installation instructions in the Readme to make sure you install it correctly. I'm not aware of any other conflicts, but if you do use another mod that changes the developer exemplars the simplest solution would probably be to edit the Slope Effect properties in that mod rather than downloading this one.
  11. I do have one question. Is there a mod that fixes the seaport industrial cap bug without needing to, for instance, spend hours tracking down the dependencies for BSC Functional Seaports? I think that's my last step in getting a fully-functional install.
  12. Comprehensive Opera House Bug Fix (for ModPacc Zero) While the name of the first person to discover the game breaking bug with the Opera House reward has been lost in the sands of time, we do know @toroca created the Opera House Fix mod back in March of 2004. However, that mod alone is insufficient if your city tile's population passes (roughly) the one million mark and, ofc, not using their mod means the trouble can start around 50k population. There are caveats to when the problem occurs (or re-occurs) based on the age demographics, but just know if you are going to create very densely populated cities and use the Opera House, you will need an enhanced version. That's where we come in. (CB and me.) We have strong feelings about what a truly good fix should encompass. It must not require one to bulldoze every single occurrence of the building in every single city tile in every single region where it's been plopped. That's super tedious and it's way too easy to forget one. The penalty for failing this onerous pre-mod-install bulldozing is the Phantom Slider Bug. Our ModPacc Zero Opera House Fix does not require any bulldozing. Now because the method we're using to create the new mod was unknown in ye olden dayes, there has to be two versions to cover everyone. The one with "Override Vanilla" in its name is for anyone who has ever plopped an Opera House without using Toroca's mod or who are building their plugins from the ground up to play new regions. Ofc, knowing a multitude of peeps have been using Toroca's mod for ages, we've made one that can be used in that case as well. Hence the need for two versions. So, let's get started with determining which version of the Opera Houses you might have already in place in your cities. You can search for OperaHouse.dat within your plugins, but this won't help if you have renamed the file or DatPacked your plugins. The other method is to simply ask the building. A vanilla Opera House will look like this for the hover over and query: Whereas the Toroca version will look like this: ^ Note how the names are identical. This is because Toroca's version keeps the Opera House name the same. Once you know which you have, you then install our enhanced ModPacc Zero Opera House Fix. If you need the Toroca version then, ideally, remove OperaHouse.dat from your plugins. If that's not possible, no worries. Just be sure the MZ version loads after the one you have either buried in plugins, renamed to something else, or DatPacked. Now you can load a city which has an Opera House and continue playing with the assurance that if there are more patrons than it can handle, there will be a strike to let you know. ^ We can only use the generic school warning so we'll prolly update the message accordingly at a later time. Let's look at the MZ version now. Assuming you already have an Opera House plopped, it will appear grayed out in the Education Menu. I placed it there since it gives an EQ boost and that just makes way more sense to me than in the Parks menu. Also, I don't display it in the Rewards Menu since that's adding clutter we don't need. We have retained the same increase from 1,200 patrons to 25,000 patrons as Toroca's original mod. Here's how it looks in the menu when there is already an Opera House placed: Then because 25,000 will only handle up to about a million Sims, we've taken @BartonThinks's idea to have a pressure relief auxiliary building, but instead of changing to the different stats of a museum, CB lotted one and set it as the same class as the Opera House. It uses only Maxis content so there are no dependencies. The new Maxis Cultural Theater is in the Education Menu below the Opera House: ^ Note: It shows available because this mod checks for an Opera House whether that's Vanilla, Toroca's, or our new MZ versions. Now, there's no way we can determine whether an existing Opera House is Vanilla or Toroca's so this part is based on each person installing the correct MZ mod. With our mod installed, the Vanilla Opera House will disappear from menus and it'll now look like this in the game: And Toroca's will look like this: It's not necessary to bulldoze the old one unless it's being overwhelmed and goes on strike. At this point you can bulldoze it and immediately plop the new one. The MZ version will be the only one in the Education menu. Or, you can plop as many Maxis Cultural Theaters as you like and handle the overage that way. Edit: To clarify, if a Vanilla Opera House is overwhelmed and goes on strike you can either bulldoze it and plop the new MZ version or plop the Maxis Cultural Theater(s) and adjust their sliders to handle the overflow. If it's a Tororca's that goes on strike you can adjust its slider. Only if there isn't