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SimCity 4 Devotion Custom Content Showcase => BSC Place => Team Custom Content Projects => BSC Functional Seaports => Topic started by: RippleJet on June 13, 2008, 05:42:51 PM

Title: BSC Functional Seaports - Support Thread
Post by: RippleJet on June 13, 2008, 05:42:51 PM
This is the support thread for BSC Functional Seaports (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1663)
If you have questions, please post below! ;)






The main features of the BSC Functional Seaports are:


1. They are functional

That means they accept cargo and each tonne of cargo shipped will provide industrial CAP relief.
Thanks to _alphaBeta_'s investigation in his thread Industry Demand Cap (http://www.simtropolis.com/forum/messageview.cfm?catid=22&threadid=105277),
we have now been able to add truly functional industrial CAP relieves to all seaports in version 3.0,
including the ingame seaport by Maxis, MrTruesage's seaport and also any third-party seaport with a custom enabler.


2. They are upgradeable

Just like the ingame airports that have three stages, all new BSC seaports are upgradeble.
However, the number of growth stages is not restricted to 3 (as with the ingame airports).
In fact, we could create up to 255 growth stages if we'd want to.

At this stage we are restricting ourselves to no more than 8 growth stages though.
Take a look at the seaports below to see how many growth stages we've made so far.


3. They upgrade automatically

MrTruesage enabled the upgrading of seaports with his upload in December 2004.
The only thing keeping the in-game seaports from growing was a lacking LUA script.
That script is included and causes all upgradeable seaports to upgrade.
However, the script has been modified so that they upgrade automatically.

If your seaport funding is 100%, and the usage exceeds 95%, our seaports will upgrade on their own.
The cost for the upgrade will be deducted from your funds.
Thus, if you're short on money, reduce your seaport funding a little to stop the upgrades.

Note, this automatic upgrade also applies to municipal airports.
Thus, the ingame municipal airports will upgrade automatically after you've installed BSC Functional Seaports.


4. They are backwards compatible with SWAP and AC Functional Airports

SWAP's Package Loading Center (which is a functional seaport) is included and backwards compatible.
BSC Functional Seaports is also backwards compatible with AC Functional Airports, which also includes the Package Loading Center.

In other words, you do not have to bulldoze any Package Loading Centers you may have built in your cities.
Unless you have built it with Pegasus' Master Seaport Control Mod installed...


5. They are compatible with all future BSC Functional Seaports

Every future package of BSC Functional Seaports will include all previously released seaports.
Thus, you will never be missing any seaports and will never get CTD's due to that.

In order not to increase the filesize of the BSC Functional Seaports, no models are included.
They are all packed into external prop packs, and linked to as dependencies.


6. They support Custom Seaports and Third-Party Seaports

Nine empty, fully functional, custom seaports are included.
Anyone can lot these to their own tastes and needs.

Anyone can also copy the lots from any third-party seaports into one of these custom seaports.
In addition to this, there is also support for 6 additional seaports, primarily for those made by Pegasus.

In order to use Enablers for Pegasus' ports, you must first bulldoze all existing functional seaports made by Pegasus.
This also includes any SWAP Package Loading Centers that have been built with PEG CDK3 Master Seaport Controller installed.
After that, save your cities, and run Cleanitol with the files included in the upload, in the following order:

Cleanitol_SDP_3.0---1. GetDependencies.txt
This file will make sure you have all dependencies for all 66 BSC seaports in the package.

Cleanitol_SDP_3.0---2. GetPegasusDependencies.txt
This file will ensure that you have the dependencies for the four functional seaports by Pegasus.
If you do not intend to use any seaports by Pegasus, you can skip this step.

Cleanitol_SDP_3.0---3. RemoveConflicts.txt
This file will remove all conflicting seaports and seaport developer exemplars (controller files).
You must run this after the two previous ones, and after bulldozing all seaports uploaded by Pegasus.

Cleanitol_SDP_3.0---4. GetMrTruesageDependencies.txt
This file will ensure that you have the dependencies for MrTrusage's seaport.
If you do not intend to use the seaport by MrTruesage, you can skip this step.

After this you are able to build all functional seaports.
In order to build seaports made by Pegasus, you will need to create an Enabler for each of them.
For help with creating or getting Enablers for Pegasus' ports, please send me a PM.


7. They can be removed from your menu

Since removing a functional seaport from your plugins would cause a CTD, this is not the way to go.
Instead, by default, all seaports are not appearing in the menu at all.
To make them appear we are including enabler files, that can be moved in and out whenever you like.

The enablers all have a filename starting with Enable, e.g. "v3_Enable SDP Small Seaport.dat".
At installation all enablers are placed into My Documents\SimCity 4\Plugins\X-Ports\Seaports.
Since the filename starts with v3_Enable, they are always loaded after "BSC Functional Seaports" in the same folder.

They are also copied into My Documents\SimCity 4\LEX_Downloads\X-Ports\Seaports\Enablers.

If you want to remove seaports from the menu, just delete the appropriate Enabler from the Seaports folder:
My Documents\SimCity 4\Plugins\X-Ports\Seaports.

Any seaports not enabled will still be functional in the game.
Thus, you do not have to bulldoze existing seaports in order to remove them from the menu.
And if the blocked seaport is an upgradeable one, it will still upgrade if needed. Despite not being enabled.


Also the Maxis seaport is now disabled by default.
Thus, we've included an Enabler for it as well, so that you can choose whether you want it in the menu.
This enabler can be found in the same folder, My Documents\SimCity 4\LEX_Downloads\X-Ports\Seaports\Enablers.


In version 2.0 there were inland seaports with different canal textures, of which only one could be used at the same time.
In version 3.0 these can now be used concurrently, even in the same city.






Seaports included in BSC Functional Seaports

The table below lists all functional seaports included, with their most important stats.

    Version    Airport NameLotted by      Lot Size    Stages 
  Maximum
Capacity
Traditional Ports
1.0
SeaportMaxis
5×11
3
1,200
3.0
MrTruesage SeaportMrTruesage
11×5
3
1,500
 
Ordinary Ports
1.0
SDP Small SeaportRooker1
9×6
6
460
1.0
SDP Warehouse PortRooker1
14×10
6
980
1.0
BLS Oil PortBarbyW
12×8
8
1,760
1.0
BRT SeaportBarbyW
12×8
8
1,760
2.0
BLS Container PortBarbyW
14×7
8
1,780
1.0
BLS City Centre PortBarbyW
16×8
8
2,240
 
Military Ports
1.0
SNM SeaportBarbyW
12×8
8
2,240
 
Rural Ports
3.0
Newman Inc Rural PortBarbyW
6×6
3
460
1.0
BLS Rural PortBarbyW
7×4
8
740
1.0
BLS Rural Port cnutBarbyW
7×4
8
740
1.0
Newman Inc Grain PortBarbyW
16×8
8
870
 
Inland Canal Ports
1.0
Inland Coal Port SGBarbyW
8×6
4
280
1.0
Inland Coal Port CALBarbyW
8×6
4
280
1.1
Inland General Port SGBarbyW
10×8
4
820
1.1
Inland General Port CALBarbyW
10×8
4
820
2.0
Inland Container Port CALBarbyW
10×8
5
1,520
 
Ports connecting CAN-AM to the Sea
3.0
Newman Inc Rural Port DiggisBarbyW
6×6
3
460
3.0
Newman Shipping SG CanalsBarbyW
8×8
4
1,100
3.0
Newman Shipping CAL CanalsBarbyW
8×8
4
1,100
 
Cargo Handling Facilities
1.0
Package Loading CenterThalassicus
20×6
-
1,560
2.0
Cargo Handling FacilityBarbyW
10×10
8
1,820
2.0
Airport Cargo Handling Centre   BarbyW
13×10
6
2,260
 
Custom Seaports
2.0
Custom Seaport 1Anyone
1×3
-
360
2.0
Custom Seaport 2Anyone
2×3
-
380
2.0
Custom Seaport 3Anyone
3×4
-
420
2.0
Custom Seaport 4Anyone
4×5
-
500
2.0
Custom Seaport 5Anyone
5×5
-
500
2.0
Custom Seaport 6Anyone
6×5
-
520
2.0
Custom Seaport 7Anyone
8×5
-
560
2.0
Custom Seaport 8Anyone
10×5
-
580
2.0
Custom Seaport 9Anyone
12×6
-
660

Version is the version number of the BSC Functional Seaports package.
The version is part of the filename, e.g: "BSC Functional Seaports, Version 3.0.dat".
Title: Re: BSC Functional Seaports - Support Thread
Post by: Unassigned on July 19, 2008, 10:58:14 AM
The links to  BSC MEGA Props - Gascooker Vol02 in both the 1.1 readme and the Cleanitol output from running the "Cleanitol_SDP_1.1---1. GetDependencies.txt" erroneously points at Volume01. Which may take some people (= me!) some time to figure out what with all the indirection in the LEX  %confuso

The correct link is http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=934.
Title: Re: BSC Functional Seaports - Support Thread
Post by: feelingshehides on August 14, 2008, 07:49:06 AM
MISSING : BSC MEGA Props Jen_P Vol01.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=934 -> wrong link.. should be http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1259

MISSING : PEG-CDK3-SP_SEAPORT_SUPER-PAK.dat has not been found, you can download it : http://simpeg.com/forum/index.php?action=tpmod;dl=item876 -> Wrong Link should be http://simpeg.com/forum/index.php?action=tpmod;dl=item891

----

Navy Dry Dock Dependencies links are almost all broken. Couldn't download.
    * BSC BAT Props RT SNM Vehicles Vol01
    * BSCBATProps RT WFK Vol02
    * BSC MEGA Props - JES Vol01
    * CSX MEGA Props - Vol04
    * BSC MEGA Props - SG Vol 01
    * PEG_BigJohnsMine_205b
    * BSCBATProps RT WIMPS N Vol01
    * BSCBATProps RT SNM Vol02
Title: Re: BSC Functional Seaports - Support Thread
Post by: cggg on September 29, 2008, 05:10:56 AM
this is a real n00b question. I spent hours d/l and installing all of the dependencies but I cannot find/tell which seawalls these use (specifically, the small seaport, I haven't used them all)  Is it a seperate seawall set?
Title: Re: BSC Functional Seaports - Support Thread
Post by: BarbyW on September 29, 2008, 05:36:40 AM
If it is the SDP Small Seaport it uses the dock pieces from BSC MEGA Props RT WFK Vol01  (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=286)  and there are no seawalls as such to match. There are sets of waterfront lots to match it, however, so search for ripptide on the LEX.
Title: Re: BSC Functional Seaports - Support Thread
Post by: cggg on September 29, 2008, 06:01:52 AM
thanks so much. an old country gal that's never been to a port is having a hard time.  ;)  I think one thing is that now there is so much in my seaport menu that my mind is going in circles.
Title: Re: BSC Functional Seaports - Support Thread
Post by: cameron1991 on December 25, 2008, 03:50:35 PM
I'm having a problem finding a dependency prop pack for the updated seaports pack.
The Cleanitol link to the pack on the lex just comes up with bad data/gorilla page.

