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SimCity 4 Devotion Custom Content Showcase => BSC Place => Team Custom Content Projects => CAM - Colossus Addon Mod => Topic started by: RippleJet on August 03, 2007, 05:49:21 AM

Title: CAM - inCAMpatible Mods
Post by: RippleJet on August 03, 2007, 05:49:21 AM
The manual contains a concise list of the most commonly used mods that are not compatible with the Colossus Addon Mod.

This thread gives a little more detail about these mods and why they are "inCAMpatible".

Attached to this thread is also the latest CAM_Cleanitol.txt file. Updated 10/07/2009.
That file should be run by BSC Cleanitol™ (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=97) in order remove the most obvious inCAMpatible mods.



Cheat/Radical Mods Set 1 (http://www.simtropolis.com/stex/details.cfm?id=21266) by Karybdis

This is an old KBI mod, and not that much in use.
The mod lowers the R$ stage caps so that they occur at much lower popluations with stage 8 starting around 1000.

The same properties, Stage vs. Size, are altered in CAM as well. Karybdis' mod would disable stages 9-15 for R$ and ruin the smooth development through the stages.



Stage Limit Mod V1.0 (http://www.simtropolis.com/stex/details.cfm?id=21328) by Toroca

Toroca's mod alters the residential and/or commercial office stage limits, in order to allow commercial skyscrapers to appear earlier, and keep the residential ones from appearing until later. The purpose of the mod is to eliminate the "downtown hole", which Rush Hour having residential skyscrapers appear earlier than office towers.

The same properties, Stage vs. Size, are altered in CAM as well. Toroca's mod would disable stages 9-15 for both residentials and commercial offices.
The CAM also eliminates of the "downtown hole", since residential and commerical skyscrapers should appear roughly at the same time.



Residential Cap Mod (http://www.simtropolis.com/stex/index.cfm?id=16298) by newyorkrunaway1

This mod changes the Stage vs. Size properties so that the thresholds for R§§ and R§§§ are lowered to the same levels as for R§ in Rush Hour.

The same properties, Stage vs. Size, are altered in CAM as well. Newyorkrunaway1's mod would disable stages 9-15 for residentials.



Commercial Cap Mod (http://www.simtropolis.com/stex/index.cfm?id=16298) by newyorkrunaway1

This mod changes the Stage vs. Size properties so that the thresholds for CS§§, CS§§§, CO§§ and CO§§§ are lowered to the same levels as for CS§ in Rush Hour.

The same properties, Stage vs. Size, are altered in CAM as well. Newyorkrunaway1's mod would disable stages 9-15 for commercials.



RCImulti modpack (http://www.simtropolis.com/stex/details.cfm?id=22255) by niloluiz

This mod contains several files, and most of them are inCAMpatible.

Especially desire_override.cat, which changes all RCI developer exemplars where the growth stages are set.
Also, all files in subfolders homejobs, jobs and RCIdemand change the RCI exemplars that are included in CAM.



Super Demand Mod (Not Demand Ordinance) (http://www.simtropolis.com/stex/details.cfm?id=22391) by RadicalOne

This mod sets the demand for individual RCI types to either exactly 0 or exactly 6,000.

CAM changes the maximum demand to 24,000 for residentials and commercials,
and stage 15 residential and commercial towers may have capacities exceeding 20,000.

This mod would thus effectively block all higher capacity CAMeLots from growing.



Farm Mod (http://www.simtropolis.com/stex/index.cfm?id=19406) by uroncha

This mod changes the Traffic Effect on farms and the Demand Source for farms.
Both these properties are included in the I-R developer exemplar that includes the Stage vs. Size properties which are altered in CAM.

Uroncha's mod would disable stages 4-7 for farms.



Lower Pedriana Farms Frequency Mod (http://www.simtropolis.com/stex/index.cfm?id=13977) by bones1

This mod includes two parts, Even Stage Farms and No Pedriana Farms.

The Even Stage Farms changes the Stage vs. Size properties so that the ratio between stage 1, 2 and 3 farms settles at 60/30/10.
The same properties, Stage vs. Size, are altered in CAM as well, and the ratio between stage 1, 2 and 3 in CAM starts at 50/30/20.
The Even Stage Farms would disable farming stages 4-7 in CAM.

The No Pedriana Farms changes the Growth Stage of that farm to 4.
Since farming stage 4 is enabled in CAM, this mod wouldn't block the Pedriana Farms anymore.



Farming Jobs Multiplier (http://www.simtropolis.com/modding/index.cfm?p=details&id=126) by RalphaelNinja/Rubik3

This mod comes in four variations, multiplying the occupancies of in-game farms by 2, 3, 10 or 50.

The occupancy has been changed for all farms in CAM. E.g. the occupancy of the Pedriana Plant has been increased from 13 to 88.
The agricultural occupancy set by CAM is once again in line with those values developed for Wouanagaine's "X Tool", and makes the Farming Jobs Multiplier superfluous.



Industry Quadrupler V2.1 (http://www.simtropolis.com/modding/index.cfm?p=details&id=131) by Toroca

Industrial occupancy was set too low by Maxis. Toroca's mod multiplied the occupancy of all industrial buildings by 4.

The occupancy has been changed for all industrial buildings in CAM. Some have been multiplied by more than 6, but some have actually been reduced.
The industrial occupancy set by CAM is in line with those values developed for Wouanagaine's "X Tool", and makes the Industrial Quadrupler superfluous.



Industry Doubler (http://www.simtropolis.com/stex/index.cfm?id=15758) by bones1

Industrial occupancy was set too low by Maxis. bones1's mod multiplied the occupancy of all industrial buildings by 2.

The occupancy has been changed for all industrial buildings in CAM. Some have been multiplied by more than 6, but some have actually been reduced.
The industrial occupancy set by CAM is in line with those values developed for Wouanagaine's "X Tool", and makes the Industrial Doubler superfluous.



Less Abandonment (http://www.simtropolis.com/stex/index.cfm?id=14931) by bones1

The intent of this mod is to reduce the amount of abandonment and dilapidation of high-wealth buildings.
It does this in a non-cheating natural way, to prevent high-wealth buildings from growing in areas that will likely cause them to abandon in the near future.

This mod is included in the CAM, and thus it is superfluous.



Abandonment Dilapidation Modd 1.2 (http://www.simtropolis.com/modding/index.cfm?p=details&id=360) by RalphaelNinja

The No Dilapidation part of this mod changes the occupancy of all $$ and $$$ residential and commerical buildings, so that only the highest wealth occupancy remains.
Thus, those buildings cannot dilapidate.

Since a number of residential buildings and offices are included and modded in the CAM, this mod would reset these changes.



Block All Maxis Mod (http://www.simtropolis.com/stex/index.cfm?id=16393) by DuskTrooper

This mod blocks Maxis in-game lots from growing by removing all TileSet Occupant Groups and setting the Industrial Occupant Groups to 0xFFFFFFFF.
Since all in-game buildings are included, this mod would override all changes that are included in the CAM, most notably industrial occupancies.

The BSC No Maxis mod changes the Growth Stage of all lots to 255, and should be used instead, if you want to block Maxis buildings from growing.



No Maxis Building Mod (http://www.simphoni.net/forums/index.php?showtopic=12694) by dhamp

This mod blocks Maxis in-game lots from growing by removing all TileSet Occupant Groups, in exactly the same way as DuskTrooper's mod. Industrial buildings are not blocked though.
Since all in-game residential and commercial buildings are included, this mod would override a few changes that are included in the CAM.

The BSC No Maxis mod changes the Growth Stage of all lots to 255, and should be used instead, if you want to block Maxis buildings from growing.



No Maxis Building Mod v2 (http://www.simphoni.net/forums/index.php?showtopic=13711) by dhamp

This is a version of dhamp's No Maxis Building Mod which allows the blocking of Maxis buildlings on a much more detailed scale.
It contains 33 separate blockers, and only a few of them are actually inCAMpatible, such as those blocking stage 7-8 buildings.
Those would override changes that are included in the CAM.