enough capacity (like in a city with a million or more Sims) would you need to use the auxiliary Theater. Ofc, for either Opera House you can safely bulldoze the Vanilla one or Toroca's and then plop the MZ version. (Just be sure you have the correct MZ file in your plugins.) If you've never plopped an Opera House, when the criteria is met, it'll appear in the menu like this: The Maxis Cultural Theater will not be available until you've plopped the Opera House (and run a wee bit of time). This is the ModPacc Zero version. Notice it also shows the Apples Grade on the hover over. After plopping the Opera House and running some time, the advisor will inform you of the auxiliary building: You can accept right then or decline and wait till later to plop it. Once you do plop the Maxis Cultural Theater, it'll look like this: Additionally, the Opera House (and any Maxis Cultural Theaters) will show up in the Master Education Budget. Here we're showing one plop using Toroca's mod, but with MZ overriding: Ofc, we are looking for peeps to put this thru its paces and give us feedback on how it works. As a beta version be sure you have a complete backup of any cities prior to testing, and it's best to not save them for later play after plopping just in case we need to make any updates. The most important part is to use the correct version. If you have plopped any with Toroca's mod installed then use the one for that. Otherwise, use the Vanilla Override one. The Files: ModPacc Zero - Opera House Fixes - Override Vanilla (Beta v1).dat ModPacc Zero - Opera House Fixes - Override Toroca's (Beta v1).dat -Cori & CB
  13. We'd like to gather some data on Opera House usage so this is a call for peeps who do have @toroca's Opera House Fix installed and plopped in a city tile. The EQ boost affects Sims age 40 and up at varying effectiveness levels. The highest boost is to Sims 80+ years old. What we want to determine is the likely maximum usage based on population. To do this we'd like y'all to post the number of patrons and the city population either as text or showing in a pic. Here's mine: From that I can calculate: 717 / 25,788 = ~0.0278 and then using the total capacity as set in the fix: 25,000 / 0.0278 = 899,281. It's at this point or higher in population that we could expect the horrid bug to reappear. But, this is only one data point so we'd like to gather more samples. If it turns out about 900k pop is where it could go goofy again, then we feel there are two options: Increase the Opera House capacity to 150,000 (and then increase the cost proportionally). Delete the City Exclusion Group property so more than one could be plopped if needed. Note: The best cities for these tests are ones where the population has been stable for a long, long time so there are a lot of older SimFolks living there.
  14. (I'm sorry for my bag english!) Hello guys. Recently i downloaded SimCity 2013 and i have a problem with downloading updates. When i open the game, it say "Error updating. Please retry." and when i press retry, nothing happened. I tried this tutorial: but after it download all the files, the problem reappear. How can i solve it? PS: i have it cracked.
  15. As many of you will know, the "water bug" is a glitch in SC4 which occurs when lots have an overly texture, but no base texture. It gets triggered when switching to certain views, such as pipes and subways, and other data views. So, I'm playing along and I've plopped some nice dirt paths. These were created by @JayStimson and use an overlay texture only so the terrain can show thru. ^ That's all well and good, but like any lot which has an overlay without also having a base texture there's the water bug problem. I go underground and lay a water pipe: And upon return to the surface, it looks like this: Ofc, we know the workaround is go to the DataViews, select Zones, then select All Off (or just click the $ button after Zones view to return to the budget view). This got me wondering what is so magical about Zones View that the others don't have? After some trial and error it turns out to be Force zones when set to True (0x01). It seems that internally the game only knows to restore the underlying terrain if it knew it removed both the base and overlay textures when told to display the color coded zones. The exemplar properties list for this says: If true, developed lots will show up as plain zone coloring. ^ So I added that to the DataView: Pipe Tool exemplar (6534284A-690F693F-4A0B68F0). Here's how it looks now after going into pipe view and back out: ^ No Water Bug!!!! Going into and out of pipes view then also becomes a secondary way to fix the water bug. Can this fix be used for all the other data views which also cause the water bug? Yes! But... there's a caveat to it. Let's start with a normal view in a city tile: ^ You'll see I added those dirt paths so we can watch for the water bug. Go to the Maxis Traffic Congestion view and the bug appears: Clicking back to the budget view and it's still there: So, I added that Force zones to it (set to 0x01) and now when using that view the paths simply disappear rather than bugging: ^ However, this also causes the zone colors to replace the textures of grown lots. And, sometimes, plopped items like the Country Club will show the water bug while in