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Showing results for tags 'limits'.
Found 12 results
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Version v0.2.3
79 Downloads
This DLL plugin for SimCity 4 disables the default FPS (frames per second) limitations during simulation speeds. By default, SimCity 4 imposes the following FPS limits: Turtle speed (slow simulation): 30 FPS Rhino speed (medium simulation): 20 FPS Cheetah speed (fast simulation): 15 FPS This DLL removes these limitations, allowing the game to run at higher frame rates (up to 255 FPS) during all simulation speeds. Previously this DLL mod was only available on GitHub and in a file attachment on SC4Evermore. This version has now been updated with a bit more configurability, better logging and a more modern build system. If you already had this mod installed, you can replace it with this one. System Requirements SimCity 4 version 641 Windows 10 or later The plugin may work on Windows 7 or later with the Microsoft Visual C++ 2022 x86 Redistribute installed, but I do not have the ability to test that. Installation Close SimCity 4. Copy SC4DisableFpsLimits.dll and SC4DisableFpsLimits.ini into: <My Documents>/SimCity 4/Plugins Start SimCity 4. Configuration The plugin reads optional settings from SC4DisableFpsLimits.ini in the same folder as the DLL. Example: [SC4DisableFpsLimits] MaxFPS=255 LogLevel=info MaxFPS applies to Turtle, Rhino, and Cheetah simulation speeds. Values above 255 are capped to 255. LogLevel controls log verbosity and defaults to info. Valid values are trace, debug, info, warn, error, critical, and off. 3rd party code gzcom-dll - GNU LGPL v2.1 or later. Thanks to @simmaster07 @Null 45 and @memo SC4Fix - MIT License. Thanks to @simmaster07 spdlog - MIT License. mINI - MIT License. sc4-disable-network-construction-sounds - MIT License (inspiration for the memory overwriting code). Thanks to @Null 45 -
Hello, Cities are bound to their tile size. However, you can make illusion that your cities is seemingly infinite. Here's how. Connect your streets and OWRs with other tiles ones. The trick is to Streets: use road as an NC then disconnect the road using the NAM disconnector. Next, drag your street to the edge with NC. After that, plop the rail viaduct over street piece on top your NC then add the U-rail under road piece. Finally, destroy the U-rail and the street NC is completed. OWR: this is tricky since directly connecting OWR to NC doesn't work. You have to convert the OWR into something else. Fortunately you can use RHW to do so. For more compact, you can even use RHW-4 NC with OWR connecting it. Want to try? Well, first drag your OWR into the edge you want to have NC. Then disconnect the edge OWR using the disconnector. Next, plop the RHW-4 NC piece. Finally, enjoy! Stitch your city images together using EPIC technique and Photoshop. You may difficulties with buildings that have lot size beyond the border. The solution for this is to use overhanging buildings. If you don't plan to use my 2nd point, you can plop it twice: first tile and second tile. But, if you use the second point, you just need to plop it once. In other words, the things you need to care about to make infinite city are buildings, networks, and the city shot if any. What do you think? As always, thank you.
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Hello everyone I was experimenting with SC4 growable size limits for bigger farms and this mega farm grew out of a 98x49 zone ... So this got me thinking is there no size limits for farms since it just a building with a field
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The SC4 Wiki has a page on Stage Limits and Thresholds. It says: "These properties determine the percentual chances that buildings of a certain growth stages will appear (depending on the size of your region)." I'm trying to understand what this means exactly. Here's the residential table from the wiki: Let's look at the bottom line of the table. Let's say I zone a block of low-density residential when at this capacity. There is a 1% chance of a Level 1 house developing? An 8% chance of a Stage 1-3 house developing?
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Build limits - any mod that revokes them yet?
Linoa06 posted a topic in Cities: Skylines General Discussion
Pretty much what the question asks lol. Is there a mod after all this time that finally gets rid of it or at least puts it way up? Granted, it took me 80 built up tiles to possibly reach it, but I'd like to know :> -
I'm currently trying to update my TGN mod with newer files. The existing 10 files I previously had available have been reduced to 5. In total I think the new files should actually occupy less space than before. Yet not 1/2 way through, I've run into a problem, it seems I can only upload 4 MB now :/. Can someone explain what the rules are here, is this just because I'm trying to upload it all at once? Right now I'm stuck in the middle of updating descriptions and everything, it's very frustrating :(.
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Cities: Skylines patch 1.2.2-f2 released, limits raised!
Thin White Duke posted a submission in News
Top feature of this new patch is the increased building/zone limit. Other than that it's mostly bug fixes and UI enhancements to finetune gameplay. Full patchnotes in the link. https://forum.paradoxplaza.com/forum/index.php?threads/building-limits-increased-patch-1-2-2-f2-is-live.890051/ See here for the discussion topic.- 17 Comments
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csl patch Patch 1.2.2-f2 released, building & zone limits raised!
boformer posted a topic in Cities: Skylines General Discussion
From Paradoxplaza: -
Buildings, roads & population limits - time to lift?
