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potorium

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  1. deff possible. it might now even be possible to just add the sewage treatment properties to a water tower plop and increase the capacity / production figures of the towers water production and (newly) added sewage treatment.
  2. and these INSERT OR REPLACE INTO "Instances" VALUES(180971906,'TemplateResidentialW3D3_A',NULL); INSERT OR REPLACE INTO "Instances" VALUES(180971917,'TemplateResidentialW3D3_N','TemplateResidential_W3D3'); INSERT OR REPLACE INTO "Instances" VALUES(180971921,'TemplateResidentialW3D3_R',NULL); INSERT OR REPLACE INTO "Instances" VALUES(180971926,'TemplateResidentialW3D3_U',NULL); INSERT OR REPLACE INTO "Instances" VALUES(289407043,'TemplateResidentialW2D3_A',NULL); INSERT OR REPLACE INTO "Instances" VALUES(289407052,'TemplateResidentialW2D3_N','TemplateResidential_W2D3'); INSERT OR REPLACE INTO "Instances" VALUES(289407056,'TemplateResidentialW2D3_R',NULL); INSERT OR REPLACE INTO "Instances" VALUES(289407063,'TemplateResidentialW2D3_U',NULL); INSERT OR REPLACE INTO "Instances" VALUES(546443625,'TemplateIndustrialW2D3_R',NULL); INSERT OR REPLACE INTO "Instances" VALUES(546443630,'TemplateIndustrialW2D3_U',NULL); INSERT OR REPLACE INTO "Instances" VALUES(546443637,'TemplateIndustrialW2D3_N','TemplateIndustrial_W2D3'); INSERT OR REPLACE INTO "Instances" VALUES(546443642,'TemplateIndustrialW2D3_A',NULL); INSERT OR REPLACE INTO "Instances" VALUES(546590656,'TemplateIndustrialW2D2_R',NULL); INSERT OR REPLACE INTO "Instances" VALUES(546590663,'TemplateIndustrialW2D2_U',NULL); INSERT OR REPLACE INTO "Instances" VALUES(546590675,'TemplateIndustrialW2D2_A',NULL); INSERT OR REPLACE INTO "Instances" VALUES(546590684,'TemplateIndustrialW2D2_N','TemplateIndustrial_W2D2'); INSERT OR REPLACE INTO "Instances" VALUES(735110057,'TemplateResidentialW1D2_U',NULL); INSERT OR REPLACE INTO "Instances" VALUES(735110062,'TemplateResidentialW1D2_R',NULL); INSERT OR REPLACE INTO "Instances" VALUES(735110066,'TemplateResidentialW1D2_N','TemplateResidential_W1D2'); INSERT OR REPLACE INTO "Instances" VALUES(735110077,'TemplateResidentialW1D2_A',NULL); INSERT OR REPLACE INTO "Instances" VALUES(1212136195,'TemplateIndustrialW1D2_N','TemplateIndustrial_W1D2'); INSERT OR REPLACE INTO "Instances" VALUES(1212136204,'TemplateIndustrialW1D2_A',NULL); 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INSERT OR REPLACE INTO "Instances" VALUES(2790191745,'TemplateCommercialW2D3_U',NULL); INSERT OR REPLACE INTO "Instances" VALUES(2790191750,'TemplateCommercialW2D3_R',NULL); INSERT OR REPLACE INTO "Instances" VALUES(2790191765,'TemplateCommercialW2D3_A',NULL); INSERT OR REPLACE INTO "Instances" VALUES(2790191770,'TemplateCommercialW2D3_N','TemplateCommercial_W2D3'); INSERT OR REPLACE INTO "Instances" VALUES(3208992131,'TemplateCommercialW3D3_N','TemplateCommercial_W3D3'); INSERT OR REPLACE INTO "Instances" VALUES(3208992140,'TemplateCommercialW3D3_A',NULL); INSERT OR REPLACE INTO "Instances" VALUES(3208992152,'TemplateCommercialW3D3_U',NULL); INSERT OR REPLACE INTO "Instances" VALUES(3208992159,'TemplateCommercialW3D3_R',NULL); INSERT OR REPLACE INTO "Instances" VALUES(3209139429,'TemplateCommercialW3D2_A',NULL); INSERT