the data view. Fortunately this is only temporary. Clicking back to budget view and all is well again: Now the really odd thing is there is no rhyme nor reason to the textures on plopped lots disappearing. I can bulldoze and replace the golf course and then it's fine. In a different tile there are high schools that show the texture bug when using the Force zones thinger: And then one where the textures just disappear: ^ So for this part I'll just say: I don't know what's going on, but they are back to normal when exiting the view. Note: The fixes currently only apply to the two edited data views above. Switching to any unfixed view can re-trigger the water bug. Every data view can have the Force zones property added which would prevent them from causing the water bug. The thing we have to ask ourselves is if we can live with the partial goofiness if all Data Views were updated to have the Force zones as a fix. Ofc, this would also mean one is willing to abide the loss of base and overlay textures when in those views. Thoughts? As a complete fix for the water pipes water bug only, here's the file: Cori's Partial Water Bug Fix (Return From Pipes View Only) v0.01.dat And if you want to test the altered Traffic Congestion: DataView - Traffic Congestion - Sort of a Water Bug Fix v0.01.dat
  16. Hello Friends, could someone do me a Favor and fix the Rail Track at Peang´s Cattle Station? The Lot are using the old Maxis Textures for Rail Tracks. That´s not up to Date. It will be found here: tc, Oliver So many thanks @Raymond7cn that´s what i call a Friend. Best Regards, Oliver
  17. 13 long years of the High-Tech jobs bug and fix, and apparently no one has extensively tested this part of it until CorinaMarie 2 years back. Time for mythbusting. Continued from: What we know: In SC4 Deluxe, high tech industry (I-H) is supposed to employ 10% R§, 80% R§§, and 10% R§§§. The high wealth jobs are missing due to some rounding error presumed to be from two of those settings having the same value. @HeinBloed4711's Fix for this changes the values to 10/78/12, and now 12% R§§§ are indeed employed. What we want to find out: Does the I-H Missing $$$ jobs fix need to be packed into SimCity_1.dat to avoid those jobs being counted twice, by any part of the simulator? Investigation: Welcome to New City, home to Mayor Defacto. He has quite the extensive resumé from running cities. With the default 10/80/10 job values in place, and a practically vanilla game, here's our jobs: Next we plop the Fix into the Plugins folder directly, like so. Notice just how vanilla this game is (no NAM! The horror!). I am using RippleJet's Census Repository to get a region-wide count for jobs. Go back to New City; run the simulator for like a year. Is it working? Now, our jobs: So nothing has changed significantly. These jobs definitely aren't being counted twice within this city. But this is the only city in the region. Is the regional job count somehow affected differently? Welcome our new neighbor, New City 2. The 10,500 industrial jobs in New City 1 plus almost 500 in New City 2 gives us around 11k industrial jobs. There is an error present here in the census which appears to be exactly the number of people commuting across the border to work. Going back and forth between the cities a few times, running the game seems to round out this error closer to the correct value. The conclusion to this is obvious but will be in a separate post, one that can be easily linked in the relevant places.
  18. Here's a FUN little mod CB and I have crafted. No, really. It's our Fixed Underfunded Notices mod. Introduction It all started as a simple fix for a bug in the Local Hospital Pockets Picked message wherein the linky to jump to the troublesome hospital or clinic would most times select the wrong one. Then as CB and I tested and tweaked we came up with more enhancements as well as improving other messages and reviving (and rewriting) a couple of unused ones. So along with fixing that issue, we've made these more useful by providing new options to manage low funding for Civic lots. Who Will Benefit This mod will likely only appeal to peeps who use narrow margins when budgeting for medical and educational facilities like CB and I do. If your itemized master budgets are tweaked to have sufficient funding with no wasted expense, then this will be an ideal enhancement for your game. For example, my funding is tightly managed, but as local area population grows they can exceed capacity. Here we see there is good funding for all except one of the clinics. ^ This can then trigger that Hospital Pockets Picked Message. The Original Bug Illustrated So, I'm over here playing and I notice a red message in the News Ticker. I open it up to find an explanation. Now, the trouble (bug) comes in when you click that local hospital linky in the message. It'll jump to the lowest funded medical facility and most times that's not the cause of the problem. Clicking the money linky (or just querying it yourself) can show there's no problem at all inasmuch as the # of Patients is less than Patient Capacity and so the funding is actually fine for this specific building. ^ So, at this point it leaves one wondering WTF?!? See, the real problem is over here: (Btw, a Hospital in those messages includes the Clinics by