Hey, ive been a SC4 addict fora long time and ive been dling small amounts of content. I took a look at CAM and realized how amazing it was so i decided to spend 3 (yes,three) days downloading every file here > http://sc4devotion.com/forums/index.php?topic=2039.0
Im just wondering if there are more CAM lots that i should be getting. I love the work that i have seen and things are looking great in my city. when i downloaded the gig and a half worth of cams on that list I installed them all pretty reclusly and my plugin folder was a mess. so i spent some long hours cleaning everything up and now i have most of the dependencys for all my plugins BUT i deleted all my remove files. i realise now that i need them since now i have alot of files that are useless. If there are any "master remove lists" would somebody be able to direct me to them.
To sum things up i am looking for
-more CAM files
-large or "master" remove lists.
thanks in advance to anybody that can help me :)
There is a link to a master CAM Cleanitol list in the first post of the CAMelots - Linking all Lots thread.
Hahaha thanks alot, i have no idea how i missed that!
If there are anymore large remove lists could somebody please post them.
Also is there i way to empty out all the files (non maxis) that are in my landmark file without having to delete each file individualy?
you could try this (http://www.simtropolis.com/stex/details.cfm?id=15875)
should be what your looking for
:satisfied:
TTC
Hey, i dled and looked at the file and its not what i am looking for. Im looking for somthing that could get rid of the custom content that got stuck in the reward, parks, and landmark menus. Im thinking there wouldent be somthing for this, and id have to go and find each file and delete them individualy.
Still looking for "master Remove lists" ... i was not so smart and got rid of all my remove files when i dled all my cam files
Quote from: Ryan12320 on July 12, 2009, 02:25:34 PM
Im looking for somthing that could get rid of the custom content that got stuck in the reward, parks, and landmark menus.
That would have to be created by someone who has downloaded all available rewards, landmarks and parks available in the SimCity community, not only on LEX or STEX, but on all other sites as well...
Not very likely someone would want to undertake that task... $%Grinno$%
Quote from: RippleJet on July 13, 2009, 05:02:41 AM
That would have to be created by someone who has downloaded all available rewards, landmarks and parks available in the SimCity community, not only on LEX or STEX, but on all other sites as well...
Not very likely someone would want to undertake that task... $%Grinno$%
agreed, nobody would have the time anymore to take on a challenge like that
oh well i guess im just going to have to spend a day getting all of the files names and sorting though my plugin folder
Quote from: Ryan12320 on July 13, 2009, 08:27:15 AM
oh well i guess im just going to have to spend a day getting all of the files names and sorting though my plugin folder
This is why I am quite obsessed with proper organisation of my plugins. I usually place the above-mentioned files in either a) Landmarks and Rewards, b) Parks and Recreation or c) Civic folders. ;D
You may want to take this opportunity to revisit your plugin organisation generally :)
Mine, as of right now, is as follows:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi921.photobucket.com%2Falbums%2Fad59%2FMariusHR%2FGeneral%2F4b151f48.jpg&hash=558d74dad645628767c41a3880dd0dc8107d30fc)
its hard to sort alot of files you dl since they come with install files that do everything
after i finished dling everything its already sorted my maker generaly, then i delete readme's image files and other non-sc4 files but alot of the sc4 files are horribly named so its hard to tell which file is which sometimes.
Landmarks should, if modded correctly anyway, have either CV, LM or PLOP in their names.
Quote from: M4346 on July 13, 2009, 10:41:23 AM
Landmarks should, if modded correctly anyway, have either CV, LM or PLOP in their names.
humm
after i finished dling like 1.5 gigs of files on the link in my first post, i did a search in my plugin folder for any file with the words, Landmark, Plop, reward and a few others that i cant remember right now. but ill try CV and LM to see if anything comes up but i did get alot of plopable files and landmark files out
Normally simgoober and jestarr name their ploppables SG_xxx and jes_xxx with the growables showing the type, wealth, stage etc like this - R$$_3_2x2_xxx.
That should help a bit too.
ya i notived that and it helped alot in finding some of the ones i dont need, but other files like this "0x5ad0e817_0x2d636146_0x30000.SC4Model " i dont even know what to make of it.
i will probably just delete anything that looks like this since if i cant tell what it is, it isnt that important :P
sorry for taking long to reply, biked up to my school to get my report card
Quote from: Ryan12320 on July 13, 2009, 12:36:16 PM
"0x5ad0e817_0x2d636146_0x30000.SC4Model "
Deleting .sc4model files will lead to brown boxes. What you want to be deleting are .sc4lot and .sc4desc files. Only delete models if you know what lot they go on.
Quote from: M4346 on July 13, 2009, 12:40:04 PM
Deleting .sc4model files will lead to brown boxes. What you want to be deleting are .sc4lot and .sc4desc files. Only delete models if you know what lot they go on.