OR REPLACE INTO "Instances" VALUES(3209139434,'TemplateCommercialW3D2_N','TemplateCommercial_W3D2'); INSERT OR REPLACE INTO "Instances" VALUES(3209139441,'TemplateCommercialW3D2_U',NULL); INSERT OR REPLACE INTO "Instances" VALUES(3209139446,'TemplateCommercialW3D2_R',NULL); INSERT OR REPLACE INTO "Instances" VALUES(3402318792,'TemplateResidentialW3D2_R',NULL); INSERT OR REPLACE INTO "Instances" VALUES(3402318799,'TemplateResidentialW3D2_U',NULL); INSERT OR REPLACE INTO "Instances" VALUES(3402318811,'TemplateResidentialW3D2_A',NULL); INSERT OR REPLACE INTO "Instances" VALUES(3622577061,'TemplateCommercialW1D3_N','TemplateCommercial_W1D3'); INSERT OR REPLACE INTO "Instances" VALUES(3622577066,'TemplateCommercialW1D3_A',NULL); INSERT OR REPLACE INTO "Instances" VALUES(3622577081,'TemplateCommercialW1D3_R',NULL); INSERT OR REPLACE INTO "Instances" VALUES(3622577086,'TemplateCommercialW1D3_U',NULL); INSERT OR REPLACE INTO "Instances" VALUES(3754276994,'TemplateIndustrialW3D2_A',NULL); INSERT OR REPLACE INTO "Instances" VALUES(3754277005,'TemplateIndustrialW3D2_N','TemplateIndustrial_W3D2'); INSERT OR REPLACE INTO "Instances" VALUES(3754277009,'TemplateIndustrialW3D2_R',NULL); 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  3. sql inserts for all(most) the template<type><wealth><density>_<buildingstate> if using a simcitypak built from source. if not then you can load this into excel and reformat the columns and dec2hex the id codes to load into 1.8
  4. 0x00b1b104-0x48e0c000-0x9ec474ff instance id 0x9ec474ff = templatebuilding search all children(child trees) of this prop file and you will drill down and get all r c i buildings for each wealth and density
  5. i will throw a test mod out tomorrow or the weekend(or keep pestering me if no one else has by the time i get free time to do it) for this if i get time. should be an easy change but might not be compatible with any other road mods (most likely) until i get around to finishing an app i started to make mod changes direct to a shared mod package file. however... if you load simcitypak and the script package file(s), the property id that holds the road cost values for each road type is 0e76a7e2(i think without testing to be 100% sure) so if you search for the property id- 0e76a7e2 and change all relevant instance property values to whatever you want you can have $1 or free or $11111 or... whatever value costs for the roads. simcitypak does not currently have default human readable string names for all the road types as we don't know the official names (yet). either guestimate which road is which from the build cost(or simply change them all to 1) in the files or maybe procs or someone else can tell you which instance id is which road type. i never loaded the no budget crisis mod so have no idea if making a version for 6 is easy or possible. will look tomorrow unless someone else throws it your way today. radiation park as you mention is not currently possible i have a no disaster mod and / or exe linked in a thread here -on page 1 still -that might(big might as i've not loaded the game to see if it even works at all yet for any disaster:( )prevent nuclear meltdowns
  6. only for residential ... I would like for all the RCI the density upgrade speed for I and C also?