Here's the list of props that the link doesn't work for;

MISSING : WarehousesBATPropsPartA.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883
MISSING : WarehousesBATPropsPartB.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883
MISSING : LCP_Prop_Main_ECS.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883
MISSING : LCP_Prop_Main_Gartner.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883
MISSING : LCP_Prop_Main_HapagLloyd.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883
MISSING : LCP_Prop_Main_Maersk.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883
MISSING : LCP_Prop_Main_PONedlloyd.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883
MISSING : LCP_Prop_RetailLoading_DkRed.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883
MISSING : LCP_Prop_RetailLoading_Jade.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883
MISSING : LCP_Prop_RetailLoading_White.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883
MISSING : LCP_Prop_Warehouse_DkRed.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883
MISSING : LCP_Prop_Warehouse_Jade.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883
MISSING : LCP_Prop_Warehouse_White.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883
MISSING : LCP_Props_DistributionTrucks_SC_SG.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883
MISSING : LCP_Props_ParkedTrucks_Jes.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883
MISSING : LCP_Props_SemiTrailers_SG_Jes.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883
MISSING : LCP_PropsAndTextures.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1883

Does anyone know what prop pack these are in? I'm getting giant brown boxes on the airport cargo center because these files are missing.
Title: Re: BSC Functional Seaports - Support Thread
Post by: allan_kuan1992 on December 25, 2008, 03:51:17 PM
@ cameron1991:

that's cogeo's logistic centre pack.

Search up cogeo on the LEX.

@ BSC:

anybody know where this building is located?

and also, the cargo handling facility doesn't appear to have a query =O

- Allan Kuan
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on December 25, 2008, 04:38:44 PM
Quote from: cameron1991 on December 25, 2008, 03:50:35 PM
Does anyone know what prop pack these are in? I'm getting giant brown boxes on the airport cargo center because these files are missing.

We had a problem uploading Cogeo's Logostics Pack where the database link obviously got screwed up.
Thus Barby had to reupload it. The links in the readme and the Cleanitol file didn't get updated though, until now...

The correct link to all those prop files is:
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1884

And thanks, Allan, I see you've already given Cameron an answer! :) :thumbsup:


Quote from: allan_kuan1992 on December 25, 2008, 03:51:17 PM
anybody know where this building is located?

I will have to leave that to Barby who lotted it.
Hope you can wait till Boxing Day morning? :)


Quote from: allan_kuan1992 on December 25, 2008, 03:51:17 PM
and also, the cargo handling facility doesn't appear to have a query =O

I'm lacking that query myself, and don't understand why, since I'm more than sure that I had a functional query when I was testing it.
If I remember correctly, Barby made a query that worked like a seaport query but had airplanes instead of ships displaying the efficiency/grade.

This query should have been used both for the Cargo Handling Facility and especially for the Airport Cargo Handling Centre.
For now I've updated the package on the LEX so that the Cargo Handling Facility uses the default seaport query though.

So you will have to download the ports a seventh time, Allan! :D
I'll talk to Barby tomorrow and see if we should update the queries once more.

We'll be back... ::)

Thanks for now, and keep enjoying the holidays!
Title: Re: BSC Functional Seaports - Support Thread
Post by: allan_kuan1992 on December 25, 2008, 10:41:49 PM
xD

I should make it a goal to keep downloads per file to a minimum xD

and I do have another idea for the query... should the indicator for efficiency be indicated in custom boxes? because I doubt that airplanes would use the package loading facility =O

- Allan Kuan
Title: Re: BSC Functional Seaports - Support Thread
Post by: BarbyW on December 26, 2008, 12:36:22 AM
Quote from: allan_kuan1992 on December 25, 2008, 03:51:17 PM

@ BSC:

anybody know where this building is located?

and also, the cargo handling facility doesn't appear to have a query =O

- Allan Kuan

The building you are missing is from BSC MEGA Props Jes Vol06 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1416)

I will speak with Tage some time and sort out the query problem.
Title: Re: BSC Functional Seaports - Support Thread
Post by: andy33b on March 05, 2009, 11:43:24 PM
I have found in my plugin folder a rather old seaport, the Additional CDK Seaport. It can be found on STEX (http://www.simtropolis.com/stex/index.cfm?id=13715). I have implemented this port into a few of my Cities, since it has rail connection and 3 stages.

Could it be implemented into this pack (or does it infringe some other peoples EULA)?
Or did it got out of scope because of mod-errors / it cot revamped / ...?
Title: Re: BSC Functional Seaports - Support Thread
Post by: Swamper77 on March 05, 2009, 11:59:19 PM
Gods, that thing is still out there? I thought people no longer cared for it.

That one is not supported by this pack, as far as I know. It was created back when a certain member of the community did not actively enforce their EULA. Now, they would probably tell me to remove the file from the public. I should probably lock that thing up one of these days anyways, along with my old Support Files over there. They will cause issues nowadays with the more modern stuff that actually works.

I'd recommend bulldozing it from your cities before installing this pack of seaports. If you try to remove it after deleting it from your Plugins, you'll most likely get a CTD.

-Swamper
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on March 06, 2009, 12:13:41 AM
Thanks, Jan, you were faster than me... ::)


andy33b, after you've bulldozed all CDK seaports, I'd recommend you to run Cleanitol and open the following file, which is included in the zip file:

That will remove all conflicting seaport controllers and seaports that we know of, including:
Title: Re: BSC Functional Seaports - Support Thread
Post by: Swamper77 on March 06, 2009, 12:20:02 AM
Quote from: RippleJet on March 06, 2009, 12:13:41 AM
Thanks, Jan, you were faster than me... ::)

I don't see why I can't answer inquiries regarding my old files. I'll be locking them shortly.

Edit: Those files are now locked on the STEX, the only place to have gotten them in the first place.

-Jan
Title: Re: BSC Functional Seaports - Support Thread
Post by: Pat on March 06, 2009, 03:46:30 PM
Its all good Jan, I think Tage was saying that he knew that answer too  :D


Buuuuuut he had to go and dig it up first lol.....

BTW its a shame you locked that file I still use that port myself and I have never had CTD with it even using the new stuff from the BSC functional Seaports...
Title: Re: BSC Functional Seaports - Support Thread
Post by: Swamper77 on March 06, 2009, 08:17:57 PM
Quote from: Pat on March 06, 2009, 03:46:30 PM
BTW its a shame you locked that file I still use that port myself and I have never had CTD with it even using the new stuff from the BSC functional Seaports...

Until I hear from Tage that it is safe and won't cause problems, it will remain locked.

-Jan
Title: Re: BSC Functional Seaports - Support Thread
Post by: fivexthethird on March 06, 2009, 09:44:21 PM
This is not a support question, but is there anyway for me to get all those dependancys  all in a single file?
Title: Re: BSC Functional Seaports - Support Thread
Post by: High5Tower on March 06, 2009, 10:03:04 PM
I think its time for me go back and up date my very old regions seaports that needed z_SWTT-SeaortSupport dat. Then I won't have to add special files and removed special files just to play those regions. A couple of hours of work. Brew up a nice cup of french roast and have a go at it; gotta have fun no matter what your doing. I really like the BSC Functional Seaports. Thanks for a your hard work in keeping this little game running smooth. :thumbsup:
Title: Re: BSC Functional Seaports - Support Thread
Post by: Swamper77 on March 06, 2009, 10:18:17 PM
Quote from: fivexthethird on March 06, 2009, 09:44:21 PM
This is not a support question, but is there anyway for me to get all those dependancys all in a single file?

Nope. The resultant file would be too big to upload to any known exchanges, including ours.

-Swamper
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on March 07, 2009, 06:27:38 AM
Quote from: Pat on March 06, 2009, 03:46:30 PM
BTW its a shame you locked that file I still use that port myself and I have never had CTD with it even using the new stuff from the BSC functional Seaports...

The Additional CDK port was listed as #2 in Swamper's controller, and would thus conflict with seaport #2 in BSC Functional Seaports, which is the SWAP Package Loading Center.

The more dangerous part would be if Swamper's seaport controller (z_SW77-SeaportSupport.dat) would be loaded after BSC Functional Seaports.
BSC Functional Seaports 2.0 includes 32 supported ports in its controller, whereas Swamper's controller lists 21.
There would in other words be a significant risk of causing CTD's if you'd still be using that old controller.
Title: Re: BSC Functional Seaports - Support Thread
Post by: Pat on March 07, 2009, 09:09:30 AM
Is there anyway to make it compatible so there would be no risk of CTD's?  Like I said I do like that port and it was the first custom port I ever used...
Title: Re: BSC Functional Seaports - Support Thread
Post by: BarbyW on March 07, 2009, 09:23:41 AM
Pat, you know the answer to your question ;D
Title: Re: BSC Functional Seaports - Support Thread
Post by: vershner on March 21, 2009, 12:46:18 PM
Hi there, I've been trying to create my own seaport following the instructions in the readme, but it's not working.

I copy "Enable Custom Seaport #1_b5c0c501.dat" into the plugin folder and remove "X-ports".
Fire up the lot editor, load the lot, and add props.
Save. "Enable Custom Seaport #1_b5c0c501.sc4lot" is created.
Copy "X-ports" back again.
Move "Enable Custom Seaport #1_b5c0c501.dat" and "Enable Custom Seaport #1_b5c0c501.sc4lot" into "X-ports/Seaports".

Then I load the game and the port appears but it is blank. No props.

Can any one help me out?
Title: Re: BSC Functional Seaports - Support Thread
Post by: vershner on March 21, 2009, 01:01:35 PM
With a bit more experimenting, it seems that to lot editor is not able to save the file at all. It creates an sc4lot file, but if I immediately reopen that file nothing has been saved.
Is there any way around this?
Title: Re: BSC Functional Seaports - Support Thread
Post by: Andreas on March 21, 2009, 01:29:51 PM
For some reason, the LE doesn't display any changes you made to a lot if you open another lot and then return to the edited one. You have to exit LE and start it again.
Title: Re: BSC Functional Seaports - Support Thread
Post by: vershner on March 21, 2009, 05:57:51 PM
No, I closed it and reopened. The changes do not seem to have been saved.
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on March 22, 2009, 06:45:06 AM
vershner, thanks for bringing this up!
As you've noticed, when saving in LE, the lot is saved as a SC4Lot file
(this was left out from my explanation in the readme).

Thus, after you've finished your lotting, you will have two files in your plugins folder:

The former one (*.dat) is the original, empty one.
The latter one (*.sc4lot) is the new one that you have created.

In other words, you need to delete the original DAT file from your plugins,
in this case Enable Custom Seaport #1_b5c0c501.dat.

After that, rename your recently created
SC4Lot file (Enable Custom Seaport #1_b5c0c501.sc4lot)
to a DAT file (Enable Custom Seaport #1_b5c0c501.dat).