The BSC No Maxis mod changes the Growth Stage of all lots to 255, and should be used instead, if you want to block Maxis buildings from growing.



Tileset Mod (http://www.simtropolis.com/stex/index.cfm?id=11582) by Tolomar

The first Maxis blocker changed all residential and commercial buildings so that they exist only for the Chicago Tile-Set.
Since all in-game residential and commercial buildings are included, this mod would override some changes that are included in the CAM.

The BSC No Maxis mod changes the Growth Stage of all lots to 255, and should be used instead, if you want to block Maxis buildings from growing.



Graph Maximum Mod (http://www.simtropolis.com/stex/index.cfm?id=17492) by crazykid4simcity

According to the author this mod changes the maximum amount of demand the RCI shows.
But that's all it does, it doesn't change the demand range at all.

Thus, this mod shouldn't be used whether you have the CAM or not.
The demand would still be plotted as if the graph went from -6000 to 6000 (or -6000 to 24000 as set by CAM), but the ticks on the graph would show erroneous numbers.



DD Bar-Graphs Mod (http://www.simcities.com/main.php?exchange=sc4&loc=direct&t=other&id=18_00000281) by dada222

This mod turns the lines that appear on most graphs to bars that appear only on the demand and the population by age graph.

Since the demand graph exemplar is included in this mod, with the default setting of ±6,000, this mod would screw up the demand graph with the CAM.



peg-MTP Residential Replacement Mod (http://simpeg.com/forum/index.php?action=tpmod;dl=item191) by Pegasus

Every game-default Residential lot has been modified or replaced with MTP styled lots and buildings in this mod.
Similar to a new tile set, this mod goes beyond by actually changing the appearance of the lots as well and giving your game a completely different look.

This mod would change every in-game building and lot, overriding the changes made by CAM.



peg-MTP CS$ Replacement Mod (http://simpeg.com/forum/index.php?action=tpmod;dl=item192) by Pegasus

Every game-default low wealth Commercial Service lot has been modified or replaced with MTP styled lots and buildings in this mod.
Similar to a new tile set, this mod goes beyond by actually changing the appearance of the lots as well and giving your game a completely different look.

This mod would change every in-game building and lot, overriding the changes made by CAM.



peg-MTP CS$$ Replacement Mod (http://simpeg.com/forum/index.php?action=tpmod;dl=item194) by Pegasus

Every game-default medium wealth Commercial Service lot has been modified or replaced with MTP styled lots and buildings in this mod.
Similar to a new tile set, this mod goes beyond by actually changing the appearance of the lots as well and giving your game a completely different look.

This mod would change every in-game building and lot, overriding the changes made by CAM.
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on August 12, 2007, 02:10:50 PM
I've attached an updated CAM_Cleanitol.txt file to the first post of this thread.
Whenever we find out yet another mod that is inCAMpatible, the list in here will be updated as soon as possible. :thumbsup:
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on August 29, 2007, 11:44:55 AM
The CAM_Cleanitol.txt file has been updated, with the inclusion of three more inCAMpatible mods:

Title: Re: CAM - inCAMpatible Mods
Post by: dragonshardz on November 04, 2007, 05:39:35 PM
I belleive I have found another one that is a lot-based demand booster: the "Plopmatic 9000" (http://www.simtropolis.com/stex/details.cfm?id=3808&v=1). I tried to start SC4 with this and the CAM in my plugins folder, and when I started a city, SC4 CTD'd. And if that lot wasn't at fault, it really shouldn't be in a CAM city anyway (in my humble opinion).
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on November 04, 2007, 11:11:06 PM
As such, it isn't inCAMpatible, but way too radical.

Besides, the Demand Created property contains a huge amont of high values (500,000) that shouldn't be there.
They should be under Capacity Satisfied, and not include capacities for all RCI types at once (R§, R§§, R§§§, CO§§, CO§§§, CS§, CS§§, CS§§§, IR, ID, IM, IHT).

Since it is a lot, not a mod, it won't cause any CTD by just residing in the plugins folder though.
Title: Re: CAM - inCAMpatible Mods
Post by: dragonshardz on November 05, 2007, 02:49:02 PM
I took it out anyway, I didn't think it should be in any city anyhow!

Unless you really need it.
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on November 05, 2007, 02:51:43 PM
No, I agree, that is one of those early radical mods that destroy the game play completely.

I didn't even know about its existence until you asked about it.
But I've never missed it, and never will I miss it! ()stsfd()
Title: Re: CAM - inCAMpatible Mods
Post by: dragonshardz on November 05, 2007, 02:58:07 PM
Yup, same here!
Title: Re: CAM - inCAMpatible Mods
Post by: Ennedi on November 05, 2007, 03:16:59 PM
I don't use CAM, but knowing the PEG MTP Replacement Mod is not compatible with it, I would like to suggest you to check the following sets from NOB's site (look for them here, in the lower part of this page) (http://tokitoko.hp.infoseek.co.jp/lot_others.htm):

- Japanese House SET
- Japanese House SET2 (I used it in my MD in the seashore towns)
- Japanese Farmhouse SET

In descriptions you can read "overwrite", using the BSC No Maxis mod I wasn't be able to get them, they grew only when I removed the blocking mod.
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on November 05, 2007, 04:02:22 PM
After taking a quick look at NOB's Japanese House sets, I don't think they will interfere with the CAM. ;)

However, all his lots have the property LotConfigPropertyFamily set to one of the in-game residential lot families, so that might be the cause for them not growing.
Title: Re: CAM - inCAMpatible Mods
Post by: Ennedi on November 05, 2007, 04:22:19 PM
Thank you Tage, it's and important information for me for the future ;)

QuoteHowever, all his lots have the property LotConfigPropertyFamily set to one of the in-game residential lot families, so that might be the cause for them not growing.

So, it is possible that BSC No Maxis Mod can block some other custom stuff too? (sorry for going off-topic)
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on November 06, 2007, 01:38:23 AM
Quote from: Ennedi on November 05, 2007, 04:22:19 PM
So, it is possible that BSC No Maxis Mod can block some other custom stuff too? (sorry for going off-topic)

We're not fully aware of how the LotConfigPropertyFamily property is working.
We know that, if it is present in residential buildings, it will mostly (99% of the time) block it from growing.

However, commercial and industrial buildings seem to be growing with that property present. ()what()
Title: Re: CAM - inCAMpatible Mods
Post by: TheTeaCat on November 17, 2007, 09:00:54 AM
Just thought that you might like to know that the "remove from menu" modd by Favrekev04linkie (http://www.simtropolis.com/stex/index.cfm?id=15875) can cause conflicts.

When the remove fire/police/schools/health dats were used it caused a recurring strike at the start of each month for all of those buildings in the tile. (reset budgets to zero)

personally i use the remove landmarks to help with the clutter but had left the others in by mistake and found the above. Once removed all was back to normal. :D

regards
Derry
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on November 17, 2007, 09:22:41 AM
Thanks Derry, I took a quick look at Favrekev04's mod...

It seems like he's removed all Occupant Groups from the civic buildings...
Removing them all might change the functioning of existing buildings as well...

He should have removed only one occupant group, the one determining the menu placement.

In addition to that, for some strange reason he seems to have modded the monthly costs as well.
E.g. the elementary school has a monthly cost of 301 instead of 300, and no cost for the school buses...
A certain way to cause the phantom funding sliders bug...

In any case, Favrekev04's mod is not inCAMpatible, but it isn't very well tested over all.
Title: Re: CAM - inCAMpatible Mods
Post by: TheTeaCat on November 17, 2007, 04:07:59 PM
No worries RJ.

