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City-building game(s)

Found 9 results

  1. Appart PIM-X or lot editor, is there an editor that regroup all family props ? Apparently I have some missed textures at family "5F85E307", "5F85E308", "5F85E309" or "5F85E30c". Missed props in picture:
  2. Version 1.0.1

    55 Downloads

    A set of Chevy Vans, i guess they make more sense as some other. The branded ones are: Though we stay in SimCity (except for "Matt", he's an idea of "intellivision revolution", originally a paintjob competition between us Inty fans - no i didn't won it).
  3. Sports Cars

    Version 1.1.0

    70 Downloads

    The "luxury" car set, oldtimers and a "poor mans Corvette" (Opel GT). The Pantheons of the '30s are really this large. Equally the E-Type, it is a following model to the D-Type single seated open racing car which was nick named "long nose". In fact this model would be a lightweight E-Type (it would be to notice by the little side skirts which was an invention of the modder/designer to give this "airplane" a little downforce), completely in aluminum, a killer machine of which only 12 was made, one of the most expensive today. To be honest not a single car is mine, but why should i model a car if there is a vast amount of models in the web? (or was in case for nfs3 & 4). Also often i couldn't make them better, i'm not used to i can script you a rig with three joints but i won't model nice cars. The problem is simply lack of patience. (i learned to have - some at least but it's still hard, now i enyoy it to be myself now all the years with work and family i had to suppress myself).
  4. Utility Vehicles

    Version 1.1.0

    79 Downloads

    Probably the most useful one apart from the Chevy Vans. Ocean Gas is "THE" SimCity Gas and Soylent is a what it is the "soy-lentilles corporation" better known as Nestlé. Both of course was made with an eye on my own two buildings the Soylent Manufacturing ("Pump it Up") and Ocean Gas refinery which is simply to large for sc3k (a 300 x 300m building). The Copter might be a bit to large but i scaled it roughly by the one in the game (it is a bit larger as the one on my classic hospital). The tanks are guesswork, i assume it's already a fantasy model by the modeler who made them they was very short, to short for a tank, he often reused models parts and textures that is common and very fine for the purpose they was meant around 2000. Cop, cab, and some other use all the same basic texture from the "le sabre" (unused except for cab and cop), the engine for the trucks is also mostly the same.
  5. Can someone explain the levels of air pollution for ireader? I am trying to convert a coal power plant into a "clean coal" (i.e. it still produces some air pollution - but through the use of scrubbers and type of coal used it isn't horrendous). I see in ireader the levels can be between something like -100k to 100k... Basically I want the thing to produce pollution akin to manufacturing industry
  6. Hi, i have a custom Lot duck reservation, which was from a BSC MEGA Props - D66 Vol02.dat file listed on Simtropolis. I want this Lot to inherit the properties of a park. So ive dragged a file over the Park section in Plugin Manager and setted the 3 demand satisfied values each to 0. I think this shall mean, that the sims have a demand for it. It shall become a park / inherit the properties of a park but dont know exactly how to do and save it with lot and plugin manager This Lot seems not linkable to plugins in the Lot Editor, the birdpark plugins i created with the demand settings arent appearing inside the buildings section or whereelse in the Lot editor. Is it cause the lot is from the BSC MEGA Props - D66 Vol02.dat file Also theres a tutorial, but the pictures are broken, so its more difficulty to understand the process. How to make a custom lot with the Lot Editor - BAT & Lot Editor Tutorials - Simtropolis
  7. When you do, maybe you can teach me. I'm more interested in the Tweaker, as I have no intentions of modifying in-game lots, just custom stuff. I'm not sure I have it in the right place, as all I can get it to upload are game lots, and all of the controls are "ghosting". Currently it resides in the folder that holds plug-ins.
  8. UPDATE: This thread is no longer being maintained. Information within may be incomplete or obsolete, and is kept here for legacy purposes. CITIES : SKYLINES ASSEMBLIES REFERENCE What is an assembly? In C#, the language Cities : Skylines is written in, " An assembly is a file that is automatically generated by the compiler upon successful compilation of every .NET application. It can be either a Dynamic Link Library or an executable file. " - From CodeGuru.com In this case, I'm talking about Dynamic Link Libraries, also known as DLL files. More specifically, I'm talking about the libraries of code the game uses. They can be found inside the game installation directory, usually in "C:\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed". If you look in this folder, you'll find 18 files, only three (for now) of which we will be dealing with in this thread. They are: Assembly-CSharp.dll ColossalManaged.dll ICities.dll NOTICE: Publishing decompiled code is illegal and would get me in serious trouble, so I will be limited in what I can show you on here. In order to better understand this topic, you will need to examine these assemblies yourself. There is plenty of information on how to do this online. One good way is to get ILSpy. This topic will just be about what the classes, fields and methods are and do, and an attempt to bring light into the way the game works internally. I won't actually be showing you any of the actually code. Also, at some point this topic will get too large, so I will probably just move the entire thing to the official documentation site, if possible, and link to it from here.
  9. Version 1.0

    16,223 Downloads

    SC4 Building Tweaker by Ilive -------- This version is based on Ilive - Reader 0.8.4. This version fixes a problem with EQ selections. This program allows you to modify properties (capacity, cost, power...) of some SC4 buildings.(including your own plugins) The first time you launch the program, a setup box will appear , asking you to fill two fields : - sc4 location : indicate the folder which contains the file simcity_1.dat - SimCity Locale dat : indicate the filename named SimCityLocale.dat How to use it ? Go to the first combo box and select an entry among Residential, Industry, Reward ... The building list is filled. Then select one of entry , the property list displays different properties of the building. You can edit one of these properties by double clicking on the values. Once you have modified all the properties you want, you have to save the modification. So, click on the 'Save As Dat' button, write a filename and save it in the SC4 plugins directories (for example, Documents\SimCity 4\Plugins). Other Functions : Reinit button : this button reinitialize to the default buildings properties Import Dat : each time you launch the Building Tweaker , the properties list is build from SC4 properties. By using this button, you can update this list with your previous saved dat. Properties button : you can configure the XML file (which contains displayed properties) through this option Notes : The shown properties are stored in an XML file named blg_prop.xml Mod Edit: Fixed broken formatting, and restored description from the included readme.
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