Move this dat file to the X-Ports/Seaports folder and you're set. ;)
Title: Re: BSC Functional Seaports - Support Thread
Post by: vershner on March 22, 2009, 09:22:28 AM
Cool that works great! Thanks for your help.


Using a little port like that made me wonder: wouldn't it be easier just to make a few tiny ports like that, with suitable costs and capacities, and then make everything else eye-candy?

Then all the other ports in this project could be released individually with their own dependency lists, and they don't have to be functional. Upgrades are simply a matter of replacing the generic port with a higher capacity one, then adding some more eye-candy.

It might get around some of the problems with Peg's ports too, because several of his are available as non-functional eye-candy.
Title: Re: BSC Functional Seaports - Support Thread
Post by: tamorr on April 13, 2009, 09:58:18 PM
   Is there a way with the curent Version "2.0" to be able to use the Inland ports as both SG and CaL Canals. That is being able to use the coal port on both in the same city. I myself like both canal sets and actually like inter-mixing them in a few of my cities Transitioning from one to another in some way. I am just wondering if it could be done with the current last two blank values or not, so in that way I could use both in a single city if I wanted....

   I am asking if it can be done with either the coal port or the inland one or both?
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on April 14, 2009, 06:19:44 AM
No, since both versions of the inland port have the same TGI address, only the one loaded latest of the two would be in use.

And since the inland port is upgradeable, it cannot easily be placed in one of the empty blank slots, which all are ports having just one growth stage.
Title: Re: BSC Functional Seaports - Support Thread
Post by: tamorr on April 14, 2009, 07:55:00 AM
  Ok, if that is the case then... Would I still be able to use the original lots The coal wharf and barge wharf as a non upgradable port in those slots... Well maybe not the barge one, I don't remember what  it was called but it looks similar to the inland port. I wouldn't mind using them along side the upgradable ones, well at least the coal wharf...

  Just wondering.. Thanks.
Title: Re: BSC Functional Seaports - Support Thread
Post by: BarbyW on April 14, 2009, 10:11:26 AM
You can use the non-functional coal wharf and the general wharf for both sets - SG and SG CAL canals - in the same city as they have different TGIs. It is only the functional inland ports that have to be one or the other but by using, for example, the Blockers and Enablers you could use the SG Coal Port and the SG CAL General Port in the same city.
Title: Re: BSC Functional Seaports - Support Thread
Post by: tamorr on April 14, 2009, 06:33:20 PM
   That's definately good to know, however I was asking if that Coal wharf could be put into one of the blank spots as a functional one. With modification of course to the Instant values and so forth. Like say one of the 6 that are pointing to basically the Instance of nothing, or are those 6 slots made for particular custom lots... I am not talking about the first 10 blank ones, I am of course talking of the 6 Instances mentioned that come after that.

   But in my case it would be 2, since I plan one using PEGs lot in the first four. I do know a little bit about modding, but not a whole lot enough to make a mod/building from scratch per say. I am able to modify this and that .... Also I am not sure where I should be asking about MMLs. In which section should I?

    Basically I am asking about the Capabilities of the empty Slots those of the last 6 primarily, and not so much on the 10 blank ones. I am curious and always looking for a variety to put into my towns.

Thank you....
Title: Re: BSC Functional Seaports - Support Thread
Post by: Gringamuyloca on June 10, 2009, 08:32:02 PM
Slowly going the cleanitol dependency .txt for the Functional Seaports, on a fresh install, this will be the second group of files in the plugins folder, the first being the NAM.

It's been going remarkably  smooth until I got here:


MISSING : SG_Canals_Brick.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=887

MISSING : SG_Canals_Brick_Variations.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=887

MISSING : SG_CAL_Canal_BaseSet.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=979

MISSING : SG_CAL_Canal_Straight_PropFamily.dat has not been found, you can download it : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=979


http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=887,  is BSC Canals - Base Set

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=979  is CAL Goobers Canals 2007 Baseset BSC.

Does this mean I only need the 2 .dat files from each download for my Plugins? Or just install as norm and quit worrying I'm missing something. /wrrd%& %wrd.

Being new at this I hope I'm posting in the right place, please move if needed...

thanks


   


Title: Re: BSC Functional Seaports - Support Thread
Post by: BarbyW on June 10, 2009, 11:53:01 PM
You need the full sets of canals from the two packs as there is little point in having the inland ports without the canals themselves. The Cleanitol file has to have the specific files that have been used in making the ports but they are part of the set.
Just download and install as normal.
Title: Re: BSC Functional Seaports - Support Thread
Post by: Gringamuyloca on June 11, 2009, 07:52:16 AM
BarbyW, thanks!  :)

Another question... I've noticed that a couple of the dependency files had dependencies. Now, most of those dependencies were included in the cleanitol but but the link for JB GE Props.dat, which is here: (Chelsea Mills Grain Elevator  http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1367.) included a couple that weren't:Rail Yard Textures Mega Pack and BSC Mega Props DAE Vol01


I did download them, but wanted to check that they are not duplicated in another mega pack somewhere else before installing.

Thanks again, you folks here are awesome and awe inspiring!  ()flower()

ps: started an annual subscription, thank you all for making this site possible!



Title: Re: BSC Functional Seaports - Support Thread
Post by: BarbyW on June 11, 2009, 08:32:57 AM
Neither of those are in any other packs. The Railyard Textures belongs to ncd and the DAE Prop pack is the only one by dedwoods.
Title: Re: BSC Functional Seaports - Support Thread
Post by: Maxim1110 on June 18, 2009, 06:19:51 AM
It all looks nice but it doesn't work. I have all dependencies installed(checked multiple times with cleanitol) and I still get an instant crash to desktop everytime I try to build a port, please help me...
Title: Re: BSC Functional Seaports - Support Thread
Post by: BarbyW on June 18, 2009, 06:34:03 AM
Do you have any other ports installed - Peg's for example - or z_SW77-SeaportSupport.dat? Neither of those is compatible with the BSC Functional Seaports and can cause CTDs.
Have you had a port in the city you are getting CTDs? If so did you bulldoze it before saving and trying to build a new one?
Title: Re: BSC Functional Seaports - Support Thread
Post by: Maxim1110 on June 20, 2009, 04:32:18 AM
As far as I know I don't, but as I'm not at home atm I can't check that now, so I'll do that later today. But doesn't the cleanitol file to remove conflicts check that issue?
Title: Re: BSC Functional Seaports - Support Thread
Post by: BarbyW on June 20, 2009, 04:35:36 AM
It should do but you should read the pinned post at the top of this thread and make sure you do things in the order that Ripplejet suggests. He will not be available until next week.
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on June 20, 2009, 12:33:17 PM
Quote from: BarbyW on June 20, 2009, 04:35:36 AM
He will not be available until next week.

Except this very moment, when I'm briefly passing by... ::)

Just to reiterate, below is an extract from the readme:




Before installing, you must do the  following:

  • Bulldoze all seaports made by Pegasus in all your cities
    (read above, or PM the author for help with creating Enablers for these afterwards)
  • Run the Cleanitol file Cleanitol_SDP_2.0---1.GetDependencies.txt
  • Run the Cleanitol file Cleanitol_SDP_2.0---2.GetPegasusDependencies.txt
    (this is optional, and needed only if you want to create Enablers for Pegasus' ports)
  • Run the Cleanitol file Cleanitol_SDP_2.0---3.RemoveConflicts.txt





The first point is vital... if any non-compatible seaports are still in your cities when installing BSC Functional Seaports, you will most probably experience CTD's.

The last point is equally vital. If any non-compatible controller would be loaded after BSC Functional Seaports, you will also have CTD's.
To remove those non-compatible controllers, make sure none of the following files are left anywhere in your plugins folders:

Title: Re: BSC Functional Seaports - Support Thread
Post by: Maxim1110 on June 20, 2009, 02:02:08 PM
Well thanks very much, I just got home and about to check if everything is right. But I initially installed the ports first and ran de cleanitol files afterwards. But when I saw I was supposed to install the ports after getting all dependencies I deleted all the files I could find of the ports and re-installed them, but it still didn't work. It might be the case that I have some of those incompatible files though, so I'll check that right away. Thanks for all the help anyway :)
Title: Re: BSC Functional Seaports - Support Thread
Post by: westamastaflash on August 07, 2009, 12:45:51 PM
This is really odd. I'm not seeing any CAP relief from these custom seaports. Freight is driving to them, and then disappearing, but the I-D cap is still at 100%. I bulldozed them and then the freight started to immediately use my rail connection, and the cap was quickly relieved...

I have CAM installed (patched into Simcity_1.dat to try to eliminate the double jobs bug), could this be what could caused that?
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on August 08, 2009, 12:39:42 AM
It was discovered earlier this year that functional seaports actually do not provide any industrial CAP relief.
Read more about it in _alphaBeta_'s thread Industry Demand Cap (http://www.simtropolis.com/forum/messageview.cfm?catid=22&threadid=105277&enterthread=y&STARTPAGE=1).

BSC Functional Seaports 3.0 are in the pipeline, and will be released later this fall. ;)
Title: Re: BSC Functional Seaports - Support Thread
Post by: Korot on August 08, 2009, 12:10:44 PM
That version will include cap relief for seaports, based on them just being there? Since I can't wait until this fall, any suggestions as to how high I should set the Cap relief/fright capacity? 20/capacity point, as that is how it should work, or another amount?

Regards,
Korot
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on August 08, 2009, 02:09:50 PM
In accordance with the property Demand: Industrial Cap Relief for Seaports in the Demand Simulator (TGI 0x6534284A, 0xE7E2C2DB, 0x4A1F3CE6) the Industrial CAP relief should be 20 per trip.

Based on that the industrial CAP relief will probably be 20 × Capacity, which of course will increase, the larger the seaport is.
Title: Re: BSC Functional Seaports - Support Thread
Post by: Korot on August 09, 2009, 01:02:12 AM
Thus, the Default Maxis seaport should have a CAP relief of 13.000, as that is the CAP relief is should have, if it is fully used, however, non of my seaports are (Well, not after a resent rebuild of the seaport itself), and thus, I would provide a to high CAP relief, and so would the seaports of most players, when they have reached a certain stage.

Regards,
Korot
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on August 16, 2009, 05:02:17 AM
Quote from: Korot on August 09, 2009, 01:02:12 AM
I would provide a to high CAP relief, and so would the seaports of most players, when they have reached a certain stage.

Not necessarily, at least for I-M and I-HT 13,000 wouldn't be too much...
These are the industrial CAP relieves provided by in-game rewards:


Lighthouse
3,000
I-D
Lighthouse
3,000
I-M
Radio Station
9,000
I-M
Army Base
100,000
I-M
Airforce Base
100,000
I-M
Area 5.1
100,000
I-M
University
100,000
I-HT
Advanced Research Center
150,000
I-HT
Marina
150,000
I-HT
AC Team's Functional Spaceport   
150,000
I-HT

You would need 8 in-game seaports in order to provide the same CAP relief as the Army Base and the University.