Maxis's design.) The Solution Included in our Mod So, I've rewritten the LText and its embedded code to give multiple options as well as fixing the Lua trigger. Here's how it looks now also showing the real location to be concerned about: This is what the linky options do: Jump to the Medical Facility This takes you to the building, but leaves the game in the current running speed and changes your cursor to the Query Tool. Same with Pause Toggle (on the same row of the message) Takes you to the building, changes your cursor to the Query Tool, and Toggles the Pause Button. (If the game is already on Pause, use the regular Jump or it'll start time running.) Adjust Funding without Jumping This is my fav. It opens the building's Query Box, but doesn't move the world which allows you to handle the problem without losing concentration for whatever you were working on. It also leaves time speed alone and does not change what's on your cursor. Jump to and Adjust Funding This one is good if you want to fix the problem, but also go the location to see what might be growing nearby. It changes your cursor to the Query Tool as well and leaves the game running speed alone. Same with Pause Toggle (on the same row of the message) Like the one above, just that you've Jumped and the Query Box opened, but also this stops time if it was running. (Remember this will start time if the game was Paused so use the prior option.) Adjust Master Budget This one does not jump, but simply opens the Budget Overview where you can then get to the Master Budget. This is handy if you'd like to scroll thru all the facilities checking for funding discrepancies throughout your city. Interlude In the vanilla game, the Pockets Picked and the Teachers Threaten to Strike messages are set to a Medium-High priority. This means they will show in the News only (unless playing on Easy Difficulty in which case they will be popped up by the Advisor). Our mod comes in two flavors. One with Medium-High priority for the Underfunding (non-strike) messages and one which has them all set to Urgent priority. This latter Urgent one is my preference since I play on Hard Difficulty only. This way I need not keep an eye on the News Ticker and I can deal with funding situations immediately. Back to What's in our Mod (From here on in this narrative, we are using the Urgent version because I like it more.) This shows the same Pockets Picked proclamation popped up with the Adjust Funding without Jumping selected so the Query Box opens to deal with it right where you are. (We were deliberately at the underfunded clinic to make a better pic, but you can be anywhere else in your city and still use it.) This is our redesigned version for an actual strike at a medical facility: Here's a School Underfunded message: School Strike message: Now we have two which have never been utilized before. Maxis had partial code in place so that Libraries and Museums could have their own strike separate from the schools, but they didn't finish it. I grabbed the incomplete code and re-purposed it to give warning messages for underfunding. (It's not possible to finish up the separate strike idea for these two because that needs functions written on the C++ side.) Here's a Library which is underfunded: And a Museum: Back to tweaked messages. Here's our enhanced one for a Fire Station Strike: ^ We reassure you this fire was all for dramatic effect like a movie, and no Sims were harmed. (They did toast marshmallows tho.) And one for a Police Station Strike: Considerations Any time a message in the News Box expires (when the main text turns dim gray) the linkys are no longer clickable. If you are running the game on Cheetah speed, the timeout for messages occurs quickly. And on Cheetah speed a Strike message might pop up again and again when closing if you don't pause time. (That's Maxis code so it's not something we can fix.) Also, the underlying code for Strikes is the way Maxis created it which means if you have more than one strike for the same facility class, it's only going to jump to one and you won't get a new popup for the other strike(s) for a very long while. However, my underfunding one will still trigger so that works as a fix for their code. I've set the Library and Museum Underfunded messages as News only no matter which difficulty you play (when using the Medium-High version.) In vanilla the game never even notices underfunded libraries and museums. Underfunded Hospitals/Clinics and Schools (in the Medium-High version) are popups in Easy difficulty. They are News Items for Medium and Hard difficulties. Strikes are popups for all difficulties just like vanilla. Appreciation Special thanks to @Cyclone Boom. The Banner Logo up top and all other images in this post were created by him. He spent hours testing each separate mod as I created them, added the HTML tags for the color coding in the LText, found innumerable tpyos for me to correct, and helped proofread the new Lua code. Without his dedicated assistance, this mod would not have been finished. Thanks! The Files for Download and Testing Fixed Underfunded Notices (FUN) - Med-High Priority - by CoriBoom v1.0.dat Fixed Underfunded Notices (FUN) - Urgent Priority - by CoriBoom v1.0.dat Note: Use one or the other, not both.
  19. Fix for Tokyo Building 1