  7. going to try make the residential density 'speed up' mod into a package app over the weekend just to try learn a bit of c# basically allow the app user to input the density threshold value within a set range for each density upgrade level via a slider or some such. then on saving, output all the packages that are needed for the mod into a package folder mod similar to the no disaster switch app (ive still not tested ) or make the changes direct to the main package files. anyone know if its likely to be possible to add a tooltip value (or another attribute) to each of a package's property values when the simpak loads packages for the byte offset to the value in the corresponding package?. so in simcitypak, hovering over the property values we want to change for a mod, shows the byte offset number and if possible also the package file name? would be kind of cool to write an app that works with simcitypak to auto generate the mod package files or auto update the changes in the main files. if it was written to only change the main files we could then just feed in a set of xml or cvs or /shrug... file containing the package file names and byte offsets for the values needed for a users selected mods. have the app highlight any conflicts where 2 mods need to change the same value. This will also mean 10 people could release 10 separate mods that all change a value in the same property file and as long as all 10 mods needed different property changes to the same file, none would overwrite the other changes as stand alone mods package files do. replicating a property file could also be done by a menu option that causes a prop file to be read but then saves with a user defined instance id either to the package folder or even possibly to the main file and changes to the header made if needed to account for the extra index counts. if outputting a stand alone mod, could have a menu option that auto outputs any needed parent/dependency files that are needed for stuff like the rollover ui's to display properly. just an idea more for me to learn some programming skills but could potentially be a nice tool (if i ever became a master programmer!!)
  8. shameless bump, anyone fancy writing a full blown 3rd party disaster switch app. is just one file, so having a simple ui and changing the corresponding files bytes depending on each of the disasters toggle should be fairly easy for a coder ? started an app if anyone wants to tidy it up, test the byte changes etc
  9. posting here and not ea forums and dont want to derail 6 feedback (too much). I posted on ea forums about rci and how its possible to easily increase the number of density and wealth tiers in future updates/expansions/dlc. thinking about it again, it wont be easy from a players perspective? the wealth yes because that's tied to land value which is altered basically via a props values and therefore, respectively by placing toys. But density upgrades is 'hard coded' to roads only? to have d1-10 would require a player to have 10 different road types capped at d1-10 growth in order to have all 10 densities, unless they utilize the unzone before road upgrade trick ?(which will become even more a pita with more densities) No idea if you ever plan / planned on more density / wealth, but i would imagine you have as its a viable dlc option (content variety over functional advantage) Re-balance 4 residential densities to replace 3 with max populations relatively unchanged would allow for more city variation in building size, appearance etc without changing game play or introducing imbalance and paid advantage. Offline /no leader-boards and you could have released a new density tier not having to account for simworld population balancing, to prevent turning the game into a pure pay to win,(per rci or individually) dlc every x months without breaking your own leader-board /shrug
  10. C:\Program Files (x86)\Origin Games\SimCity\SimCityUserData\Packages make sure to load game, a city, exit game fully, reload the same city before it takes effect
  11. int IComparer.Compare(object a, object b) { DatabaseIndex x = (DatabaseIndex)a, y = (DatabaseIndex)b; if (Direction != ListSortDirection.Ascending) { DatabaseIndex t = x; x = y; y = t; } switch ((string)Column.Header) { //added case "File Type": case "File Type": case "TypeName": return x.TypeName.CompareTo(y.TypeName); //added case "GroupContainer": case "Group Container": case "GroupContainer": return x.GroupName.CompareTo(y.GroupName); //added case instance case "Instance": case "Instance Name": return x.InstanceId.CompareTo(y.InstanceId); /* if(x.InstanceName != null) return x.InstanceName.CompareTo(y.InstanceName); return 0;*/ botched mainwindow.xaml.cs so tgi grid sorts (a-z-a) on column header
  12. not sure, think more broken 2 way road. couple random rollbacks now and again but seems to be no trigger point for them yet
  13. yeah just seen this too. is good news and bad news imo. good that the game gets something it should have had. bad that the 2 main selling points of the patch , this and tree placement, are currently trgs and procs mods. dont release the one way road mod! make them figure it out first had 2 dl's of the test. buggi you one of them?
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