The real cheat would of course be if you build the seaports only to provide CAP relief, but keep exporting your goods via roads and rail. That way you would get the CAP relief twice...
Title: Re: BSC Functional Seaports - Support Thread
Post by: Korot on August 16, 2009, 06:24:21 AM
Building lighthouse on every available corner in the city is also cheating, or if you line up your cost with marina's.

Regards,
Korot

Edit: Just added property, just a note, I should only list the Demand Satisfied, right?
Title: Re: BSC Functional Seaports - Support Thread
Post by: Korot on September 01, 2009, 11:53:23 AM
Bumb, asked question in Edit, but that one apparently doesn't show up as a new post and I do want an answer.

Regards,
Korot
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on September 01, 2009, 11:58:12 AM
Quote from: Korot on September 01, 2009, 11:53:23 AM
Bumb, asked question in Edit, but that one apparently doesn't show up as a new post and I do want an answer.

Oups, I'm sorry... I never saw that...
I never get an e-mail notification from edits either...


Quote from: Korot on August 16, 2009, 06:24:21 AM
Edit: Just added property, just a note, I should only list the Demand Satisfied, right?

Yes, like this:
Demand Satisfied: 0x4A00, ... , 0x4B00, ... , 0x4C00, ...
Replace the ... with the CAP relief you want the seaport to give, e.g. 13,000.
Title: Re: BSC Functional Seaports - Support Thread
Post by: nothelle on September 16, 2009, 01:07:12 AM
My various seaports don't seem to have query in them?   I installed the SDP v.2 and all of its dependencies and none of the seaports have brown box, so all the dependencies should be in place, Is there a dependencies that I'm missing here to enable the query?

Thanks
Title: Re: BSC Functional Seaports - Support Thread
Post by: BarbyW on September 16, 2009, 01:24:34 AM
Please ensure you have the latest version of BSC Essentials (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=443)
Title: Re: BSC Functional Seaports - Support Thread
Post by: nothelle on September 16, 2009, 01:40:54 AM
Got it... problem solved... thanks
Title: Re: BSC Functional Seaports - Support Thread
Post by: mr.fusion on November 19, 2009, 10:21:20 AM
Hallo! Where can I find dependency lists for any particular seaport included in V3.0? Thanks.
Title: Re: BSC Functional Seaports - Support Thread
Post by: BarbyW on November 19, 2009, 11:12:55 AM
All the dependecies are listed in the Readme and there is also a Cleanitol file in the zip to help you to find them all.
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on November 19, 2009, 11:19:44 AM
If you want the dependencies for one particular seaport, just tell us which one you want and we'll help you out. ;)
Title: Re: BSC Functional Seaports - Support Thread
Post by: mr.fusion on November 23, 2009, 01:36:02 PM
@ripplejet: Thanks for your answer. But where can I see pics of all seaports and all stages, so that I can choose those seaports I desire? The problem: my old pc (Athlon XP...) and my cities would melt down with all those millions of dependencies mentioned in the readme, so I want just those seaports that use all the (most common) Props and Tex Packs I have already installed. And the few teaser pics of the seaport pack just look awful.
BTW: Thank you all for sharing and preparing all the good stuff!
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on November 23, 2009, 01:50:59 PM
Some of them, if not most of them, have been showcased in the BSC Functional, Upgradeable Seaports - Development (http://sc4devotion.com/forums/index.php?topic=4702.0) thread.
If you find one among those animations that you'd like to use, just point us to it! ;)
Title: Re: BSC Functional Seaports - Support Thread
Post by: wizardmatt on December 23, 2009, 05:00:27 AM
Apologies in advance for the dumb question, one which is the same as I have posted in the AC support thread, for the same reason.............but this mod only enables the function of the ports, so i need to download the supported lots separately.....right?
Title: Re: BSC Functional Seaports - Support Thread
Post by: Korot on December 23, 2009, 06:01:47 AM
No, you don't. They are included with the download. More information can be found in the Read-me.

Regards,
Korot
Title: Re: BSC Functional Seaports - Support Thread
Post by: wizardmatt on December 23, 2009, 08:23:28 AM
Nice one, cheers
Title: Re: BSC Functional Seaports - Support Thread
Post by: Rady on December 26, 2009, 12:09:09 PM
Hello everybody,

today I dwonloaded and installed the Functional Seaports, since I encountered problems (CTD) with mixing PEG's seaports and the BRT WIMPS waterfront stuff. SO I now removed all of PEG's stuff and placed my first BSC Seaport. However, it seems I must be doing something wrong. I thought that the BRT WIMPS would be the stuff to expand your seaport with. But for whatever reason the lots don't fit in with the seaport lots as you can see in the picture:

1: why isn't the seawall expanding further down? The terrain is quite steep there, so I would expect the seawall to at least go down to sea level (like e.g. any other sewall stuff...).

2. and 3. Why don't the WIMPS lots fit in with the port - or even within themselves? I can exclude the possibllity of uneven terrain - the terrain has been levelled with PEG's levelling lots and afterwards again using street tiles.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F1589%2Fbscfunctionalseaports.jpg&hash=49c4cf84b62cb7fcc7ae46e62a10d571b4c9666f)

Can you give me any advice what type of "industrial" seawalls are usable with the BSC Seaports? Even the WIMPS are far from perfect, since they all have a fence in the back.
Title: Re: BSC Functional Seaports - Support Thread
Post by: BarbyW on December 26, 2009, 02:32:16 PM
If you look at the seaport that you have used you can see that the base textures are not the same as the wharf lots. The seaport is one of a set made by a different lotter who intended to make a set of wharves to match this and his other port. As a result there is a slight differentiation in placement which causes the uneveness. if you look at the following you can see that the port - the SNM port - matches the base textures and and matches up with the wharf pieces and also that there is no uneveness between the wharf pieces.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2FSNMPorttoWFK.jpg&hash=087fbdab5e9233b010493a751262edadfc8dcaff)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2FSNMIC.jpg&hash=415a192ce742952837038c82517c9a058d57a27b)

The BRT and SNM wharves were constructed using revolutionary material  ;D that was bonded to the seawall rather than extending down to the sea bed. In order to take best advantage of this you need to terraform as shown in the following:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2FterraformingforSNM.jpg&hash=6f31a1526b2ec0a442764b04751003c80b08b39d)

Title: Strange texts on query window
Post by: Infixo on February 24, 2010, 09:35:43 PM
Hi there

I have installed both functional seaports and airports. The query window for a seaport (i.e. BRT Seaport) displays in the last row "Percentage Capacity Utilized". This is strange in two ways
1. None of the UI files for seaports contain such text - they all (should) display "(Freight) Capacity Used". How come mine shows differently?
2. 'Cause I got this "percentage" I started to wonder why my seaports are not developing @ 200% utilization... But I found out that the last line shows just the capacity utilization, not percentage. It is exactly the same as no of trucks coming in and shown by route query.

So, only the 1st issue bothers me :)

Regards

G.
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on February 25, 2010, 01:51:26 AM
Quote from: Infixo on February 24, 2010, 09:35:43 PM
I have installed both functional seaports and airports. The query window for a seaport (i.e. BRT Seaport) displays in the last row "Percentage Capacity Utilized". This is strange in two ways
1. None of the UI files for seaports contain such text - they all (should) display "(Freight) Capacity Used". How come mine shows differently?

The text it should display (Capacity Used in English) is an ingame LTEXT file located in simcitylocal.dat.
You can access simcitylocal.dat in Reader from the "Simcity DAT" pane in the lower left.

Could you check your simcitylocal.dat and see what the LTEXT file with ID=0x2a5ba26e contains?
What language version of the game are you running? Polish or English?
Title: Re: BSC Functional Seaports - Support Thread
Post by: Infixo on February 25, 2010, 09:03:48 AM
I'm using English version, just like the system. And the LTEXT @ 2a5ba26e says "Capacity Used".
It seems that I must have a mod that changes this somewhere else :(
I will have to live with this, it's only a minor issue :)

G.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi48.tinypic.com%2Fnmkxhd.jpg&hash=4e8030a3762a54ff2640873a73a7f74c3dcd6fb1)
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on February 25, 2010, 12:31:21 PM
Quote from: Infixo on February 25, 2010, 09:03:48 AM
It seems that I must have a mod that changes this somewhere else :(

It does indeed seem like it.
I'd be very grateful if you'd manage to track down which file that LTEXT override comes from. :)
Title: Re: BSC Functional Seaports - Support Thread
Post by: Infixo on February 28, 2010, 02:03:32 PM
I found it! It was not easy (2GB of plugins...) 'cause the string didn't came up using a text-searching.  So, I've searched using some hex-tool and managed to locate the word "Utilized" in Somy's Rectenna Microwave Plant. And there it is indeed - an LTEXT @ 2a5ba26e saying "Percent of Capacity Utilized".
Kind of strange - he also changed another "Capacity Used" into "Percent..." @ 6A5BA303
G.
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on February 28, 2010, 02:14:48 PM
Excellent G.!
Very good to know in case somebody else wonders about the same thing. :thumbsup:


Quote from: Infixo on February 28, 2010, 02:03:32 PM
Kind of strange - he also changed another "Capacity Used" into "Percent..." @ 6A5BA303

That one is used by mass transit stations...
Title: Re: BSC Functional Seaports - Support Thread
Post by: thingfishs on March 01, 2010, 08:13:10 AM
Hi,
I have the BLS City Center Port installed but don't want to download all the rest of the dependencies. Is there a list somewhere (of the dependencies that apply to each individual port?) Or can someone tell me what I need for the one I have... thanks.
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on March 01, 2010, 12:38:01 PM
Quote from: thingfishs on March 01, 2010, 08:13:10 AM
Or can someone tell me what I need for the one I have... thanks.

This should be an up-to-date list of dependencies for the BLS City Centre Port, given in Cleanitol format:


BSC Textures Vol 01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90
BSC Textures Vol 02.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=638
BSC Textures Vol 03.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1806

BSC Essentials.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=443

BSC MEGA Props - Gascooker Vol01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=397
BSC MEGA Props Gascooker Vol02.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=934
BSC MEGA Props Jen_P Vol01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1259
BSC MEGA Props - JES Vol01.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342
BSCMegaProps - JES Vol05.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1263
BSC MEGA Props JRJ Vol06.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1587
BSC MEGA Props - Misc Vol02.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1771

SOMY Prop Pack Vol04 Ships.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1650
SOMY Prop Pack Vol05.dat;http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1651
Title: Re: BSC Functional Seaports - Support Thread
Post by: thingfishs on March 01, 2010, 12:57:20 PM
thanks a lot ripplejet :thumbsup:, Looks like it's that SOMY pair that I'm after, cheers. I can't believe I've only just come across this pack, though I've never been much of a port guy. Nevertheless I'm very impressed by what's been put together here. My one (very minor) disappointment is that my port isn't TE, a port should be bustling with activity including traffic. I am vaguely aware of the problems that can be caused by too many things being TE, but in the case of ports what are the (best) options?