    Version 1.0.0

    369 Downloads

    This is a fixed model of my Tokyo building 1. The original model had a broken s3d at a certain zoom and angle. It is now fixed to a degree i consider good enough. Thanks to Barroco Hispanico for pointing out a nice fix. You will need the original lot and desc for it to work. you can find them here:
  20. What to do with updated plugins?

    Hello, Me and my sister has been playing this game since 2007 (or something) and share a region by syncing our files. For the last four years I've been playing on my mac via Windows XP in a VirtualBox (the best and most stable way even on win 10 imho, at leas if you own an old cd-rom version). However. My sister is now getting an arm-based mac so thought we'd both switch to the App Store version. Naturally I've got quite a few ctd issues but have started to patch the plugins from within win xp. My only question now is; what do I do with them? It feels rather bad to spend all this time tracking down and fixing plugins and then just keeping them to myself. However, I'm in no way owning the rights to these plugins so they are not mine to share, I guess. Can I upload them anyway? Only upload the fixed file and ask people to download the original (if still available) and switch them out? What's your thought?
  21. Version 1.0.0

    1,348 Downloads

    ========================================= Texture Fix of Jenkins Consulting (Maxis) ========================================= I found a texture bug in the vanilla high wealth commercial building "Jenkins Consulting". The side wall of the building is "open" and looks bad in the game. I've repaired the textures using a bit of imagination to fill in the missing parts of the outer wall. Many thanks to Cori and CB !! Cori taught me the technique about FSH, and CB thoughtfully helped me to confirm the bug. Relevant Info - The Building Affected ------------------------------------- Building Exemplar TGI: 6534284a-47bddf12-05430000 (Located in SimCity_1.dat) Building Exemplar Name: CO$$$12x28_1NYOfficeBldg1_0543 FSH Files Repaired / Original Location -------------------------------------- 7ab50e44-1abe787d-0x04f20320 / SimCity_3.dat 7ab50e44-1abe787d-0x04f30320 / SimCity_3.dat 7ab50e44-1abe787d-0x04fc0200 / SimCity_3.dat 7ab50e44-1abe787d-0x057b0230 / SimCity_3.dat 7ab50e44-1abe787d-0x05430110 / SimCity_3.dat 7ab50e44-1abe787d-0x054f0120 / SimCity_3.dat 7ab50e44-1abe787d-0x04e60413 / SimCity_4.dat 7ab50e44-1abe787d-0x04e60406 / SimCity_4.dat DEPENDENCIES: ------------- There are no dependencies required for this file. INSTALLATION: ------------- To install, simply unzip the "Jenkins Consulting Texture Fix.dat" into your Plugins folder or any subdirectory of Plugins you prefer. Thanks. -- Raymond
  22. So all I get is a little green, single trolly car, running around my railway. Trains never appear and industry never uses the railway. I know their used to be a patch for this issue and I have installed every patch, I thought I needed, but still no trains.
  23. R$$ Traffic Noise Fix V1