>< thats great, its the only file in its folder, i guess if i delete it, ill go and wait for brown boxes and just delete the .sc4lot and .sc4desc files with the building name :P going to take some work to get some things working right ><
Hey something else that is confusing me a bit.
Right now (and for the last 10 years) my residential demand has been in the negatives. According to this pic (for my understanding) it is saying that I have 157,744 jobs available. I do not understand why I have so many jobs available but my residential demand is so low. I do not have any dilapidation or abandonment ether. Can somebody help me with this problem?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi31.tinypic.com%2F153bekg.jpg&hash=7b34d99567ba933ced74b4467f069b89be2ac82c)
Quote from: Ryan12320 on July 13, 2009, 07:14:34 PM
According to this pic (for my understanding) it is saying that I have 157,744 jobs available.
That's the balance in this particular city. All demand is based on regional supply though.
In the region as a whole, you have an unemployment of 170,995.
This is all due to the bug where the game simulator sees a doubled regional residential capacity and workforce when using CAM.
Quote from: RippleJet on July 13, 2009, 11:29:32 PM
That's the balance in this particular city. All demand is based on regional supply though.
In the region as a whole, you have an unemployment of 170,995.
This is all due to the bug where the game simulator sees a doubled regional residential capacity and workforce when using CAM.
Is there a way to fix this? My region only has 3 citys. This one, another one of the same size and one with only 10k pop and farms.
In my other large city my Census report looks pretty much the same.
Quote from: Ryan12320 on July 14, 2009, 07:52:08 AM
Is there a way to fix this? My region only has 3 citys. This one, another one of the same size and one with only 10k pop and farms.
The only way appears to be to use DatPacker and merge ColossusAddonMod_1.0.dat with SimCity_1.dat.
There was recently a discussion about this in
Where are my residents!!! (http://sc4devotion.com/forums/index.php?topic=8269.0)
However, if you'd go for that option, please note that you'd probably better start with a fresh region.
Otherwise demand might be rather unexpected, and most likely negative across the board...
Also remember to backup SimCity_1.dat before doing anything!
Quote from: RippleJet on July 14, 2009, 08:56:43 AM
The only way appears to be to use DatPacker and merge ColossusAddonMod_1.0.dat with SimCity_1.dat.
There was recently a discussion about this in Where are my residents!!! (http://sc4devotion.com/forums/index.php?topic=8269.0)
However, if you'd go for that option, please note that you'd probably better start with a fresh region.
Otherwise demand might be rather unexpected, and most likely negative across the board...
Also remember to backup SimCity_1.dat before doing anything!
ok ill try that and hopefully i can keep my region :P ive worked hard on it and i really like the layout of it :P
and i did look at the thread you mentioned yesterday and i was thinking thats the problem but figured id ask anyways.
thanks for the help and hopefully this will work
EDIT:
Ok so i did that and my R$ and R$$ demand skyrocketed and only hightech indistry and CS$$$ demands droped. im happy i can still play my city :D thanks alot
Quote from: Ryan12320 on July 14, 2009, 09:21:46 AM
Ok so i did that and my R$ and R$$ demand skyrocketed and only hightech indistry and CS$$$ demands droped. im happy i can still play my city :D thanks alot
Thank you, Ryan, for that info!
The explosion in residential demand is what I've always expected in case you upgrade CAM 1.0 to CAM 2.0 (or CAM 1.0.5 which is the latest beta, and is installed by merging it with SimCity_1.dat), but unfortunately it's not always been the case.
This at least leaves some hopes that an upgrade from CAM 1.0 to 2.0 would be possible... :)
Quote from: RippleJet on July 15, 2009, 06:26:10 AM
Thank you, Ryan, for that info!
The explosion in residential demand is what I've always expected in case you upgrade CAM 1.0 to CAM 2.0 (or CAM 1.0.5 which is the latest beta, and is installed by merging it with SimCity_1.dat), but unfortunately it's not always been the case.
This at least leaves some hopes that an upgrade from CAM 1.0 to 2.0 would be possible... :)
well one thing that i didnt do that most people did do. most people zoned mass amounts of com and ind before trying the dadpack with simcity_1.dat so they eneded up making a masive need for jobs then fixed the big and because there was so many jobs needed, after it was fixed all the demands would drop to nothing.
Somthing i tryed that obviously failed is after i datpacked the simcity_1 file with cam i put it in the plugin folder since i wasnt told when to do with it :P that realllly messed things up so i renamed it Simcity_1.dat and put it back in the main sc4 folder. That did fix the problem. I also read that if you datpack Simcity_1.dat with cam it could cause problems because the order it loads things. and there was a sugestion to change the name of the cam file to somthing that would load after Simcity_1.dat. I decided to try both and before renaming it and datpacking together things were messed up, demands were weird (and max demands went from 24000 with cam to the original 6000). so i tryed again with the renamed cam and datpacked them together and it works great now, like i said my res demands is alot better and only HT and cs$$$ droped.
