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Showing results for tags 'modules'.
Found 5 results
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Version 1.0
25,570 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. -
Hello, everyone . I have been working on the implementation of stadium parking garage modules for a few months now, and I am almost finished. However, the project is still not complete. Currently, I would like you guys to test out the Alpha version of Project Amphitheater. It has been tested before, but has not been thoroughly tested. The parking garage modules currently do not function in the sense of attendance, which is what I'm working on and what I need help with. I want to make it so that plopping one module will increase the attendance of the stadium by a certain amount. If anyone with modding experience is willing to help me with this, I would greatly appreciate it. HOWEVER, the modules should allow for cars to park inside of them. Here is the download link: https://www.dropbox.com/s/ldkrh1vdyw1z8f9/ALPHAStadiumParkingGarage.zip?dl=0 Once you have finished testing, I would really appreciate it if you leave some feedback on the mod and report any bugs you notice. This will help me better the mod and prepare it for release. Thanks, Cap
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[Work in progress MOD][SimCity : Cities of Tomorrow]
Trylk255 posted a topic in SimCity (2013) Modding - Open Discussion
-=!! 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=-- 3 Replies
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- cotcontrolnet
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Version 1.1
7,163 Downloads
NOTE: IF YOU HAVE THE PREVIOUS VERSION OF THIS MOD AND WANT TO GET THE NEW VERSION, PLEASE MAKE SURE YOU DELETE THE OLDER VERSION FROM YOUR SIMCITYDATA FOLDER. Hello everyone This mod allows you to plop modules that can be plopped on roads to be plopped farther away so you no longer get the "Too Far from Main Building" error (look at the pictures to get a better view of how far away you can plop the modules). These are the following modules that can be plopped farther away: - Fire Station Garage (small fire station) - Hazmat Garage - Fire Marshal Office - Wellness Center - Emergency Center - Clinic Ambulance Bay (forgot to mention this earlier) - All University Wings (except for School of Science: there is an error in SCP where I cannot modify how far it can be plopped) - Extension Wing - High School Gymnasium - Law Drone Hangar (Cities of Tomorrow) - Fire Drone Hangar (Cities of Tomorrow) If you do not have Cities of Tomorrow, you can still download this mod and it will work just fine. Please inform me if there any modules I missed (remember: they can only be plopped on roads). I have tried the garbage truck garage but that one will not work either. I am currently working to get the vtol from the trade depot on here. How to install: 1. Unzip the files after downloading. 2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityData. Special thanks to: parkerwyoung for helping me out and informing me on what I needed to modify. Enjoy! There are more mods to come! -
If you want to be able to plop extra modules on buildings without the entire plop outside citybox mod, or if the citybox mod is causing you rollbacks, here is how. ALL credit for the mod goes to ProcsKalone. The only thing I did, was showed him that you could plop extra modules without rollbacks, if you only use the EcoGame data files. This requires ProcsKalone's 'Plop Outside Citybox' mod to work. It will allow you to plop a bunch of extra modules on any ploppable building. Here is the 'Plop Outside Citybox' mod from ProcsKalone: https://community.simtropolis.com/files/file/28723-boc-build-outside-citybox/ DO NOT RUN THE INSTALLER BAT!!!!! Read instructions below first!! Here are the instructions: Steps if you do NOT have the 'Plop outside city box mod' installed - 1.) Download ProcsKalone's debug/plop outside city box mod. (Link above) 2.) DO NOT RUN THE INSTALLER BAT FILE!!!!!! 3.) Copy ONLY the SimCityUserData files from the mod to your SimCityUserData folder. -- Do NOT copy the SimCityData/.package files!!! 4.) Play -- enjoy! It will allow for plopping of extra modules! -- Without rollbacks. Steps if you do have the 'Plop outside city box mod' installed - 1.) Remove all .package files of the mod from your SimCityData folder. 2.) LEAVE the mod files in SimCityUserData/EcoGame ALONE~ 3.) Play - enjoy - will allow for plopping extra modules. You will notice, after plopping so many modules they will start to disappear as you plop them. It's a memory thing. But you can still plop a TON of extra modules.