Also are there many other upgradeable civics/transport (other than airports)?


<EDIT> Also how did you get that list and is it possible for mere mortals to achieve on our own?
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on March 01, 2010, 01:03:30 PM
Quote from: thingfishs on March 01, 2010, 12:57:20 PM
My one (very minor) disappointment is that my port isn't TE, a port should be bustling with activity including traffic. I am vaguely aware of the problems that can be caused by too many things being TE, but in the case of ports what are the (best) options?

Nothing stops you from making your own functional port... there are ten templates included in the package.
If it turns out to be good, and others want it as well, I'll even offer to include in the next upgrade. :)


Quote from: thingfishs on March 01, 2010, 12:57:20 PM
Also are there many other upgradeable civics/transport (other than airports)?

No, only airports and seaports can upgrade.
Title: Re: BSC Functional Seaports - Support Thread
Post by: thingfishs on March 20, 2010, 08:08:07 AM
Thanks again... Ok, so has anyone made a TE version? But more importantly do any of these seaports have boats that come and go like the maxis seaport? (I really miss seeing that, but if I install them both it makes it hard to create enough traffic for the functional seaport to upgrade...)
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on March 21, 2010, 01:46:59 AM
Quote from: thingfishs on March 20, 2010, 08:08:07 AM
Ok, so has anyone made a TE version?

TE like in Transit Enabled?
The cargo handling facility is transit enabled for freight trains.

However, there is an issue with having upgradeable ports transit enabled.
Let me quote directly off the readme:

Quote from: Readme_BSC_SDP, Version 3.0.htm
The Cargo Handling Facility is a port that simulates cargo being transported to it and distributed to industries and commercials within the city itself. Thus there are no ships or planes leaving the port to get the cargo out of town. Unfortunately the game doesn't allow trucks to visually transport the cargo to end customers either.

Just like any functional seaport, the Cargo Handling Facility accepts trucks from adjacent roads. However, it is also transit enabled for freight trains. The Cargo Handling Facility works like a freight station, converting freight trains into trucks. In order to get these trucks to be accepted by the seaport function in the facility, one important thing has to be noted though:


  • The entry point where the rail track enters the lot has to include both a railroad and a road.

In other words, a road must be built along the edge of the lot and the rail track must be dragged across the lot.
Unfortunately this type of rail connection is broken whenever the Cargo Handling Facility is upgrading. This means that the road and the railroad have to be reconstructed each time the facility has upgraded. Otherwise all rail traffic would be disconnected after each upgrade.


Quote from: thingfishs on March 20, 2010, 08:08:07 AM
But more importantly do any of these seaports have boats that come and go like the maxis seaport? (I really miss seeing that, but if I install them both it makes it hard to create enough traffic for the functional seaport to upgrade...)

Only those by Maxis and MrTruesage use the ingame effect with moving ships.
The others have other ships, which are reflecting the usage of the seaport...
tankers in the oil port, container ships in the container port, fishing vessels in the rural ports, etc.
None of these ships are moving though. Unfortunately it's impossible to create new such effects.
Title: Re: BSC Functional Seaports - Support Thread
Post by: thingfishs on March 21, 2010, 02:06:18 AM
thanks ripplejet,
I will try the MrTruesage one then... How did you get that specific dependency list for the earlier request?

Also would modifying the maxis port so that the ships could remain, but so it wouldn't detract too much from the functional seaports, be an option?
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on March 21, 2010, 02:17:23 AM
Quote from: thingfishs on March 21, 2010, 02:06:18 AM
How did you get that specific dependency list for the earlier request?

With the dependency scanner included in SC4 PIM (right-click the lot exemplar and you'll find it). ;)
The Cleanitol format, with links to downloads, needs to be done separately and manually though.

Quote from: thingfishs on March 21, 2010, 02:06:18 AM
Also would modifying the maxis port so that the ships could remain, but so it wouldn't detract too much from the functional seaports, be an option?

Anyone can do their own modfications to the enablers of any of the ports... in SC4 PIM. :)
Title: Re: BSC Functional Seaports - Support Thread
Post by: westamastaflash on March 27, 2010, 05:10:15 AM
There appears to be a problem with newman inc rural port. It upgrades then becomes immortal. I've tried to use the Immortality killer to kill it with *no* luck. I've got a zone that won't allow itself to be bulldozed! Going to have to restart this city :-(
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on March 27, 2010, 05:23:20 AM
Before you throw the city into the paper bin...

Would you have an image of it?
Does the query still work for the port?
Title: Re: BSC Functional Seaports - Support Thread
Post by: westamastaflash on March 27, 2010, 05:51:28 AM
Sorry, already killed it :-(. The query for the lot came up but the Name was blank, and there was nothing for "Growth Stage"...
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on March 27, 2010, 07:12:53 AM
I got to test it myself, and can confirm that stage 3 of Newman Inc Rural Port does not work.
When it upgrades to that stage, the lot disappears, but the seaport zone is still there.

The reason is an error in the controller for that seaport.
The third stage points to IID 0x0D7339BE.
However, the IID of the third stage is 0xD7D339BE.

I'll fix the problem and upload version 3.1 of the seaports tonight, or tomorrow morning. ;)
Right now I'm off to my dad's 70th birthday party... :)
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on March 28, 2010, 04:17:40 PM
I've updated BSC Functional Seaports (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1663) to version 3.1.

Stage 3 of Newman Inc Rural Port, as reported by westmastaflash, is now full functional.
Unfortunately we did not find a way to deal with the empty zone as reported above.
Thus, please make sure you've upgraded to version 3.1 before plopping the Newman Inc Rural Port!

The item description for MrTruesage's seaport has now also been fixed.
Title: Re: BSC Functional Seaports - Support Thread
Post by: westamastaflash on March 28, 2010, 04:39:08 PM
Thanks for the quick response and support!  &apls
Title: Re: BSC Functional Seaports - Support Thread
Post by: Lowkee33 on July 02, 2010, 11:14:30 AM
     Not much traffic here for such great work (picture clapping hands)!  Functional seaports are so important.  I was watching my IR jobs slowly drop and realized they were not exporting.  "I had better Lot a seaport" I said to myself, and here I am.  Maybe I am getting a reputation for modding the complicated things (just wait for my questions about stage 1 mega lots).   
    Perhaps in the future I will use the pre-fab seaports, but as I am trying to keep my Dependancies down I am going to use one of the blank lots you so generously provided.  A little testing has given me some questions.  I have been able to place a prop-filled custom seaport in my town, however.

1) In the Reader it appears easy enough to change the stats of these custom lots.  I have been fooled by this before.  How flexible is changing things like the number of jobs and monthly cost?  I also want this port to satisfy some IR demand.  Is that possible?  Perhaps that question belongs somewhere else, or in some other building.

2) For my problem:  I have not edited anything.  My seaport has no monthly cost and no exporting abilities.  I looked at it in the Reader and it appears that it should.  Should I delete the Disable Custom #1 data?


Edit:  Oh yes... Thanks again!

Edit #2:  Looks like in my haste I deleted the main .dat file.  >:D
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on July 02, 2010, 02:20:29 PM
Quote from: Lowkee33 on July 02, 2010, 11:14:30 AM
Edit #2:  Looks like in my haste I deleted the main .dat file.  >:D

$%Grinno$%


Quote from: Lowkee33 on July 02, 2010, 11:14:30 AM
1) In the Reader it appears easy enough to change the stats of these custom lots.  I have been fooled by this before.  How flexible is changing things like the number of jobs and monthly cost?

The civic jobs can be changed to your likening.
However, changing the monthly cost in the building exemplar has no relevance to the port in game.
Instead, the monthly cost is set by the property Budget Requirement List in the seaport's developer exemplar.


Quote from: Lowkee33 on July 02, 2010, 11:14:30 AM
I also want this port to satisfy some IR demand.  Is that possible?  Perhaps that question belongs somewhere else, or in some other building.

Yes, it is possible, and yes, it does belong elsewhere.
Thus I decided to post it here: Industrial Resource CAP and CAP Relief (http://sc4devotion.com/forums/index.php?topic=11217.0)
Title: Re: BSC Functional Seaports - Support Thread
Post by: Lowkee33 on July 08, 2010, 08:17:42 PM
Back again :)

Seaports are working well.  I have used custom seaport #1 (that can be seen on my MD...shameless).  Can I make multiple seaports with the same building examplar, or should I move on to number 2?

BTW-rather than fuss things up I made a landmark with IR jobs, and I am about to go to that support thread :)

Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on July 09, 2010, 02:32:27 PM
Quote from: Lowkee33 on July 08, 2010, 08:17:42 PM
Can I make multiple seaports with the same building examplar, or should I move on to number 2?

Each seaport lot must be unique and thus also needs a unique building exemplar.
This is due to the Lot Resource Key property in the building exemplar, which points back to the lot.
Title: Re: BSC Functional Seaports - Support Thread
Post by: cfsego on July 19, 2010, 03:50:07 AM
SNM Deport
stage 6,
a piece down left is misplaced
see the link for details

i have no accessable space for images, so i put it to
http://www.simcity.cn/viewthread.php?tid=83038&page=1&extra=page%3D1#pid1309611
you will see it when login in by user:, password:--- click the top right button to get the login box.
Title: Re: BSC Functional Seaports - Support Thread
Post by: Diggis on July 19, 2010, 05:13:37 AM
Could you please upload the image here.  It appears to me that you have given us your password and login details for another forum, something not very advisable for security reasons so I have removed them.
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on July 19, 2010, 06:10:45 AM
Here's the picture that cfsego linked to. I've uploded it on Photobucket. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2F20100719_93e565409eabf2c10a04HjJ2on.jpg&hash=6b4bbc513dd7401c3f1711ed55c61f801674fa97) (http://i232.photobucket.com/albums/ee198/RippleJet/20100719_93e565409eabf2c10a04HjJ2on.jpg)

That piece does indeed seem to be misaligned... ()what()
I suppose we'll need to update it to fix it. ;)
Title: Re: BSC Functional Seaports - Support Thread
Post by: cfsego on July 20, 2010, 06:11:25 AM
Photobucket, em, I can use it for my pictures in future.

To RippleJet: thank you for your upload.

To Diggis: yes, it is not advisable to give out login info for security reasons, thank you for removing them.

finally, we see the image, we don't see the passwd. Cool
Title: Re: BSC Functional Seaports - Support Thread
Post by: manzano486 on July 22, 2010, 03:37:41 PM
hi
I really like these seaports, but i only want a few of this wonderful creations
you could tell me what are the dependencies for this seaports? pleaseee
Newman Inc Grain Port
Newman Inc Rural Port
BRT Seaport
thanks
Title: Re: BSC Functional Seaports - Support Thread
Post by: MutantPlatypus on July 24, 2010, 03:10:39 AM
The cleanitol dependencies file refers to BSCBATProps RT MineCorp Vol01.dat.  It has been superseded by a prop pack that removes BSCBATProps RT MineCorp Vol01.dat.
Title: Re: BSC Functional Seaports - Support Thread
Post by: luxo_Sc on July 24, 2010, 07:38:58 AM
Hi there!