Quote from: Ryan12320 on July 15, 2009, 08:56:10 AM
Somthing i tryed that obviously failed is after i datpacked the simcity_1 file with cam i put it in the plugin folder since i wasnt told when to do with it :P that realllly messed things up so i renamed it Simcity_1.dat and put it back in the main sc4 folder. That did fix the problem.
Yeah, you don't want to have SimCity_1.dat load twice... not only would the RCI exemplars be doubled, you never know what other exemplars there are that simply cannot be correctly superseded by a dat file that's loaded later...
Quote from: Ryan12320 on July 15, 2009, 08:56:10 AM
I also read that if you datpack Simcity_1.dat with cam it could cause problems because the order it loads things. and there was a sugestion to change the name of the cam file to somthing that would load after Simcity_1.dat. I decided to try both and before renaming it and datpacking together things were messed up, demands were weird (and max demands went from 24000 with cam to the original 6000). so i tryed again with the renamed cam and datpacked them together and it works great now
Yes, DatPacker checks for duplicate exemplars and only includes those that would load last. Thus, since we want those exemplars within CAM to replace those within SimCity_1.dat, CAM's main file, ColossusAddonMod_1.0.dat, must be given a name that loads after SimCity_1.dat.
Quote from: RippleJet on July 15, 2009, 11:45:11 AM
Yeah, you don't want to have SimCity_1.dat load twice... not only would the RCI exemplars be doubled, you never know what other exemplars there are that simply cannot be correctly superseded by a dat file that's loaded later...
what i forgot to mention here is when i had the Simcity_1.dat+CAM file in my plugin folder i didnt have a Simcity_1.dat in my main SC4 folder
Quote from: Ryan12320 on July 15, 2009, 01:10:12 PM
what i forgot to mention here is when i had the Simcity_1.dat+CAM file in my plugin folder i didnt have a Simcity_1.dat in my main SC4 folder
That's interesting... obviously the game needs to load the essential exemplars in SimCity_1.dat first, e.g. all Simulator exemplars, RCI exemplars, Developer exemplars...
Quote from: RippleJet on July 15, 2009, 02:21:40 PM
That's interesting... obviously the game needs to load the essential exemplars in SimCity_1.dat first, e.g. all Simulator exemplars, RCI exemplars, Developer exemplars...
well the game did run with only the Simcity_1.dat+CAM file in the plugin folder. The game ran at normal speed and with no problems other then demands being messed up (unless there were things i did not notice).
Quote from: Ryan12320 on July 15, 2009, 03:22:01 PM
well the game did run with only the Simcity_1.dat+CAM file in the plugin folder. The game ran at normal speed and with no problems other then demands being messed up (unless there were things i did not notice).
Then it's only the RCI Exemplars that cannot be in the Plugins folder, which we already know from the doubled regional residential capacity and workforce that comes with CAM...
Quote from: RippleJet on July 15, 2009, 03:30:11 PM
Then it's only the RCI Exemplars that cannot be in the Plugins folder, which we already know from the doubled regional residential capacity and workforce that comes with CAM...
is it possible that the RCI exemplars cant be in the plugin folder because ea made it so the RCI exemplars in the Simcity_1.dat file cant be writen over, so by adding another set of RCI exemplars in the plugin folder, it would cause the dubling bug?
Quote from: Ryan12320 on July 15, 2009, 03:37:34 PM
is it possible that the RCI exemplars cant be in the plugin folder because ea made it so the RCI exemplars in the Simcity_1.dat file cant be writen over, so by adding another set of RCI exemplars in the plugin folder, it would cause the dubling bug?
I don't think there's anything Maxis made on purpose as most demand properties work correctly within CAM.
It's only the regional residential capacity which is doubled if you modify any of the RCI exemplars,
and the regional workforce, which is doubled only if you modify the
workforce drives (http://sc4devotion.com/forums/index.php?topic=963.0) (TotalWF... exemplars).
If only two demand variables become incorrect, it's more likely there's some error in the loading sequence of the RCI exemplars and their properties.
Quote from: RippleJet on July 15, 2009, 03:51:14 PM
I don't think there's anything Maxis made on purpose as most demand properties work correctly within CAM.
It's only the regional residential capacity which is doubled if you modify any of the RCI exemplars,
and the regional workforce, which is doubled only if you modify the workforce drives (http://sc4devotion.com/forums/index.php?topic=963.0) (TotalWF... exemplars).
If only two demand variables become incorrect, it's more likely there's some error in the loading sequence of the RCI exemplars and their properties.
so if im understanding right, changing the exemplars make them messed up? if thats right then that sucks horribly XD