Like I say the only one I use is the one for the landmarks as it helps with the clutter. ;)
Must admit it gave me a shock to have strike after strike. Handy I suppose for a md storyline or something  ::)

It won't make me spill my tea and here's one for you  :thumbsup:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg337.imageshack.us%2Fimg337%2F7329%2Fimagescuppasw1.jpg&hash=efdacee2041023f74d752089f45ebd46f271b3c6)


:satisfied:
TTC
Title: Re: CAM - inCAMpatible Mods
Post by: dadyrghluv on November 24, 2007, 03:08:37 PM
not exactly sure if this is the right spot for this question, but i cant seem to find the proper thread, and since it's CAM related, i'll ask here.

when i run the BSC Cleanitol program, it creates a back-up of whatever list i ran in the file list, which is where all of my lists are compiled. is it ok to delete these? E.G:

Cleanitol_networkaddonmod
Cleanitol_networkaddonmod_results

(i would like to get rid of the results file in the list) my file list is getting clustered and is making it hard to find my file lists. i DO know that Cleanitol makes a back-up of the results in the C:/my documents folder.

i also wanted to know do i have to run these multiple times, the lists, if i add a new CAMeLOT??
Title: Re: CAM - inCAMpatible Mods
Post by: wouanagaine on November 24, 2007, 03:14:33 PM
You can safely delete the 'result' file, it just a kind of log so you can see what has been moved
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on November 24, 2007, 03:21:59 PM
Besides, the result list is also saved in the backup folder, so the results.txt can safely be deleted.


Quote from: dadyrghluv on November 24, 2007, 03:08:37 PM
i also wanted to know do i have to run these multiple times, the lists, if i add a new CAMeLOT??

Most downloaded lots that come with Cleanitol lists have them mainly for the purpose of checking dependencies.
If you are uncertain whether you have them all, I do recommend that you run Cleanitol with them.

If you download megapacks, I would urge you to run the Cleanitol list, since it might replace outdated files, which need to be removed.
Title: Re: CAM - inCAMpatible Mods
Post by: dadyrghluv on November 24, 2007, 06:35:12 PM
thanx guys, i always wondered about that.

the CAM seems to be working according to its design so far, and have no trouble with it. another quickie question is some of the CAM lots need building from the STEX @ simtrop, like NDEX for instance, now when i need a building from NDEX, do i need all of it's dependecys as well or just the model.dat file from the building itself?

i downloaded the building along with it's dependencys, (NDEX essentials, NDEX textures, ETC.) so far no problems, but i dont want any extra plugins if i dont need them.

i am extremley new to the CAM, and have read very little about up until earlier today, and i just had to give it a shot. sorry for all the stupid questions.
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on November 24, 2007, 06:44:22 PM
Quote from: dadyrghluv on November 24, 2007, 06:35:12 PM
another quickie question is some of the CAM lots need building from the STEX @ simtrop, like NDEX for instance, now when i need a building from NDEX, do i need all of it's dependecys as well or just the model.dat file from the building itself?

i downloaded the building along with it's dependencys, (NDEX essentials, NDEX textures, ETC.) so far no problems, but i dont want any extra plugins if i dont need them.

No, you only need the model from the original upload. Usually this is in a SC4Model file, sometimes it might be in a DAT file.
You do not need to save any SC4Desc files or SC4Lot files from the original upload, and you do not need any dependencies mentioned in the original upload. :thumbsup:

In addition to the model, you might need dependencies for the CAMeLot, but they are always listed in the upload here at BSC LEX.

Quote from: dadyrghluv on November 24, 2007, 06:35:12 PM
i am extremley new to the CAM, and have read very little about up until earlier today, and i just had to give it a shot. sorry for all the stupid questions.

Your questions aren't stupid!
There is a lot of information to read that will probably answer most of your questions in the stickied threads at the CAM board. ;)
Take your time ti read them and feel free to ask when you wonder about something! :)
Title: Re: CAM - inCAMpatible Mods
Post by: dadyrghluv on November 25, 2007, 02:58:18 PM
thanx again ripple, i'm off to see those stickys now, and hopefully have the remaining questions answered.

now all i have to do is find all the dependencys i d/l'ed for those NDEX buildings and delete them. i used cleanitol, but none show, so i geuss im in the clear for now.

thanx again bud, much appreciated.
Title: Re: CAM - inCAMpatible Mods
Post by: feitut on November 25, 2007, 05:59:39 PM
Hi RJ, are there also inCAMpatible Props and Lots i Should watch out ? cos I has been addicted to Cam Mod  :P
Last week I already enjoy building city with cam installed and my city just go Wooshhh... all skycrapers  :thumbsup:
but the i download more depedancy like InstallBSClots and InstallCARCH_Lots_BSC and start new region then My CAM is just like disabled,  still not sure which depedancy which cause this. but I already run your CAM Cleanitool and my plugin folders are clean, also already try to find the InCAMpatible mods in this sticky but not find one.. :bomb: Clean, Still cant find one which disable this CAM &cry2
Are There????
Sorry for Bad English  :-[
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on November 25, 2007, 06:05:23 PM
Quote from: feitut on November 25, 2007, 05:59:39 PM
and start new region then My CAM is just like disabled

If you start a new region from scratch with the CAM, you will notice the other side of CAM. :thumbsup:
Your city will have to sprawl out considerably more with the CAM than without it before you will start to see skyscrapers.

You probably need to develop several neighbouring cities before you will start to see highrises.
Then, it is easy for you to decide where you eventually want your downtown area. Zone high-density only there! ;)
Title: Re: CAM - inCAMpatible Mods
Post by: dadyrghluv on November 25, 2007, 06:22:15 PM
one thing occured to me that may not have been addressed.

is there any preference to which city style u choose, and does it matter with CAM? E.G chicago, euro, new york, houston? will they show up regardless of which city style i choose?

and thats the last question i have really, unless something horrid comes up.  :thumbsup:
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on November 25, 2007, 06:26:08 PM
Actually, most CAMeLots that were made soon after the CAM was published do grow in all tilesets.
Newer CAMeLots hopefully are better split up...

It is rather common that skyscrapers either belong to both Chicago and NY tilesets or both Houston and Euro tilesets.


Quote from: dadyrghluv on November 25, 2007, 06:22:15 PM
and thats the last question i have really, unless something horrid comes up.  :thumbsup:

Never say never... $%Grinno$%
Title: Re: CAM - inCAMpatible Mods
Post by: dadyrghluv on November 25, 2007, 06:32:37 PM
darn, u beat me to it, i was gonna edit my last post, but yea just one quickie,

is it possible to have all the CAM mega packs, basically ALL CAM LOTS in your plugins folder? has this been tested yet? i don't wanna download a pack and find out it screwed my entire plugins and regions if they don't play nice nice with eachother.

i am starting with the residential packs first then its off to the commercial packs, then industry, etc. this can be done i hope.
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on November 25, 2007, 06:42:47 PM
That shouldn't be a problem! ;)
I would however recommend that you do at least put them in a common subfolder under your plugins folder in that case. :)
Title: Re: CAM - inCAMpatible Mods
Post by: feitut on November 25, 2007, 07:27:14 PM
So I tried this... i go back to my last region which the CAM working properly last week and try to delete Stage 11 NDex Diamond Financial Center next to mayor house.. and wait.. the result is Cinemax 13 is build after that no more Cam building develop. I wonder why.. ()what() I guess i tried to reinstall all building and props in Plugin folder and try more selective this time.
Title: Re: CAM - inCAMpatible Mods
Post by: jen_p on December 15, 2007, 10:41:23 PM
I haven't noticed this mentioned before, but is Raphaelninja's Radical Ordinance V2 (http://www.simtropolis.com/modding/index.cfm?p=details&id=282) mod CAMpatible? It hasn't been mentioned here, but it does change demands, so I was wondering. I've never been able to get commercial buildings to grow well without it.
Title: Re: CAM - inCAMpatible Mods
Post by: Pat on December 16, 2007, 01:08:04 AM
I was wondering if anyone who has cam DLed Pegs New Mod for Christmas 365 by a chance and if that is gonna be problem???
Title: Re: CAM - inCAMpatible Mods
Post by: dragonshardz on December 16, 2007, 01:19:07 AM
Pat: Peg said that that particular mod will only affect his Christmas props, lighting them 24/365.
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on December 16, 2007, 01:39:22 AM
Quote from: jen_p on December 15, 2007, 10:41:23 PM
I haven't noticed this mentioned before, but is Raphaelninja's Radical Ordinance V2 (http://www.simtropolis.com/modding/index.cfm?p=details&id=282) mod CAMpatible? It hasn't been mentioned here, but it does change demands, so I was wondering. I've never been able to get commercial buildings to grow well without it.