Well, i have a little problem with the brown boxes (well, is just 1 box).  &mmm

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi29.tinypic.com%2F1htrnl.png&hash=8c603d877bb7b0d6681f64217f3ec6d57883fba6)

That pic it's from newman rural port diggis. I just checked out the dependencies that i need for the seaports with cleanitol, and i have all of them except the BSCBATProps RT MineCorp Vol01, but i downloaded BSC MEGA Props RT Vol04, following the link below in the description. If someone could help me, i'll be very pleased.  ::)

The seaports are just great by the way!! you deserve aplauses  &apls  &apls

EDIT: Problem solved. I downloaded some bsc and newman deps.
Title: Re: BSC Functional Seaports - Support Thread
Post by: BarbyW on July 24, 2010, 11:21:56 AM
Check that you have all the following:
BSCBATProps Newman Inc WFK Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1641)
BSC MEGA Props - NewmanInc Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=613)
BSC MEGA Props - NewmanInc Vol03 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1548)
BSCBATProps_cnut_Vol04 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1619)

The missing building is in one of those packs.
Title: Re: BSC Functional Seaports - Support Thread
Post by: luxo_Sc on July 24, 2010, 04:58:05 PM
i solved the problem a few hours ago, but thanks anyway :).

Title: Re: BSC Functional Seaports - Support Thread
Post by: cvarob on August 27, 2010, 05:11:27 PM
RE:  BSC BAT Props RT MineCorp Vol01.

This one is locked, superceded by Mega Props Vol. 4... any known errors trying to use SDP w/out it? Work around?  Thanks  - Rob
Title: Re: BSC Functional Seaports - Support Thread
Post by: BarbyW on August 27, 2010, 11:58:55 PM
The props in BSC BAT Props RT MineCorp Vol01 are now combined into BSC MEGA Props RT Vol04 which is why they are are locked on the LEX. Please download the MEGA pack as you may have brown boxes without it.
Title: Re: BSC Functional Seaports - Support Thread
Post by: Grneyes on October 25, 2010, 11:22:50 AM
When I try to place the Cnut Grain Port and the BLS Container port, it says I cannot build these on water, but they both have ships. It doesn't look like they are canal ports, so I'm not understanding why I can't build them on water if they are ports? Also, does the airport cargo lot have to be at the seaports? Or can it be placed by an airport?

MaryBeth
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on October 25, 2010, 12:58:26 PM
Quote from: Grneyes on October 25, 2010, 11:22:50 AM
When I try to place the Cnut Grain Port and the BLS Container port, it says I cannot build these on water, but they both have ships. It doesn't look like they are canal ports, so I'm not understanding why I can't build them on water if they are ports?

Yes, all ports that Barby has lotted should be placed o dry land.
It should be placed along a straight shoreline though,
since the quay (and ships, etc.) of all her ports are overhanging the sea. ;)

The animation below might help you a little.
Note that only the narrow dock on the right extends over water in the first stage. Everything else is on dry land.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fcnutport.gif&hash=324d6104459aa13f6722eb2128e6249983b5726f)


Quote from: Grneyes on October 25, 2010, 11:22:50 AM
Also, does the airport cargo lot have to be at the seaports? Or can it be placed by an airport?

It can be placed anywhere you like. :)
For the visual effect, I'd place it close to an airport though. ;)
Note that it must be connected by road from your industry, for the freight to be shipped to it.
Title: Re: BSC Functional Seaports - Support Thread
Post by: Grneyes on October 25, 2010, 01:04:54 PM
Quote from: RippleJet on October 25, 2010, 12:58:26 PM
Yes, all ports that Barby has lotted should be placed o dry land.
It should be placed along a straight shoreline though,
since the quay (and ships, etc.) of all her ports are overhanging the sea. ;)

The animation below might help you a little.
Note that only the narrow dock on the right extends over water in the first stage. Everything else is on dry land.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fcnutport.gif&hash=324d6104459aa13f6722eb2128e6249983b5726f)


It can be placed anywhere you like. :)
For the visual effect, I'd place it close to an airport though. ;)
Note that it must be connected by road from your industry, for the freight to be shipped to it.

Okay, that makes much more sense. I know some of the ships for the ports (Oil, for example) don't move, but I couldn't figure out what the difference between the ports, why some were ploppable on land/water and some had to be land only but still had ships.
Title: Re: BSC Functional Seaports - Support Thread
Post by: ksmith on November 08, 2010, 08:02:11 AM
Ripplejet

A few questions.

1: Would it be possible to add a column in your header a link to the main file for each of the seaports?

Version     Seaport Name Lotted by       Lot Size     Stages     Maximum Capacity  File location

This would permit anyone access to the dependency list along with a preview of what each of the seaports looked like.
Along with allowing each end user the ability to just download the required files that were needed for the desired lots.

This of course would also require a dependency list for the files that make the Functional seaports possible.

2: In the custom seaports section (I again assume from the data that) to make different stages it would require a different custom seaport as well.

Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on November 08, 2010, 04:54:14 PM
Quote from: ksmith on November 08, 2010, 08:02:11 AM
1: Would it be possible to add a column in your header a link to the main file for each of the seaports?

Yeah, I know... it's been my intention, but never really got to it...
Maybe I'll get back to it next time there's an update for the seaports. ;)


Quote from: ksmith on November 08, 2010, 08:02:11 AM
2: In the custom seaports section (I again assume from the data that) to make different stages it would require a different custom seaport as well.

It would require you to change the controller (developer exemplar) for that seaport,
and yes, it's nothing I'd recommend, unless you know what you're doing.
Title: Re: BSC Functional Seaports - Support Thread
Post by: JeffCoyote on November 27, 2010, 04:41:15 PM
Quote from: RippleJet on November 19, 2009, 11:19:44 AM
If you want the dependencies for one particular seaport, just tell us which one you want and we'll help you out. ;)

hi ,

please , I'm searching for the dependencies list for Airport Cargo Handling Centre , and Cargo Handling Facility    by BarbyW ,a part of BSC Functional Seaports , but  I don' t want all seaports in my plugins folder , so if someone can give it to me , it would be nice ,

I've noticied the enabler , and all in the read me to avoid CTD and all problems ... 

thanks  ...

PS : SC4Tool has found this list but some are missing :
couldn't find all data
Title: Re: BSC Functional Seaports - Support Thread
Post by: pepsibottle1 on November 29, 2010, 07:20:39 AM
Quick question here: Is it required to have all the canal tidbits or can I just disable or delete the seaports that use the canal ends? To be honest, I'm a bit new to the game and the whole canal system is modular, which really confuses the heck out of me and is frustrating because some pieces do not completely blend into certain areas. I'd really like to remove all of the canal stuff if it is not necessary. BTW, wonderful mod in all respects. You have outdone yourselves yet again
Title: Re: BSC Functional Seaports - Support Thread
Post by: Lowkee33 on November 29, 2010, 10:36:10 AM
You can disable (by deleting) the seaports that you do not want.  The enablers are found in plugins\x-ports\seaports, and you can delete none/some/all of them.  This mod was actually designed for this (smart people).

Basically the issue with seaports is that they all need to be defined by the same file (BSCFunctionalSeaports Version x).  For user friendliness, all of the seaports are then disabled in that file.  The enablers re-enable them so that we can pick and choose what we want.

I too was very confused by this mod at first.  It doubled my plugin folder as well.  Fortunately, it also comes with 9 custom seaports (whos enablers are found in Lex downloads\x-ports\seaports).  These are blank seaports that can be lotted as you want.


Title: Re: BSC Functional Seaports - Support Thread
Post by: JeffCoyote on December 04, 2010, 05:54:23 PM
Quote from: JeffCoyote on November 27, 2010, 04:41:15 PM
hi ,

please , I'm searching for the dependencies list for Airport Cargo Handling Centre , and Cargo Handling Facility    by BarbyW ,a part of BSC Functional Seaports , but  I don' t want all seaports dependencies in my plugins folder , so if someone can give it to me , it would be nice ,

I've noticied the enabler , and all in the read me to avoid CTD and all problems ... 

thanks  ...

PS : SC4Tool has found this list but some are missing :
couldn't find all data



hmmm ... please , maybe someone can help me to find  dependencies for Airport Cargo Handling Centre , and Cargo Handling Facility    by BarbyW ,

thanks  ...
Title: Re: BSC Functional Seaports - Support Thread
Post by: BarbyW on December 05, 2010, 07:37:45 AM
Sorry to have taken so long to reply. The list of dependencies for the Cargo Handling Facility and the Airport Cargo Handling Centre as as follows:
AC MEGA Props Vol02 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1892)
AC VLT Cargo Planes Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1895)
BSC BAT Props - T1 Vol3 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1764)
BSC MEGA Props - JES Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342)
BSC Mega Props jestarr Vol02 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=338)
BSC Mega Props - JES Vol03 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=339)   
BSC Mega Props - JES Vol04 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=791) 
BSCMegaProps - JES Vol05 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1263)
BSC Mega Props - JES Vol06 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1416)   
BSC Mega Props - JES Vol07 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1496) BSC MEGA Props - Misc Vol02 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1771)
BSC MEGA Props - RT Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=398)
BSC MEGA Props - RT Vol02  (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=228)
CSX MEGA Props - Vol04 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=462)
BSC MEGA Props SG Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746)
Logistics Centre Dependency Pack (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1884)


BSC Textures Vol03 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1806)
AC MEGA Textures Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1896)
Title: Re: BSC Functional Seaports - Support Thread
Post by: JeffCoyote on December 06, 2010, 02:01:29 PM
Many thanks mr BarbyW for the dependency list ,  :thumbsup:
Title: Re: BSC Functional Seaports - Support Thread
Post by: pepsibottle1 on December 15, 2010, 07:26:41 AM
I've got a weird problem with the Grain Mill and Container port. Neither will work with rail for me.
Title: Re: BSC Functional Seaports - Support Thread
Post by: RippleJet on December 15, 2010, 12:56:16 PM
Quote from: pepsibottle1 on December 15, 2010, 07:26:41 AM
Neither will work with rail for me.

Quite right, they are not modded to accept rail freight.
The railroad is in that respect only eye-candy.
Freight has to be transported to the ports vith trucks.

There's only one port that accepts rail freight, the 10×10 Cargo Handling Facility.
However, if you've read the readme, you've seen the problem with the railroad.
With each upgrade the railroad would be cut off, and you'd have to rebuild it each time.

We didn't want this to be the case with the two ports you mentioned.
Title: Re: BSC Functional Seaports - Support Thread
Post by: pepsibottle1 on December 16, 2010, 08:00:44 AM
Yeah, I did know about the CHF but was stumped about the other two ports. Thanks for clearing that up!
Title: Re: BSC Functional Seaports - Support Thread
Post by: spinmaster on December 26, 2010, 10:25:42 AM
Quote from: luxo_Sc on July 24, 2010, 07:38:58 AM
Hi there!