    Version 1.0.1

    2,956 Downloads

    The following information is also contained in R$$TrafficNoiseFixV1_1-0-1_readme.txt ========= R$$ Traffic Noise Fix V1 ========= === Main information - Effect of this mod === This mod fixes a weird bug where R$$ buildings show "High" Traffic Noise although very little traffic is nearby. R$ and R$$$ behave as expected and show "Low" Traffic Noise in these situations. Please note that this mod fixes some values in the R$$ Residential Developer Exemplar 6534284A-67CD5FA1-00001020 and is not directly compatible with CAM. The corresponding property in CAM's version of that exemplar can be edited directly to apply this fix. Also note, that any other mod which modifies Exemplar 6534284A-67CD5FA1-00001020 would need direct editing rather than just dropping in this one I created. The original forum thread with more discussion can be found here: https://community.simtropolis.com/forums/topic/758631-bugfix-wrong-traffic-noise-for-r === What has been changed? === --- The following Exemplar is contained in this mod: Type: Developer Name: Residential $$ --- Only one Exemplar Property has been changed within the Exemplar: Name: Traffic Effect Info: "How much traffic volume is a factor in desireability" --- This Exemplar Property has been changed as follows: -> Old Value (before mod) 0.000000,5.000000,15.000000,5.000000,30.000000,4.000000,45.000000,4.000000,60.000000,4.000000,75.000000,3.000000,90.000000,3.000000,105.000000,3.000000,120.000000,2.000000,135.000000,2.000000,150.000000,1.000000,165.000000,1.000000,180.000000,0.000000,195.000000,0.000000,210.000000,-1.000000,225.000000,-2.000000,240.000000,-3.000000,256.000000,-5.000000 -> New Value (contained in mod) 0.000000,5.000000,256.000000,-5.000000 === Why has the value been changed as such? === Within the Exemplars "Residential $" and "Residential $$$" the Exemplar Property "Traffic Effect" looks as follows: Residential $, Traffic Effect, Value: 0.000000,2.000000,256.000000,-2.000000 Residential $$$, Traffic Effect, Value: 0.000000,10.000000,256.000000,-10.000000 Thus, the "Value" in "Residential $$" has been changed to look similiar. This appears to fix the problems described at the beginning.
  24. Fix for: Italian Collection

    Version 1

    467 Downloads

    Description: This plugin fixes a brown box that appears on several growable and ploppable lots that come with the Italian Collection by @simcity4ever88. Technically speaking, this brown box occurs due to a modding error: Some buildings do have an RKT1 property pointing to non-existing graphics. This will cause a brown box to appear. I've fixed it by replacing this RKT1 property by a RKT0 property that Maxis themselves uses, thus, it should not occur anymore. This should not remove any substantial graphics from your lots. I've tested some lots with this new fix and it didn't seem so, at least. Several buildings with the wrong RKT1 property also were named with "blank", thus, I assume that simcity4ever88 intended this RKT1 to point to dummy graphics but made some error in the process. Aside from this graphical fix, I haven't changed any graphics or features. What to do if there are still brown boxes appearing? Please note that this does not necessarily mean that this fix doesn't work. Please consider these points: Make sure you've installed this fix properly (see below). Make sure you've installed the Italian Collection properly. There could still be some other modding errors unnoticed by me. It's entirely possible that you are missing other dependencies - unfortunately, I can't help you with that. simcity4ever88 has mentioned that his Italian Collection has some dependencies, but he didn't mention which ones. Since we are talking about more than 1,000 lots, it's really hard to find out the dependencies. Installation instructions: Move the folder "z_Italian Collection_Fix" into your Plugins folder. Make sure that the file therein loads after all other files that come with the Italian collection or this fix won't work. Link to Italian Collection: Support: Please feel free to post issues, bug reports, and suggestions in this thread:
  25. Offline-Online Tower Fix 1.4