All mods changing any ordinances are CAMpatible.
A demand ordinance increases certain RCI demands by a percentage, and works the same whether you have CAM or not.

However, if you want to run a balanced simulation, I recommend neither RalphaelNinja's Radical Demand Ordinance nor Buggi's Super Demand Ordinance.
And this recommendation is the same regardless of whether you're running the CAM or not.
Title: Re: CAM - inCAMpatible Mods
Post by: jen_p on December 16, 2007, 03:15:18 AM
Thanks, RippleJet. I only ever use it to increase commercial demand, none of the other ordinances. I haven't used the CAM yet, I'm in the process of creating a new plugins folder and region to try it out. Hopefully the CAM balances demand better, so that I do not need to use the Radical Ordinance mod to have any commercial development.
Title: Re: CAM - inCAMpatible Mods
Post by: dadyrghluv on December 16, 2007, 10:15:01 AM
well now with the CAM installed, i have run into a small problem.

my game runs terribley slow now, and i found it has to do with my avenue i have stretched across as my main strip for traffic. u see, my avenue will not stop changing its look, so therefore a whole like 5 miles of road, since it runs across a whole large tile, constantly updates its look. so this makes my game run really bad. this is the first i have experienced this. i would assume its due to the CAM, since it didnt start until i installed a CS$$ CAM pack, stage 12-13 i think it was. since i cannot seem to remeber the exact one, i geuss i'll have to pull it out and start over.

any help/suggestions are welcome.
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on December 16, 2007, 10:41:59 AM
Quote from: dadyrghluv on December 16, 2007, 10:15:01 AM
i would assume its due to the CAM

More likely it's due to the number of hirises that have grown along that avenue.

The same kind of lag appears without the CAM as well if your PC isn't the fastest one and you have a huge plugins folder and have plopped your entire CBD. With the CAM you might also experience it with growable buildings...

Using Wouanagaine's DatPacker (http://sc4devotion.com/forums/index.php?topic=204.0) might solve some of your problems. ;)

Another preemptive solution would be to run a region having no large city tiles. :thumbsup:
Title: Re: CAM - inCAMpatible Mods
Post by: dadyrghluv on December 16, 2007, 12:46:22 PM
i would love to have a region w/o large tiles, but can't due to the fact it's a map of SC4T. i have not a clue how to change the map sizes in it. but yes, ur right, its when i have development near my avenues. the city itself is very young, maybe 1-3 years in the city life, so no skyscrapers are developed.

i'm not too sure how or what the datpacker does, but i'll check the readme and see what its all aboot(canadien joke, sorry, couldnt help myself)
Title: Re: CAM - inCAMpatible Mods
Post by: wouanagaine on December 16, 2007, 11:55:59 PM
Quote from: dadyrghluv on December 16, 2007, 12:46:22 PM
i would love to have a region w/o large tiles, but can't due to the fact it's a map of SC4T. i have not a clue how to change the map sizes in it. but yes, ur right, its when i have development near my avenues. the city itself is very young, maybe 1-3 years in the city life, so no skyscrapers are developed.

i'm not too sure how or what the datpacker does, but i'll check the readme and see what its all aboot(canadien joke, sorry, couldnt help myself)
You can create your own config file for any map ( beeing SC4M or regular old jpg files ). With a SC4M map it is a bit longer, here are the step:

-copy the config.bmp that come with the SC4M download into a new folder in your regions folder
-edit it with MS Paint and fill it with green solid color ( RGB = 0,255,0 )
-run SC4TF, open your new region ( it will appear all black and flat )
-choose 'import file' in the 'global tools'
-locate the sc4M file and click ok
-now you have your region in SC4TF with medium tiles everywhere
-save your region ( CTRL-S ) so you can now play with it in SC4
you can find more detailled informations about config.bmp in the omnibus at ST in the omnimap section by Vandy

Hope it helps
Title: Re: CAM - inCAMpatible Mods
Post by: dadyrghluv on December 17, 2007, 10:03:01 AM
thanx wou, i shall do this asap. i figured it was around the same way, but ya never know.

thanx for the help on that. :thumbsup:
Title: Re: CAM - inCAMpatible Mods
Post by: CasperVg on February 02, 2008, 10:43:22 PM
Could someone check if this newly-released mod is CAM compatible.
It is an ordinace that if checked only allows highrise residential and commercial to grow.

Skyscraper Modd - Offsite link (STEX) (http://www.simtropolis.com/stex/index.cfm?id=19329)
Title: Re: CAM - inCAMpatible Mods
Post by: xxdita on February 02, 2008, 11:37:22 PM
It's not inCAMpatible, it just doesn't seem to be a SC4 file. iLive's Reader wouldn't open it, so I checked it with notepad, and it's not a DBPF file. The game doesn't read it.
I'd hope that it gets locked by STEX admins before too many people download it.
Title: Re: CAM - inCAMpatible Mods
Post by: JoeST on February 03, 2008, 04:10:33 AM
Looks like it did get locked, even tho the mod thought it worked.

Well good catch Dita...

Joe
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on March 04, 2008, 12:43:09 AM
Uroncha's recent mod "Farm Mod (http://www.simtropolis.com/stex/index.cfm?id=19406)" has been added to the list of inCAMpatible mods.

There are four files included in that mod. Two of them are inCAMpatible:

Developer_I-R_DemandSourceCS$_ReduceTrafficEffect.dat
Developer_I-R_ReduceTrafficEffect.dat

The other two files included only add a building value and water consumption to farm fields.
None of these files are inCAMpatible:

FarmFieldTax.dat
FarmFieldTaxWater.dat

Thanks Uroncha also for mentioning in the readme that your mod isn't CAMpatible! :thumbsup:
Title: Re: CAM - inCAMpatible Mods
Post by: CasperVg on March 27, 2008, 02:39:49 AM
It's not really a mod, but is this download CAMpatible?
Marrast Euro Housing - BSC Custodianhttp://www.simtropolis.com/stex/index.cfm?id=16826 (http://www.simtropolis.com/stex/index.cfm?id=16826)

From the description:
This set includes 40 low wealth housing lots. They are all growable and fully replaces standart SC4 low wealth EURO housing lots exept small houses and hi-rises.
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on March 27, 2008, 02:47:13 AM
Yes, since Marrast's R§ Euro Housing replaces all in-game R§ midrise buildings and lots (stages 4-7), it is CAMpatible.
None of those houses or lots have been changed in CAM 1.0. ;)
Title: Re: CAM - inCAMpatible Mods
Post by: papab2000 on August 28, 2008, 10:33:54 PM
I have a question regarding a comment I seen in an earlier post talking about the model files. My question is: If I download a CAMpatible building file from the CAM list am I to understand that I only need the model file and none of the lot files, desc files or dependencies? I would like to be clear on this so I don't run into any issues.

Thank you,
Rich
Title: Re: CAM - inCAMpatible Mods
Post by: superhands on August 29, 2008, 03:07:50 AM


looking through my plugins and well found this:

Plugin_180year_Abandonment_Modd.dat (examplar: building development.)



Title: Re: CAM - inCAMpatible Mods
Post by: nerdly_dood on August 29, 2008, 06:37:42 AM
Where can I find the BSC No Maxis Mod? (the one that changes the growth stage of all Maxis buildings to 255)

I recently installed the CAM, and did so just a few moments after installing DuskTrooper's Block All Maxis mod.
Title: Re: CAM - inCAMpatible Mods
Post by: JoeST on August 29, 2008, 06:40:46 AM
its on the LEX....
Title: Re: CAM - inCAMpatible Mods
Post by: Diggis on August 29, 2008, 06:41:46 AM
Quote from: papab2000 on August 28, 2008, 10:33:54 PM
I have a question regarding a comment I seen in an earlier post talking about the model files. My question is: If I download a CAMpatible building file from the CAM list am I to understand that I only need the model file and none of the lot files, desc files or dependencies? I would like to be clear on this so I don't run into any issues.