Well, i have a little problem with the brown boxes (well, is just 1 box).  &mmm

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi29.tinypic.com%2F1htrnl.png&hash=8c603d877bb7b0d6681f64217f3ec6d57883fba6)

That pic it's from newman rural port diggis. I just checked out the dependencies that i need for the seaports with cleanitol, and i have all of them except the BSCBATProps RT MineCorp Vol01, but i downloaded BSC MEGA Props RT Vol04, following the link below in the description. If someone could help me, i'll be very pleased.  ::)

The seaports are just great by the way!! you deserve aplauses  &apls  &apls

EDIT: Problem solved. I downloaded some bsc and newman deps.

In case anyone else is missing exactly this one thing, it's in BSC MEGA Props Newman Inc Vol02 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1547). For me every other port was fine after running through the Cleanitol files; this one dependency doesn't seem to be listed though. Probably is, as a "dependency to a dependency" but not listed as one for the seaport pack directly. Note this file isn't even listed under the Dependency Help area, I got to it by looking for anything Newman, "Newman Inc Prop Pack Vol3" ... which is locked and links to Vol02.

Title: Re: BSC Functional Seaports - Support Thread
Post by: legoman786 on June 11, 2011, 09:45:17 AM
I'm having an issue with a seaport (I'll get the name in a few, I should have wrote it down, lol) which upon plopping, causes a CTD.


After reading the extensive FAQ's for both the upgradable airports/seaports (amazing job BTW), I've come to the conclusion that it's not the fact that I have both Peg's and BSC's upgradable seaports installed.


EDIT: It was the SDP Seaport and I didn't read the memo stating that it had to be placed all on land. :\
Title: Re: BSC Functional Seaports - Support Thread
Post by: markussaage on July 22, 2011, 04:06:11 AM
Hi @ all,

I have a problem with die included Oil port... I get the brown box...
I checked all dependencies and found nothing's wrong... Has anyone
an idea what could cause this problem?

Thx for helping...
Title: Re: BSC Functional Seaports - Support Thread
Post by: rooker1 on July 22, 2011, 04:44:02 AM
Can you post a pic please.
Title: Re: BSC Functional Seaports - Support Thread
Post by: Unassigned on September 17, 2011, 01:41:58 AM
PEG_CDK--IND_205.dat is a dependency for MrTruesages' seaport.

As issues have been reported with this file, is there a version where these issues are addressed? If not, please give a pointer as to how I could fix it myself.

The issuees I'm aware of are possible prop pox (http://sc4devotion.com/forums/index.php?topic=7066.msg225117#msg225117) and empty lots (http://sc4devotion.com/forums/index.php?topic=907.msg24177#msg24177) problems.

PS: Download link for this file  in Cleanitol_SDP_3.1---4. GetTruesageDependencies.txt yields the SimPeg4 front page.
Title: Re: BSC Functional Seaports - Support Thread
Post by: joshua43214 on September 17, 2011, 05:15:23 AM
Quote from: Unassigned on September 17, 2011, 01:41:58 AM
PEG_CDK--IND_205.dat is a dependency for MrTruesages' seaport.

As issues have been reported with this file, is there a version where these issues are addressed? If not, please give a pointer as to how I could fix it myself.

The issuees I'm aware of are possible prop pox (http://sc4devotion.com/forums/index.php?topic=7066.msg225117#msg225117) and empty lots (http://sc4devotion.com/forums/index.php?topic=907.msg24177#msg24177) problems.

PS: Download link for this file  in Cleanitol_SDP_3.1---4. GetTruesageDependencies.txt yields the SimPeg4 front page.

TBK, only the PEG BDK resources dat (number 1 iirc) has been confirmed to cause prop pox. You are safe using the cdk-ind resources. I understand your nervouseness with using anything from there after following the whole debacle over the lot. I know I had one city using peg docks and warehouses that matured to over 700k sims, so I am sure it crossed the file size at some point that triggers prop pox. I had no issue. If my memory serves me, it was isolated to a single maxis umbrella that was used as a timed prop that caused the issue. For sure there is also another source of the problem, but I have not heard any one isolating it. Most likely it is an older lot that has either been updated or lost.

I have never had a simpeg lot grow on its own. provided the lot is not immortal, this is not a big deal anyway
Title: Re: BSC Functional Seaports - Support Thread
Post by: Simmer2 on December 27, 2011, 05:00:05 PM
Hello everyone.
I'm having a hard time with the Maxis seaport after installing  BSC Functional Seaports 3.1
I have had the BSC seaport 3.1 for a while now and have used almost all the seaports with no problems at all, however 3 days ago I wanted to try my luck with the Maxis version and noticed that after the first upgrade i was not able to query the lot.
I tried to demolish it but it has now unfortunately become "immortal: *sigh*.
I saved the game and exited it and then I tried to re-enter the city in question but it now crashes to desktop every time I do so.
All other cities in the region load with no problems (none of them have the Maxis port)
Please help.

Dan.
Title: Re: BSC Functional Seaports - Support Thread
Post by: jmyers2043 on December 28, 2011, 12:47:32 PM
About the only thing I can recommend is to reinstall Seaports 3.1 to insure the enabler is in place. I have the Xports in my game but admit that I've never plopped the Maxis version since.

- Jim
Title: Re: BSC Functional Seaports - Support Thread
Post by: Lowkee33 on December 29, 2011, 12:05:18 PM
Hi Simmer2,

I tried to replicate your issue, but alas, I could not.  My X-Ports folder has:

-BSC Functional Seaports, Version 3.1.dat
-v3_Enable Maxis Seaport.dat
-v3_Enable Custom Seaport #2_b5c0c502.dat
-X-Ports Automatic Upgrade.dat

I built the Maxis Seaport, waited for it go get to stage 2, save/quit.  Then I removed the enabler and the main BSC functional Seaport Files.  Upon re-entering the city, not only was the seaport still queriable, but it was still functional and upgraded again.

What was your process exactly, what other functional seaports are in your city, and do you perhaps have the PEG functional seaport mod?
Title: Re: BSC Functional Seaports - Support Thread
Post by: Simmer2 on January 06, 2012, 09:54:09 AM
Quote from: Lowkee33 on December 29, 2011, 12:05:18 PM
Hi Simmer2,

I tried to replicate your issue, but alas, I could not.  My X-Ports folder has:

-BSC Functional Seaports, Version 3.1.dat
-v3_Enable Maxis Seaport.dat
-v3_Enable Custom Seaport #2_b5c0c502.dat
-X-Ports Automatic Upgrade.dat

I built the Maxis Seaport, waited for it go get to stage 2, save/quit.  Then I removed the enabler and the main BSC functional Seaport Files.  Upon re-entering the city, not only was the seaport still queriable, but it was still functional and upgraded again.

What was your process exactly, what other functional seaports are in your city, and do you perhaps have the PEG functional seaport mod?

Sorry for the late reply.
Those files you listed are in my X-Ports folder.
However I haven't been able to fix the situation therefore I deleted the city and rebuilt it from scratch again (sigh).
I will never use the Maxis port nor the Truesage version again.

Thank you all for trying to help me.

SC 4ever!!
Title: Re: BSC Functional Seaports - Support Thread
Post by: whatevermind on January 06, 2012, 07:32:00 PM
In my own testing of the Functional Seaports 3.1, I've found the Maxis Seaport to be extremely buggy.  I haven't seen either of the problems you describe, but there are tons of graphic problems that seem to kick in once it starts upgrading.  Best suggestion I have is to simply avoid using the Maxis Seaport, especially when there are so many other great seaports in the set.

The Mr. Truesage seaport does have a few graphics issues, but they seem to mostly be overlapping props, and you have to look close to notice them.  Still, it's also one I'd generally recommend against using unless you're desperate to see boats wandering your waterways, in which case this is the far better choice than the Maxis Seaport.
Title: Re: BSC Functional Seaports - Support Thread
Post by: Grneyes on January 18, 2012, 04:08:39 AM
I'm having trouble with the SNM port, it always plops with the ships on the land and the roads in the water, no matter which way I have the arrow pointing. Does it re-orient itself at some point?
Title: Re: BSC Functional Seaports - Support Thread
Post by: whatevermind on January 18, 2012, 04:03:00 PM
@Grneyes: No, you just have to plop it in the right direction.  If you have a road where the road should be, it should automatically orient itself, or at least stay pointing the right direction once you rotate it.  If you're not sure how far in the road needs to be, you can always plop it backwards, place the road, demolish the seaport, then when you go to replop it, it should snap to the road.  Also make sure the entire lot is being plopped on land, it's not meant to be placed on both land and water, and if you try placing it on land and water that can cause it to rotate weird.
Title: Re: BSC Functional Seaports - Support Thread
Post by: MvrnShkr on March 01, 2012, 11:06:04 PM
I am now having a similar problem as Simmer2. I recently installed and started using BSC seaports. Twice now, I've built BRT seawalls along with a BSC seaport without demolishing the Maxis seaport first. Then I saved. Now, when I try to reopen, I get an immediate CTD. I deleted the city the first time around as it wasn't very big, but now I have done it to one of my favorites.

Any ideas on how to resolve this without being able to bulldoze anything in the city?

TYIA
Title: Re: BSC Functional Seaports - Support Thread
Post by: whatevermind on March 02, 2012, 08:27:52 PM
@MvrnShkr, as far as I know, the common cause of a CTD with seaports is having multiple seaport controllers in your plugins.  Make sure you look through the file Cleanitol_SDP_3.1---3. RemoveConflicts.txt, included in the zip file for the BSC Functional Seaports, and make sure you do not have any of the files listed there in your plugins.  If you do find one of those files in your plugins, delete it, and see if that fixes the problem.

Also, if you were previously using a different controller, but forgot to bulldoze the seaports you built using that controller before you deleted it, that could be causing the problem.  I can't say for sure if this applies This should not apply to the default controller that comes with SC4, I might look into this one, so cities that have the Maxis Seaport built without any seaport mods installed should still work fine with the BSC Functional Seaports installed.

I've used the Maxis Seaport (BSC FS version) in the same city as other seaports, and had them cycle through several successful upgrades without crashing anything, so it is possible.
Title: Re: BSC Functional Seaports - Support Thread
Post by: phipo on October 19, 2012, 01:33:29 PM
Hi guys,

my BSC seaports are not working. I have all my dependancies and i can't find any similar topic on the forum. My PEG containers are working but nothing happens in my BSC seaport. Any1 has an idea how to enable my seaport?
Title: Re: BSC Functional Seaports - Support Thread
Post by: jmyers2043 on October 19, 2012, 05:27:22 PM
Quote from: phipo on October 19, 2012, 01:33:29 PM
Hi guys,

my BSC seaports are not working. I have all my dependancies and i can't find any similar topic on the forum. My PEG containers are working but nothing happens in my BSC seaport. Any1 has an idea how to enable my seaport?

Be careful. The upgrading Peg seaports and the BSC functional seaports are not compatible. You can have one or the other but not both. Plopping seaports are different. They can be mixed and matched.