    Version 1.4 Tower Fix

    11,946 Downloads

    Once cities have large workforces or open jobs, megatower apartments will fail. This mod removes the happiness loss from low job count only to megatowers, making them balanceable. This works online too! To whom it may concern, I understand that this mod may mess with the leader score boards, leading to possible distortion , but I have weighed that the personal, consumer benefit of this mod exceeds that of the worth of having an accurate leader scoreboard. Individuals whom do not use the mod as intended, were likely not going to use any mod as intended anyway. Thank you. How To Play Mod; How you play the mod is you have a few extra jobs, like 500 to 50% extra of your total worker base. The Megatowers will not complain of no work... if mod is working as intended they will mostly only complain from too many jobs (overworked) if over the 50% mark. Aside from the usual like low land value. Extra jobs makes streets less crowded taking workers in quickly, and ensures sims have money after work to spends at shops. Otherwise your shop levels will run out of customers. You can reduce normal zone tax to make work on their end if towers are too competitive, occurring mainly between the megatower shops and the freelancer shops. Megatowers now operate with few hiccups so long as the city financing is in good order. This mod works that good ! Its for players wishing to delve deeper into the fun of building and managing (balancing) late game city cores. Mods that modify SimCityDLCEP1-Scripts_287520926 and SimCity-Scripts_287520926 will conflict. Mods that change Megatowers without changing these two files will likely work together. Mod File Content SimCityDLCEP1-Scripts_287520926 SimCity-Scripts_287520926 These two files are slightly mutated off base game, 99.999+% is not mine. 0.001% is the logic I applied. Installation 1. Create backup files of the package files named "SimCityDLCEP1-Scripts_287520926", and "SimCity-Scripts_287520926" from the Program Files (x86)\Origin Games\SimCity\SimCityUserData\EcoGame. Use these backup files to replace the modded ones if you do not want mod anymore. [Edit 9/22/2023] Origin appears to have changed the install path, the EcoGame folder may also be in the C:\User\[insert your user name here]\Appdata\Roaming\SimCity folder. To reach this simply right click on your windows icon bottom left, select run or search, then type in %appdata%. You will then have access to your scripts to replace. 2. Copy and replace both files in the directory stated in step one, with the files given in download. *Note, if you want to clean this mod out, you will need the backup files, hence why you do step one. My Disclaimers/Notes; 1. Both files are needed as they are dependent on each other to make this mod work, simulating normal game operation. 2. This mod was created utilizing the "SimCityPak_0_4_0_0" program, and SimCity files, anyone is free to modify or improve my work so long as it is not a direct copy on the same website. 3. Mods that need to alter the base scripts will not work, as they are replacing the same file. Mod merging can be done but other mod needs to also be a work online mod, I want to keep this mod online compatible. 4. This mod should not cause city rollbacks on a clean SimCity directory. It is either the other mod you have or the interaction of mods. 5. I will not claim responsibility to file corruption, or difficulty getting normal SimCity back, if you do not follow the installation steps. 6. Please do not download versions 1 through 1.3 of this mod if you want the towers fixed. I uploaded highly experimental versions in the first trials. 7. [Update] I tried to use this mod multiplayer with my friend and found that it causes roll back. This mod will work multiplayer with just you but with multiple people it won't work. I'd have to dig into the code farther and my time isn't like it was before. 8. [Update] This mod was designed for SimCity 2013 bought on Origin, playing on a Windows 10 system. Other setups may work but not supported as I don't have the means of adapting the mod for, given my setup. 9. [Plans] Both a note for my future self and downloaders to read. 1.4 is likely the last version of the script variant of mod. Since players will want either an online or offline variant of mod what would be 1.5 will be 1.00 instead of a new mod, 'the offline megatower fix mod'. Which would be more compatible with other script mods but not be able to do online due to the game knowing and doing roll back of city. Recommended Mods 1." Megatower Limit Increase", by "Brenflakes", offers a way to compact more of your city for build space, up to a theoretical 64 offline. Can be used online but causes rollback if you build more than the normal limit of 8. 2."No Agent Clumping", by "Buggi", helps remove tourists and students off the roads faster, improving traffic. Most notably the students. Works online. Get your friends to download so they too can see your city with less traffic clog.
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