OK so in your mods folder this mod, data, assets, till you get to the xml. It's all written in the XML. I've played with the Iron tower from 200 to 2000. I looked, it now buffs even old uncle Edward's Bright Sands. IMO this might actually be fun to get different recipes for different isles now. The restaurant ATM stayed the same. I have to fiddle some more. My biggest gripe with vanilla ever since 2019, or whenever tourist season got added. If there are 6 recipes, but only a tiny circle is affected, it's more to do because it's there. If it was island wide by default, all would do it ASAP. Not to mention the hotels needed to be near, but at the same time it was supposed to be for residences.
Yes, I see what you mean. Where this mod makes the new Shopping Malls have a very large radius, the same set for Bars, Cafes and Restaurants - I edited this mod ages ago to be 60 radius size - even though the new skyscrapers fall within that large radius, they show that the Shopping Mall goods are not reaching them as the supply buff - or whatever - is only default size (the green road highlights). The large green radius circle is a false indicator, or more accurately, not relative to supply range as I mistook it to be.
You need to add the following parameters: <ModOp Type="merge" GUID='135100,135189,135190,135103,135187,135188,135099,135122,135120,135123,135105,135121,134629,135194,135192,135193,135191,134631' Path="/Values/BuffFactory/PublicServiceData"> <FullSatisfactionDistance>179</FullSatisfactionDistance> <NoSatisfactionDistance>180</NoSatisfactionDistance> </ModOp> Or replace all FullSatisfactionDistance and NoSatisfactionDistance with the replace function as the author did.
Anybody knows how to increase the "green street" radius of the cafes, bars and restaurants? Or a way to increase the range of warehouses so that you don't have to build a warehouse everywhere.
Very nice mod and thank you for sharing! I have the same problem with the Docklands being too far out, so much that the radius for the bus stations would be ridiculous. I wish they had a dock bus stop. Meanwhile I'll play around with your radius config. Thanks again!
Hint: I've learned, that the bus stations actually don't need to reach the main building (ocean wharf). It's enough to reach the modules, as long as they are connected to the main building.
Massive thanks for adding restaurants, cafés and bars as well! I was actually quite surprised that you don't need the GUIDs of the mentioned buildings to adjust their radius. I tried to adjust the modification by myself and tried to bound the radius to the whole island - which works with trade unions and town halls etc. - However, it didn't work for the restaurants, cafés and bars. Is it because the new buildings don't follow the same rule with the "SocketScope" asset?
Here for example the mentioned radius for a town hall. "Area" indicates that the whole island and just only the built-on island is affected by that building and its radius. This does not work for the new buildings. <!-- Town Hall --> <ModOp Type="add" GUID='100415' Path="/Values/ItemContainer"> <SocketScope>Area</SocketScope> </ModOp>
"ProductionBuffDistance" is an unique asset for the new buildings and always has the same value of "45", so you can just flat out replace all existing assets with that value without having to point to specific GUIDs.
"SocketScope" only works on buildings that have... well... item sockets. :D What you're looking for is "ProductionBuffScope". That's an unique asset for the new buildings as well and you can simply change it for all buildings at once with this: <ModOp Type = "replace" Path = "//BuffFactory[ProductionBuffScope = 'Radius']/ProductionBuffScope"> <ProductionBuffScope>Area</ProductionBuffScope> </ModOp>
Since this makes ProductionBuffDistance basically obsolet, it can be removed from the mod.
23 comments
i increased the values in the text file but nothing changed
Actually, there is one bit of good news. This mod also effects Shopping Malls from High Life. Nice one. Cheers.
I can take a look into that.
<ModOp Type="merge" GUID='135100,135189,135190,135103,135187,135188,135099,135122,135120,135123,135105,135121,134629,135194,135192,135193,135191,134631' Path="/Values/BuffFactory/PublicServiceData">
<FullSatisfactionDistance>179</FullSatisfactionDistance>
<NoSatisfactionDistance>180</NoSatisfactionDistance>
</ModOp>
Or replace all FullSatisfactionDistance and NoSatisfactionDistance with the replace function as the author did.
I have the same problem with the Docklands being too far out, so much that the radius for the bus stations would be ridiculous. I wish they had a dock bus stop.
Meanwhile I'll play around with your radius config. Thanks again!
I was actually quite surprised that you don't need the GUIDs of the mentioned buildings to adjust their radius.
I tried to adjust the modification by myself and tried to bound the radius to the whole island - which works with trade unions and town halls etc. - However, it didn't work for the restaurants, cafés and bars. Is it because the new buildings don't follow the same rule with the "SocketScope" asset?
Here for example the mentioned radius for a town hall. "Area" indicates that the whole island and just only the built-on island is affected by that building and its radius. This does not work for the new buildings.
<!-- Town Hall -->
<ModOp Type="add" GUID='100415' Path="/Values/ItemContainer">
<SocketScope>Area</SocketScope>
</ModOp>
"SocketScope" only works on buildings that have... well... item sockets. :D
What you're looking for is "ProductionBuffScope". That's an unique asset for the new buildings as well and you can simply change it for all buildings at once with this:
<ModOp Type = "replace" Path = "//BuffFactory[ProductionBuffScope = 'Radius']/ProductionBuffScope">
<ProductionBuffScope>Area</ProductionBuffScope>
</ModOp>
Since this makes ProductionBuffDistance basically obsolet, it can be removed from the mod.
Do you think it would be possible to add tourists (and hotels etc.) in the new world? That would be very exciting!