I'm not sure what you mean when you say they are not working. No freight traffic? BSC seaports are not upgrading? Are you referring to the SimMilitaryNation (SNM) Seaports or the BSC functional ones?

I think the best thing to do is to point you to this thread. It has a lot of information about the functional seaports and the answer to your question may be answered there. You can always ask your questions again if you don't find what you are looking for in the thread below ...

http://sc4devotion.com/forums/index.php?topic=14336.0 (http://sc4devotion.com/forums/index.php?topic=14336.0)

- Jim


Title: Re: BSC Functional Seaports - Support Thread
Post by: phipo on October 19, 2012, 07:49:38 PM
thank jim! seem you were right!
Title: Re: BSC Functional Seaports - Support Thread
Post by: gordotario on January 05, 2014, 08:09:21 AM
Using city center port I get a brown box where that building on the corner should be. I downloaded all dependencies listed on the guide.
Title: Re: BSC Functional Seaports - Support Thread
Post by: whatevermind on January 05, 2014, 01:00:51 PM
Make sure you have BSC MEGA Props Gascooker Vol 2. That should have the building for that seaport. If that doesn't solve things, it could be a conflict with something else in your plugins.
Title: Re: BSC Functional Seaports - Support Thread
Post by: CahosRahneVeloza on January 13, 2014, 02:02:50 AM
I apologize for being such a newbie at this BSC Functional Seaports Mod, but according to the dependencies list that you get with the installer, SG Canals & several of its addons, Cal Canals & several addons as well as Diggis streams are dependencies. But reading through the Pamphlet here...

http://sc4devotion.com/forums/index.php?topic=14336.0

...none of the Seaports list those canal sets as an immediate Dependency. Is the dependency list incorrect somehow?

FRE: Addendum:

After installation I figured out why those files were also marked as Dependencies. It seems there are five other Seaports that have yet to be discussed on the Seaport Pamphlet thread, all of which are inland or riverfront seaports.
Title: Re: BSC Functional Seaports - Support Thread
Post by: builder on January 22, 2014, 01:29:20 PM
Hello

I am not sure if I have overlooked something, but I've read through most of this thread, and this one: http://community.simtropolis.com/topic/28497-industry-demand-cap/ as well. I can't seem to figure out if the point of having these custom functional ports is so that they'll soak up all the industrial demand on purpose, or is this a bug? If so, is there a fix? Ripplejet said himself that he would see to it that it be fixed for the next update of the functional seaports. I have the latest edition, and I definitively have the same problem as the people have pointed out all those years ago.

EDIT: I've looked at the unofficial support thread as well, and I've seen that in cities where there's already a well-established base of residents and industry with good demand on both sides as well as commercial, building a port or two doesn't affect the demand in either direction. However, in that new city, I made five big ports, thinking it'd look cool, and boost the demand for industrial - especially dirty. That was not the case, as I already have two cities with quite a few agricultural and dirty industrial jobs. I also downloaded the cencus repository facility, and it showed 100 % CAP on dirty, manufacturing and high-tech. I can understand dirty, but how come manufacturing and especially high-tech is already capped? Is it because my population isn't educated enough already?
Title: Re: BSC Functional Seaports - Support Thread
Post by: TygerFish on March 24, 2014, 09:13:43 PM
Where are the enablers for the Pegasus seaports?  The documentation says that PEG enablers can be found "elsewhere on SC4Devotion" but that doesn't seem to be true...
Title: Re: BSC Functional Seaports - Support Thread
Post by: vortext on March 25, 2014, 03:54:17 AM
They're attached to this post (http://sc4devotion.com/forums/index.php?topic=7138.msg227105#msg227105).
Title: Re: BSC Functional Seaports - Support Thread
Post by: TygerFish on March 26, 2014, 07:04:10 AM
Perfect, thank you!

Quote from: vortext on March 25, 2014, 03:54:17 AM
They're attached to this post (http://sc4devotion.com/forums/index.php?topic=7138.msg227105#msg227105).
Title: Re: BSC Functional Seaports - Support Thread
Post by: Imaginary Llamas on August 02, 2014, 09:28:11 AM
Could someone please tell me which of the dependencies are required for these ports?
BLS City Centre Port
BLS Container Port
BLS Oil Port
SDP Small Seaport
SDP Warehouse Port
Title: Re: BSC Functional Seaports - Support Thread
Post by: vortext on August 02, 2014, 12:04:49 PM
You can look that up right here (http://sc4devotion.com/forums/index.php?topic=14336.msg412925#msg412925).  "$Deal"$
Title: Re: BSC Functional Seaports - Support Thread
Post by: Imaginary Llamas on August 02, 2014, 12:46:46 PM
Thanks  :)
Title: Re: BSC Functional Seaports - Support Thread
Post by: khendricks456 on March 11, 2015, 01:20:21 AM
Hi,

I'm seeing a cosmetic problem with the BLS City Centre Port lot. There's an area in the middle of the lot that shows up as either black or transparent. It appears that the base texture is missing? I tried fixing it using the Lot Editor, but the change is not persistent after I exit the editor. Anyone have an idea how to fix this? The lot works fine, just looks weird. I've attached a shot of the lot at stage 3, stages 1 & 2 have the same issue.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi393.photobucket.com%2Falbums%2Fpp12%2Fkhendricks7%2FSan%2520Jose-Feb.%252012%25201191426052486.png&hash=a8a35e8c9280f8408b332991a6e3b72aa1419743) (http://s393.photobucket.com/user/khendricks7/media/San%20Jose-Feb.%2012%201191426052486.png.html)
Title: Re: BSC Functional Seaports - Support Thread
Post by: vortext on March 13, 2015, 07:49:33 AM
Looks like you're missing a texture indeed. Check here (http://sc4devotion.com/forums/index.php?topic=14336.msg413793#msg413793) to see exactly which dependencies are needed.
Title: Re: BSC Functional Seaports - Support Thread
Post by: khendricks456 on March 13, 2015, 05:00:15 PM
Turns out I had too many textures! I went through the Cleanitol files more carefully and found a bunch of old textures that I needed to get rid of. Since I removed those, the lot is displaying correctly now. Thanks for the response!
Title: Re: BSC Functional Seaports - Support Thread
Post by: jeffryfisher on August 20, 2018, 08:41:59 AM
Dunno if support still exists, but... I'm battling a "missing plugin packs" warning. When I convert the warning's decimals into hex and look them up in the Catty-log, they correspond to three files that are already in my plugins. They are all port enablers in BSC seaports 3.1: (45DA8C3E, 3538ACA2, 156E7509)
Datanode confirms that the IDs are present, so how can the game think that they're missing?
Note: I am also using converted PEG CDK3 seaports (sanitized and edited to work with the BSC controller). They work perfectly as far as I can tell.
Title: Re: BSC Functional Seaports - Support Thread
Post by: 0715463494 on August 20, 2018, 09:02:21 AM
Hi there,i think you must first take out the PEG seaports,i also use BSC FSeaports,the are full of crap lol.Try that and see what happens,maybe there is still a conflict that you cant see.
Title: Re: BSC Functional Seaports - Support Thread
Post by: ThermalLance89 on October 08, 2022, 03:03:35 AM
Hi. First post on these forums. :) I am also totally new to SimCity 4. So, forgive the confusion from myself if my questions feels like kindergarden level within this community.

So, here's what happened. I wanted to start playing this so a friend recommended me a YouTube video to get the most basic mod setup possible to start playing without having to deal with some of the most ridiculous issues the game have. (https://youtu.be/ftBJMYHWqns)

Now, I am trying to install BSC Functional Seaports to address the whole problem with seaports in the base game. I will just write what I did and I'd like it if someone could confirm to me if the way I did it should work or if I am setting myself up for disaster. Unfortunately, the game does very little in term of feedback to tell me if I did this correctly or not.

I extracted the main BSC Functional Seaports mod and dropped the X-Port folder into my plugins. Then I went into it (Where the enablers are.) and I deleted every single enablers except the Truesage one. (Which is the only one I'll use until I feel comfortable to with the game. Didn't want a cluttered list of ports with stuff that won't work.). Finally, I downloaded all the dependencies required by this specific port according to this thread (https://www.sc4devotion.com/forums/index.php?topic=14336.0), I unzipped them all as individual folders and I dropped all of them into plugins next to X-Port.

Thank you in advance.
Title: Re: BSC Functional Seaports - Support Thread
Post by: ThermalLance89 on October 08, 2022, 05:23:04 AM
Alright, so it "SEEMS" to work but I now have a weird issue. Maybe that's something that happens in the base game I have no idea...

I got boats coming in from the sea with cargo... but when a boat leaves it turns north and... Well... they sail into the land and... disapear...

This is extremely weird.
Title: Re: BSC Functional Seaports - Support Thread
Post by: jeffryfisher on October 08, 2022, 09:09:32 AM
Quote from: ThermalLance89 on October 08, 2022, 05:23:04 AMWell... they sail into the land and... disapear...
Such graphics are mere eye-candy. To know if your ports are functioning, right click on them after a couple months of operating to see if any cargo has been shipped. Also look at cap relief before and after placing a port.
Title: Re: BSC Functional Seaports - Support Thread
Post by: ThermalLance89 on October 08, 2022, 10:01:25 AM
I know it's eye-candy. I sincerely don't care about the "looks" of it per say. (I still play transport tycoon...) But, having ships literally running into land and disapearing is just so weird I can't stop looking at it.

Is that normal behavior or is it the mod? Because at that point I'd rather go vanilla if it's the mod. I know it's weird but I cannot stress it enough when I say that kind of thing annoys me to the core.

Call it eye candy, but that really sour the experience for me...
Title: Re: BSC Functional Seaports - Support Thread
Post by: terrasenila on November 10, 2022, 10:53:38 AM
Hello all

First post here, trying to get into playing the game and kinda wanted to use NAM and seaports mod only for now. Question is, is the download link for the seaports mod broken? It just goes on an endless loading loop until it just shows a bad gateway page.

Thanks in advance
Title: Re: BSC Functional Seaports - Support Thread
Post by: Tarkus on November 11, 2022, 04:14:09 AM
Quote from: terrasenila on November 10, 2022, 10:53:38 AMHello all

First post here, trying to get into playing the game and kinda wanted to use NAM and seaports mod only for now. Question is, is the download link for the seaports mod broken? It just goes on an endless loading loop until it just shows a bad gateway page.

Thanks in advance
We've been having some technical difficulties with the LEX software of late, and it's caused any file with a Dependency Tracker list of a certain length to misbehave.  I've temporarily removed all the Dependency Tracker info for the file, so it is downloadable again . . . but it does sadly mean that getting the dependencies will be much more of a pain than intended.

-Alex
Title: Re: BSC Functional Seaports - Support Thread
Post by: terrasenila on November 11, 2022, 06:57:50 PM
Thanks alot! You just made my weekend sir, i really just wanted to make the vanilla funcional for now till i get more experience. Again thanks  ()stsfd()