Thank you,
Rich

If you download a CAMeLOT that references an external building download then you only need the building from the external download and the Lot file from the CAMeLOT download.
Title: Re: CAM - inCAMpatible Mods
Post by: nerdly_dood on August 29, 2008, 06:48:30 AM
Found it easily enough, thanks.
Title: Re: CAM - inCAMpatible Mods
Post by: deathtopumpkins on August 29, 2008, 07:18:03 AM
Speaking of that BSC No Maxis Mod nerdly mentioned, I've been trying to use it for months now, but it doesn't seem to work.
Is there any specific place within your plugins folder the dat files have to be? I've tried leaving them in the main Plugins, and I've tried them in a subfolder, but the Maxis buildings just keep growing.
And it is supposed to be CAMpatible, is it not? If so, anybody know what I'm doing wrong?
Title: Re: CAM - inCAMpatible Mods
Post by: papab2000 on August 29, 2008, 08:02:26 AM
Ok, got it, thanks Diggis
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on August 29, 2008, 01:35:58 PM
Quote from: deathtopumpkins on August 29, 2008, 07:18:03 AM
Speaking of that BSC No Maxis Mod nerdly mentioned, I've been trying to use it for months now, but it doesn't seem to work.
Is there any specific place within your plugins folder the dat files have to be? I've tried leaving them in the main Plugins, and I've tried them in a subfolder, but the Maxis buildings just keep growing.

It needs to be loaded after CAM itself (which is in the a_CAM folder).
Thus, keeping it in the plugins root is not a good idea.
Any subfolder loaded after a_CAM should suffice though (e.g. the BSC folder).


Quote from: deathtopumpkins on August 29, 2008, 07:18:03 AM
And it is supposed to be CAMpatible, is it not?

Yes!


Quote from: deathtopumpkins on August 29, 2008, 07:18:03 AM
If so, anybody know what I'm doing wrong?

Difficult to pinpoint... ::)
1. Are you sure you have all BSC Maxis blockers installed (there's one for each RCI type)?
2. You do not have any custom lots installed that use Maxis buildings as props?
3. I think there is one or two CS lots that for some reason were left out from the blockers...

Do you think you could list the names of those Maxis lots/buildings you've had growing despite the blockers?
Title: Re: CAM - inCAMpatible Mods
Post by: deathtopumpkins on August 29, 2008, 06:01:14 PM
Quote from: RippleJet on August 29, 2008, 01:35:58 PM
It needs to be loaded after CAM itself (which is in the a_CAM folder).
Thus, keeping it in the plugins root is not a good idea.
Any subfolder loaded after a_CAM should suffice though (e.g. the BSC folder).

OK, I'm going to try them in their own folder with a z in front of it to ensure that it's loaded after (I didn't keep the BSC folder when I recently reorganized my plugins folder. Stuff got split up by type).

QuoteYes!

That's what I though.  :)

QuoteDifficult to pinpoint... ::)
1. Are you sure you have all BSC Maxis blockers installed (there's one for each RCI type)?
2. You do not have any custom lots installed that use Maxis buildings as props?
3. I think there is one or two CS lots that for some reason were left out from the blockers...

Do you think you could list the names of those Maxis lots/buildings you've had growing despite the blockers?

1. No, is that necessary? I'm currently only using the I-R, I-D, I-M, and CS$ ones, as I don't have very many custom I-HT and CO lots, though I think I will start using the CO ones, and I don't think I have really any custom R upper stage (but below CAM) buildings.
2. That I probably do... Not sure off the top of my head. Why, would that throw it off?
3. Well the CS I never really get a maxis lot anymore anyway, what with all of SimGoober's lots! Maybe an occasional maxis one, but CS isn't really a problem anyway.

As for listing the ones that still grow, all the Maxis farms and I-D and I-M lots have still been seen growing recently, along with the very rare CS building.

Thanks for the help.

EDIT: After playing the game for a little while with the Maxis blockers definately loading after CAM, I noticed that all of the stage 1 and 2 Maxis farms were abandoned due to a lack of water. I'm assuming this means that it worked because the Maxis blockers work by changing the growth stage of all the Maxis buildings (if I'm not mistaken), and raising the stage of the buildings causes them to require water, thereby causing them to become abandoned. So I guess that means they work for me now...
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on August 31, 2008, 01:59:47 AM
Quote from: deathtopumpkins on August 29, 2008, 06:01:14 PM
1. No, is that necessary?

No, of course not! ;)


Quote from: deathtopumpkins on August 29, 2008, 06:01:14 PM
2. That I probably do... Not sure off the top of my head. Why, would that throw it off?

The blockers only block those lots from growing that Maxis made.
They won't block custom lots using Maxis buildings from growing.


Quote from: deathtopumpkins on August 29, 2008, 06:01:14 PM
As for listing the ones that still grow, all the Maxis farms and I-D and I-M lots have still been seen growing recently, along with the very rare CS building.

That would indicate that those growing are not Maxis lots, but rather custom lots using Maxis industrial buildings...


Quote from: deathtopumpkins on August 29, 2008, 06:01:14 PM
EDIT: After playing the game for a little while with the Maxis blockers definately loading after CAM, I noticed that all of the stage 1 and 2 Maxis farms were abandoned due to a lack of water. I'm assuming this means that it worked because the Maxis blockers work by changing the growth stage of all the Maxis buildings (if I'm not mistaken), and raising the stage of the buildings causes them to require water, thereby causing them to become abandoned. So I guess that means they work for me now...

That's a very good and useful comment, deathtopumkins! :thumbsup:
I honestly didn't think about that when the blockers were released.
Besides, I doubt anybody during testing would have wanted Maxis farms to grow in the first place anyways...

I've had an idea for a new version of the blockers though, and I will definitely have to revert to that soon now!
Title: Re: CAM - inCAMpatible Mods
Post by: deathtopumpkins on August 31, 2008, 09:00:13 AM
Quote from: RippleJet on August 31, 2008, 01:59:47 AMThe blockers only block those lots from growing that Maxis made.
They won't block custom lots using Maxis buildings from growing.
Oh that's fine. I only have a few buildings using Maxis buildings as props, and I'm fine with them still growing.

QuoteThat would indicate that those growing are not Maxis lots, but rather custom lots using Maxis industrial buildings...
No, I don't think so. The industrial ones were just the plain old Farley's Foundry, MPR Metals, and Bella Barium that have always grown. I haven't tried developing an industrial area since getting them to work though, so I'm not sure if they will work.

QuoteThat's a very good and useful comment, deathtopumkins! :thumbsup:
I honestly didn't think about that when the blockers were released.
Besides, I doubt anybody during testing would have wanted Maxis farms to grow in the first place anyways...

I've had an idea for a new version of the blockers though, and I will definitely have to revert to that soon now!
Really? Thanks.
I'll be looking for those new ones soon!
Title: Re: CAM - inCAMpatible Mods
Post by: planetechef on September 12, 2008, 05:21:56 AM
hello everyone, this mod is not on the list, so i presume it will work with the CAM, no?
Buildings Ploppable Mod or under a other name the extra cheats code DLL
because i love this one, i mean, when you want a specific building just on a right place. so i hope it s ok  &mmm
Title: Re: CAM - inCAMpatible Mods
Post by: rooker1 on September 12, 2008, 05:58:55 AM
planetechef,
There is no problem using this modd with the CAM. 
Except for the fact if you use this too much in your city without the proper demand you could throw your city out of whack.  Not very technical, but I'm sure Ripplejet will be around soon.  ;)

Robin  :thumbsup:
Title: Re: CAM - inCAMpatible Mods
Post by: planetechef on September 12, 2008, 06:22:11 AM
thanks very much, don't worry, i use this mod only when i want a special building on a special place, you know sometime you have 2 building who go together very well, but it s a another one who get the place so a small plop, anyway, no funny to plop too much as well  ()sad()
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on September 12, 2008, 07:03:26 AM
Thanks Robin for providing a quick reply! :thumbsup:
As he said, there's nothing inCAMpatible with plopping buildings or using any of the Extra Cheats.