ReneXL posted a topic in Cities: Skylines General Discussion
BUILDINGS, ROADS & POPULATION LIMITS It's almost a long lull since Skylines was released. Pre-release the dev's said the city sizes are 9 tiles - but with a mod can be expanded to 25 tiles. Skylines has sold over 1.5 million copies, it's been a truly success story. Now that the game is out there and most players knows they're limits - wouldn't it be time to raise the caps? Building limit and road limit. Most people have mid-range to high-end PC's and could easily utilize those 25 tiles better. I'm not saying build it full "wall to wall", but on the major markets Europa and North-America people do have good PC:s. Those who barely hit the minimum requirements knows they're limit - yet they can fully utilize those 9 tiles, and they in many cases stay away from mods and assets. Is there anymore point to the building & road limits? Or population limit? I could cope with the population limit well with 25 tiles but not building & road limits. Can please the limits be upgraded? Perhaps as a mod ? Or preferences in the settings panel? An option to increase the amount of items in the options, with a large red warning something along lines: 'your game might not work properly if you set this high and only have a minimum spec PC. This is not rare, I've seen it in games. Skylines is up for awards this year, give us players it's full potential. Along the time of After Dark? please. -
First: If someone will tell me how to load an image, I will be happy to post a few to make it easier for you to understand my situation. Does Simtrop host images on-site? Second: I am running what has been described as a "pretty much vanilla" version of the game. My streets have no curves, only angles, and no such thing as an overpass. The water is Maxis, and there are not too many "Mod" plugins in my folder. Just to set the ground rules -- a REGION is composed of a random mix of small, medium, and large maps. A small map is 64 x 64 squares. A medium map is 128 x128 squares. A large map is 256 x 256 squares. I buy power from and dump trash in the small maps. They are just bare necessity towns to provide connections and resources. (Though I am considering fixing them up a bit to make the regional map look better. I have built a succession of cities (60 to 100) while learning how the game works and figuring out how to incorporate downloads and Mods from STEX, PLEX, and LEX. And it has allowed me to make a few lots of my own to beautify the cities and to detail some of my industry. I am beginning to get the "itch" to make my cities more realistic in appearance and planning the layout. Hence more downloads will be required for industry, ports, etc. Eventually, I will create a new regional map and try going for the real look of a "satellite view" of a single large city with port zones, industrial zones, etc. (Kinda like LA looks like on Google maps -- suburbs, ports, etc). But that is for the future. My goal for the moment is to see how many people I can get into a single map. This makes your regional view look exactly like what it is -- a series of crowded squares. This goal encourages you to cram stuff into every possible nook and cranny on the map and results in an ugly city that eventually runs out of space. Using a medium map, my largest population reached 333,529 people. No room left to build anything. Using a Large map, my largest population reached 398,611 people. About 2/3 of the map still available, but game speed became frustratingly slow and I decided to switch to another city. Regional population is currently 4,279,849 people with 53 cities connected. I would like to know how other people are doing with their city populations. Am I about right -- or is there a way to get more people into a city? What do other players use as cap-busters for business, etc, etc? Any tips and suggestions will be most welcome.
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Another View to Bigger Maps (Increase City Construction Limits)
Idealcastle posted a topic in SimCity (2013) Modding - Open Discussion
Bigger maps may never be available in the current state of modding, Maybe not by expanding the fictitious white dotted lines, but maybe modifying everything to be allowed outside the boundary. So I spent most of the day today working up a regional freeway mod, (finally allowing freeways to be bulldozed and full control over them) most regional road mods don't allow bulldozing, And then for added bonus to allow all roads outside the boundary. I found a few things in this attempt to build larger cities. First, I figured out, anything you build, such as modding the freeways and inter-connected streets to other cites, will not be rendered once you load the other cities. So that is a fail. you can't sync all the cities to use connections with streets or roads from other cities. I think you need to modify on the region level and not being inside a city itself (which only maxis can do) Another thing, I was able to transfer water, power etc down freeways (but it of course doesnt allow passed your border, I made it so you can place freeways within your borders to better optimize traffic, such as restructuring the freeways for congestion), I was also able to allow you to plop any buildings/services onto a freeway (plopping only worked in the border) of course could build a mod to allow you to plop buildings outside boundary and possibly onto freeways. But again, would require power/water to have another mod to leave the city limits (still not sure if that is available in modding) A lot of potential, but also a lot of issues that would need to be addressed. But the more you can mod the elements outside, it can become closer to allowing you to build everything outside city limits (expanding the city, without expanding actual borders itself). But this also posed another issue, Zoning, I was able to get zones to work on freeways as well, but they dont build or construct anything outside borders (again another mod, but still unclear if it could happen due to maxis restrictions, zoning and resources, power, water etc seem to be locked up) -
[MOD Pack] Plop Outside City Box & All my others
ProcsKalone posted a topic in SimCity (2013) Modding - Open Discussion
.BOC 0.98o (Thanks DamienMB)-- 829 Replies
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