Before you start plopping too many buildings, you might want to read this though: ::)
Ploppables with Jobs and Residents. Why not? (http://sc4devotion.com/forums/index.php?topic=4297.0)
Title: Re: CAM - inCAMpatible Mods
Post by: planetechef on September 14, 2008, 06:39:13 PM
thanks for the links, very interesting,  :thumbsup: but i don t plop a lot as i said, just few building for candy eyes  :thumbsup:
Title: Re: CAM - inCAMpatible Mods
Post by: SlimShady on September 19, 2008, 11:52:59 AM
I was looking through my Maxis plugin folder and saw this mod, Realism Mod Stage 1. It was created in 2004 and I am sure I got it from the STEX. Could this conflict the Cam? Sorry if this one has been brought up already.
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on February 22, 2009, 04:45:47 AM
The Cleanitol file and listing on the first page has been updated to include the RCImulti mod by niloluiz.
That mod is only available as an attachment to a thread at ST, and thus isn't used by many.


Quote from: SlimShady on September 19, 2008, 11:52:59 AM
I was looking through my Maxis plugin folder and saw this mod, Realism Mod Stage 1. It was created in 2004 and I am sure I got it from the STEX. Could this conflict the Cam? Sorry if this one has been brought up already.

I've searched for this "Realism Mod Stage 1" on the STEX, but cannot find it myself...
It's a long time since you posted this, but if you still return here, could you please send me the file and I'll take a look at it.
Title: Re: CAM - inCAMpatible Mods
Post by: bob56 on February 28, 2009, 02:09:45 PM
I just want to double check...If i'm right, all other non-cam custom content growables will work properly?

Thanks for any help!
Title: Re: CAM - inCAMpatible Mods
Post by: Rayden on February 28, 2009, 03:42:38 PM
Quote from: bob56 on February 28, 2009, 02:09:45 PM
I just want to double check...If i'm right, all other non-cam custom content growables will work properly?

Thanks for any help!

Yes they will work normally.
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on February 28, 2009, 03:45:20 PM
Quote from: bob56 on February 28, 2009, 02:09:45 PM
I just want to double check...If i'm right, all other non-cam custom content growables will work properly?

In general the answer would be yes... however...
...they will work properly only if they are modded properly... ::)

There are e.g. skyscrapers out there that would grow as stage 1.
There are CS buildings out there that produce more garbage than one incinerator can burn.
There are buildings with such a high building value that you will never, ever need to even consider a money cheat.
There are buildings that cannot dilapidate, e.g. from §§§ to §§ or §. Instead they would just abandon if desirability drops.
Etc...

All such buildings would of course grow also with CAM.
I guess whether they are CAMpatible is a matter of taste though... ;)
Title: Re: CAM - inCAMpatible Mods
Post by: SlimShady on March 01, 2009, 02:37:08 AM
Quote from: RippleJet on February 22, 2009, 04:45:47 AM
I've searched for this "Realism Mod Stage 1" on the STEX, but cannot find it myself...
It's a long time since you posted this, but if you still return here, could you please send me the file and I'll take a look at it.

Well RippleJet you made me determined to find it so I searched for two days and I finally found it, Realistic Resident Mod (http://www.simtropolis.com/stex/index.cfm?id=11222). ;D

And I also found one more I used. Urban Housing Mod (http://www.simtropolis.com/stex/index.cfm?page=1&keyword=Urban%20Housing%20Mod&type=all)

I know I didn't remove these mods when I first installed The Cam, and to be honest I didn't have no conflicts while I was playing with both mods. :) But now I am left wondering if there could have been some sort of confict. &Thk/(
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on March 01, 2009, 03:33:43 AM
Thanks for digging those up, SlimShady! :thumbsup:

Luckily neither rob_2616's Urban Housing Mod nor rustawilliams' Realistic Resident Mod are inCAMpatible though :).
Title: Re: CAM - inCAMpatible Mods
Post by: SlimShady on March 02, 2009, 10:35:43 PM
So its safe to say I could download them once again if I hadn't had a problem before with them?
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on March 02, 2009, 10:47:52 PM
Yes
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on October 07, 2009, 12:08:51 PM
I've updated the list on the first page and the Cleanitol file with RadicalOne's Super Demand Mod (http://www.simtropolis.com/stex/details.cfm?id=22391).
There's been some discussion and confusion over there whether that mod is CAMpatible or not...

His mods change certain properties in the same RCI exemplars as have been changed in CAM.
These properties are the Minimum Value and Maximum Value, which is the allowable range of active demand.

In CAM the maximum values have been raised to 24,000 for all residential and commercial RCI types.
The reason for this is to allow high-capacity (over 20,000) CAMeLots to grow in the first place.

With Rush Hour we know that you could barely get an office with 8,000 jobs to grow...
Thus, stage 15 towers simply couldn't grow unless we raised these maximum values.

The Max Out mods which are included in the Super Demand Mod set the minimum active demand to exactly 6,000, the same as the maximum active demand.
Thus, regardless of game calculated demand, you would always have a demand of 6,000.

Since higher-stage CAMeLots may have capacities being significantly higher that this,
they simply wouldn't grow at all, even if demand is artificially maxed out.
Title: Re: CAM - inCAMpatible Mods
Post by: diamonddog_74 on October 29, 2010, 07:50:34 AM
I didn't see it listed, and the Cleanitol file didn't search for it; so, can I assume that the "Functional Landmarks Mod" works with CAM?
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on October 30, 2010, 12:41:42 PM
Yes, it does. :)
However, before going on a plopping bonanza, you might want to read "Ploppables with Jobs and Residents. Why not? (http://sc4devotion.com/forums/index.php?topic=4297.0)". ;)
Title: Re: CAM - inCAMpatible Mods
Post by: diamonddog_74 on November 10, 2010, 07:23:46 AM
Quote from: RippleJet on October 30, 2010, 12:41:42 PM
Yes, it does. :)
However, before going on a plopping bonanza, you might want to read "Ploppables with Jobs and Residents. Why not? (http://sc4devotion.com/forums/index.php?topic=4297.0)". ;)

Thanks RippleJet.

BTW, I really only use ploppable office buildings if there is a high demand for the type of building. The ones that I tend to use are smaller than Stage 8 equivalent anyway. Most of the tall ploppable office towers are of the glass curtain variety, and I don't particularly like them.

Besides, my question was in regards to Functional Landmarks (like Smith Tower, Coit Tower, Arc de Triomphe, etc.) Most of these supply few jobs, therefore they don't distort the game like those huge office towers from the link you provided. With CAM, most of the large office buildings that one would usually plop to satisfy demand will grow on their own since they are included in the Starter Packs.
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on November 10, 2010, 05:32:10 PM
You might want to remember that some of those ingame landmarks are set to grow in CAM.
Check appendices 5 and 6 in the manual for more details. ;)
Title: Re: CAM - inCAMpatible Mods
Post by: RozenSky on January 17, 2011, 04:11:00 PM
Hi i tried this out with cleanitol and i ended up with

One R maxout.dat not present
Two C maxout.dat not present
Two Cs maxout.dat not present
Two I maxout.dat not present
Two R maxout.dat not present
Three C maxout.dat not present
Three I maxout.dat not present
Four C maxout.dat not present
Five C maxout.dat not present
you seem to be up tp date with dependencies

what does this mean? sorry im kinda new with this mods thingy. i just got the game a week ago and i downloaded skyscrapers that have the CAM dependency but i can't seem to see them on the game so i tried checking this thread out, i don't know how to sort out mods so i downloaded the cleanitol to help me if ever i have a non-CAMpatible mode that i installed but that's my result.
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on January 18, 2011, 02:05:01 PM
If Cleanitol gives the message that a file is not present, that's only a good sign.
It means Cleanitol wasn't able to find obsolete files that it otherwise would have removed.
Title: Re: CAM - inCAMpatible Mods
Post by: RozenSky on January 19, 2011, 07:23:12 AM
so does that mean the the farm mod, quadruple mod, graph max out mode works with cam? i have them on my plug-ins folder. also how can i see the skyscrapers i downloaded?
Title: Re: CAM - inCAMpatible Mods
Post by: BarbyW on January 19, 2011, 08:14:38 AM
All the mods you list are not CAMpatible and should be removed. They are listed in Ripplejet's sticky post at the top of this page.
You will see the skyscrapers you have downloaded when it is right for them to grow - I am assuming you mean ones in the CAM starter packs.
Title: Re: CAM - inCAMpatible Mods
Post by: RozenSky on January 19, 2011, 06:49:49 PM
i already removed the listed mods im not sure if there are more since cleanitol is not saying anything even the said mods it did not detected on my system so im not sure if its saying the true result. about the skyscrapers im not sure, i just clicked on the newest tab on the exchanged and downloaded this skyscrapers that i saw there.
Title: Re: CAM - inCAMpatible Mods
Post by: Ocram on April 14, 2011, 07:54:23 PM
What is the compatibility status of the recently released SimPeg Agricultural Mod?
Title: Re: CAM - inCAMpatible Mods
Post by: huntingfire on April 15, 2011, 11:08:31 AM
The SPAM readme said incompatible.
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on April 15, 2011, 12:17:17 PM
It most certainly is... ()lurker()
Title: Re: CAM - inCAMpatible Mods
Post by: jmyers2043 on April 15, 2011, 02:14:37 PM
It is not CAMpatible.
Title: Re: CAM - inCAMpatible Mods
Post by: SlimShady on April 15, 2011, 08:48:22 PM
Would one get into trouble if one made it CAMpatible for ones self?  :D
Title: Re: CAM - inCAMpatible Mods
Post by: travismking on April 15, 2011, 09:12:26 PM
shouldnt you be able to datpack it with simcity_1 and Cam to avoid the problems? I was thinking about this, but not quite sure if it would work to avoid the problems
Title: Re: CAM - inCAMpatible Mods
Post by: RippleJet on April 16, 2011, 02:38:01 AM
Since SPAM changes the same Industrial Resource developer exemplar as CAM does, you cannot use them both at the same time.
Effectively, SPAM would disable stage 6 and 7 CAM farms. I'll add a detailed report about SPAM up in the opening post later on. ;)

On the other hand, SPAM lots should grow in CAM as well, since CAM already enables all growth stages that SPAM is adding... :)


Quote from: SlimShady on April 15, 2011, 08:48:22 PM
Would one get into trouble if one made it CAMpatible for ones self?  :D

No, and I think Jim already did that for himself... ::)
Should be quite easy too... just run the SPAM lots through PIM-X. ;)
Title: Re: CAM - inCAMpatible Mods
Post by: travismking on April 16, 2011, 06:46:14 PM
Thing is, I really like how spam changes the farming, its not just the lots that I like, Its that it also allows them to grow in all EQ levels, and have mid and high wealth jobs, makes them more like I-M instead of I-R. I'm trying to find a way to be able to use SPAM and CAM at the same time.
Title: Re: CAM - inCAMpatible Mods
Post by: FrankU on April 17, 2011, 08:10:44 AM
Yes, and I am interested in the same subject as well.

A long time ago I once asked if it were possible to have agricultural lots with higher education levels. The answer at that time was No, but apparently there is a Yes possible. It makes me very curious.

I have the feeling that SPAM does not only add the two higher stages, at least not the way CAM does. So I'm afraid that there is more to this. I just am not able to find out what. Maybe RippleJet and Paeng can do this together?
It would be great to have SPAM lots in CAM areas, or the other way around (CAM lots in SPAM areas?)

And of course it is possible to edit SPAM lots with Pim-X, to make them CAM patible, but that'.st quite a job.
Title: Re: CAM - inCAMpatible Mods
Post by: Lowkee33 on April 17, 2011, 11:31:36 AM
The simplest thing you can do is copy/paste all 7 of Stage Vs Size from the CAM IR Developer exemplar into the SPAM developer exemplars.  This will at least have you able to grow all of the CAM lots in an education friendly environment.   

There is no reason to assume that the SPAM lot stages increase like the CAM stages, and for that you would go into PIMX and "fix" everything.  With a tool like PIMX, going from SPAM to CAM is easier than going from CAM to SPAM.

The exemplar that has R$$$ working in farms is the IR Census, this could be taken out of SPAM and used alone much like the 5% R$$ working in... that come with CAM (though I am not sure the % that SPAM uses).

Fukuda's IR Placement Mod (http://www.simtropolis.com/forum/files/file/16183-ir-placement-mod/) does the trick if you are looking to keep odd zoning possibilities.
Title: Re: CAM - inCAMpatible Mods
Post by: FrankU on April 18, 2011, 05:47:27 AM
Sorry Carl,
This is way above my head.

What I'd like to know is:
Is it really possible to use the SPAM and the CAM together? Maybe first load CAM and then SPAM, so that SPAM overwrites the CAM agricultural stuff?
I'd use SPAM for the agricultural developments and lots and CAM for the others (ID,IM,IH, R and C).
Meaning: I'd use only CAM stage 1 to 5 lots and SPAM lots. I simply won't use CAM stage 6 and 7 lots. Would that work?
Meaning also: if I make my own farming lots I can make them simply with Pim-X, but make only lots up to stage 5.
Title: Re: CAM - inCAMpatible Mods
Post by: Lowkee33 on April 18, 2011, 06:43:38 AM
I think you would be just fine with that, though another SPAM conversation goes on Here (http://sc4devotion.com/forums/index.php?topic=12947.0).  CAM aught to be datpacked into SimCity to avoid double demand anyway, so SPAM should load last.  My general impression is that SPAM is for farms, and farms only.  While farms may not be CAMs strong side, at least other things can happen as well, other people are testing the mod out though, and I think I will shut up about the matter. 
Title: Re: CAM - inCAMpatible Mods
Post by: FrankU on April 18, 2011, 06:51:21 AM
And I probably should too.
Maybe I'll just wait what comes up.

On the other hand: my Dutch farms set is growing and I'd hate it if I had to do a lot of work over again because some kind of incompatibility shows up.
At least the lots and textures of SPAM are beautiful, and I'll probably use them in my own lots. But that's maybe besides the point of compatibility discussions.
Title: Re: CAM - inCAMpatible Mods
Post by: Lowkee33 on April 18, 2011, 07:13:25 AM
Your farms are completely compatible.  However, looking at SPAM from the Reader side (and not the in-game side) I would say that SPAM farms generally have a higher Capacity than other farms, so yours may be stage 1/2 compared to SPAM.

The SPAM fields have a capacity of at least 36 so I wouldn't use those (Actually, they offer ID and IM jobs too, I don't know how well a SPAM field will work in a non-SPAM world).  This is exactly what PIMX is for though.
Title: Re: CAM - inCAMpatible Mods
Post by: FrankU on April 18, 2011, 07:25:54 AM
Ha, nice to know.

My aim is to make the lots via Pim-X. So the question is more: will they behave nicely in SPAM surroundings? Furthermore I will use some pre-made SPAM lots in my areas. And Í will probably use some props and textures from the SPAM in my own lots. So the fields and buildings will be all Pim-X'ed. So there won't be a problem I guess.
Title: Re: CAM - inCAMpatible Mods
Post by: Lowkee33 on April 18, 2011, 09:07:13 AM
Quote from: FrankU on April 18, 2011, 07:25:54 AM
So the question is more: will they behave nicely in SPAM surroundings?

I guess for this you would have actually play the game.  :P  I would build a pre-SPAM farm city with your lots and then throw SPAM into the mix.  SPAM does make life better for farms, so I imagine you would see an improvement there.

However, your farms will have a tough time competing once SPAM is in.  The Capacity of the Farm buildings is many times more than those given by PIMX.  The Building Value, which is one factor in what building SC4 grows, is often 2x that that PIMX gives.

SPAM makes farms work, but the effects on other building types is quite large.   
Title: Re: CAM - inCAMpatible Mods
Post by: gamzdude on July 31, 2011, 12:49:23 PM
how can the stander uncapped  jobs/ residents uncapped  in the rci muitly be inCAMpatible  i mean they don't do any to the mod except stop the annoying cap to increase so i can make my city as big as i want to they don't modify the jobs or stages also  i played with those files before  and nothing was wrong so if you can explane why they may not be fine ripple jet i will be happy :)
Title: Re: CAM - inCAMpatible Mods
Post by: xxdita on August 02, 2011, 03:22:28 PM
Quote from: gamzdude on July 31, 2011, 12:49:23 PM
how can the stander uncapped  jobs/ residents uncapped  in the rci muitly be inCAMpatible  i mean they don't do any to the mod except stop the annoying cap to increase so i can make my city as big as i want to they don't modify the jobs or stages also  i played with those files before  and nothing was wrong so if you can explane why they may not be fine ripple jet i will be happy :)

It's been ages since I've looked at the RCI Multi mods. By "removing caps", you mean eliminating the factors that determine whether an area of the city is ready for a particular Stage to grow;  such as Power, Water, Fire Protection, and Park Facilities? Then yes, it would be inCAMpatible, since it would create an extreme style of play, not in accordance to CAM's original design.

That alone of course does not mean the mod would not work with CAM installed; but it would create an extreme sort of game play, like most other "cheat" mods, directly disrupting CAM's natural flow of building stage placement within your cities. Then you face likely abandonment issues if you have not prepared the area in other ways as well.

You want BIGGER FASTER BETTER MOAR!!!? Check the LEX for xxturbo :)
Title: Re: CAM - inCAMpatible Mods
Post by: gamzdude on August 03, 2011, 04:57:52 AM
hi i have made a cool stage mod right here http://www.simtropolis.com/forum/files/file/26589-radicle-stage-mod/ (http://www.simtropolis.com/forum/files/file/26589-radicle-stage-mod/)
and i think that it does not work with the cam so if it is incompatible please add it to the list thanks :)
Title: Re: CAM - inCAMpatible Mods
Post by: thoffman on August 14, 2011, 10:03:56 PM
Hi all,

I've recently downloaded a ton of "Simgoober's lots/model packs" - some of which apparently are containing "CAMeLots". Since Simgoober unfortunately decided to pack everything into single .dat files, I can't easily single out or separate the relevant buildings from the rest...I am tempted to just leave them be. What would happen (if anything), should I attempt to run a (new) game with a bunch of CAMeLots sitting in my plugins folder, without CAM actually being installed as well?

Would those CAMeLot-buildings just not advance to the next stage and stay at whichever stage they initially appeared at, would they not spawn at all, or would there be any other undesirable effects occuring?

Sorry if this has been covered already somewhere, I tried using the search but the support threads here have grown beyond "searchability" it would seem..70+ pages, sheesh. ;-)

Regards,
TH
Title: Re: CAM - inCAMpatible Mods
Post by: Korot on August 15, 2011, 02:27:13 AM
Those CAMeLOTs simply wouldn't grow. The only thing CAMeLOTs do when you have them installed, without the CAM itself being installed as well, is taking up space on your HDD.

Regards,
Korot
Title: Re: CAM - inCAMpatible Mods
Post by: a_muses on September 13, 2011, 10:45:46 PM
Should SPAM (http://www.simpeg.com/forum/index.php?action=downloads;sa=view;down=614) be added to this list?
Title: Re: CAM - inCAMpatible Mods
Post by: jmyers2043 on September 14, 2011, 05:18:18 AM
In fact, Peg even says it is not compatible. Honestly, the SPAM will not cause your game to crash when used in conjunction with CAM. But it does some tinkering with the 'rules' of the game and will conflict with the CAM. You'll be half CAM half SPAM and the result will be some strange demands - you'll not be able to trust the demand graph's nor the employment reports.

- Jim

Title: Re: CAM - inCAMpatible Mods
Post by: SilverCyric on February 05, 2013, 01:36:08 PM
This is very true. I run CAM and SPAM and it never know what they actually need by looking at demand graphs... I just try and balance the number if jobs at half the number of people. It seems to be working, not a single city tile has dilapidated and they're almost 300 years old. It's been a nice organic spread, but the numbers and the demands are senseless...
Title: Re: CAM - inCAMpatible Mods
Post by: Carny on February 08, 2013, 08:04:21 AM
Hello to everyone. :)
I read your previous messages about CAM-SPAM and i have some questions about (sorry in advance for my bad english):

So SPAM and CAM togheter give just simple RCI graph bugs or Demand effective alterations?
In last case, for your opinion, there is a way to fix or patch CAM rules (only about low-density industrial zones) to avoid these alterations?
I know also that CAM allows 7 industrial stages, instead SPAM allows only 5 ones. If demands problems are generated by this discrepancy, can we reduce only CAM farm stages to 5 as SPAM rules?

P.S. i have CAM but i've never installed CAM farms. Lately i tried SPAM and i like it, but i noticed some weird demands in the gameplay (also in non-agricoltural cities). I wuold like to find a way to use both mods without abandonements or unemployments problems.

Thanks in advance for the help. :)
Title: Re: CAM - inCAMpatible Mods
Post by: Northern Pyro on June 08, 2013, 01:20:59 AM
A mod was uploaded today on the stex:
Maxis Seasonal - Residential & Commercial Lots 1.0
http://community.simtropolis.com/files/file/28771-maxis-seasonal-residential-commercial-lots/ (http://community.simtropolis.com/files/file/28771-maxis-seasonal-residential-commercial-lots/)
I am not sure whether or not it is CAMpatible, I am leaning heavily toward not, because it contains copies of EVERY residential and commercial Maxis lot in the game, replacing the trees to be seasonal, and decreasing the number of lights on some.
It would be great to possibly include this in the CAM
Title: Re: CAM - inCAMpatible Mods
Post by: whatevermind on June 08, 2013, 05:37:54 PM
Thanks for bringing this to attention. PaulSawyer (the creator) answered this in the comments for his upload, but I'll repeat it here just in case it gets missed:

Quote
I didn't modify them in PIM-X, so - no, this mod is unCAMpatible. Sorry
Title: Re: CAM - inCAMpatible Mods
Post by: zwitser on July 13, 2013, 05:03:12 AM
Hi all,

quick question about CAM. If a building on LEX has 2 versions: Growable (stage 6 I-HT) and ploppable. Do i need to install CAM to plop the buildings? Or can i just plop it in my city without the need to install CAM first?

"Both lots are 5 x 10 tiles, stage 6 growables. The I-HT is also made as a plop." http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2106 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2106)

Title: Re: CAM - inCAMpatible Mods
Post by: Korot on July 14, 2013, 03:24:47 PM
You don't need CAM for the plopables.
Title: Re: CAM - inCAMpatible Mods
Post by: dayoungerman on November 17, 2014, 05:15:26 AM
Is there a current list of CAMpatible Mods? I'm looking for compatible extensions to CAM since we probably will not see CAM 2.0.
Title: Re: CAM - inCAMpatible Mods
Post by: vortext on November 17, 2014, 10:23:48 AM
If you're after RCI mods than the Turbo Mod (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2462) is the only one that's CAMpatible afaik. I use it for the extra oomph to start out but be forewarned, growth can and most often will be relentless. Prepare for a never ending battle with 'no job' zots.  ;D

Other than that there's a CAMpatible version of T-Wrecks Industrial Revolution (http://community.simtropolis.com/files/file/29669-industrial-revolution-mod-cam-version/). And of course there's info in this very thread to make SPAM integrate with the CAM, or the other way around depending on your preference.

Hope this answers your question as I wasn't quite sure what you meant with 'compatible extensions to CAM'.