Deleted 2: Electric Boogaloo!

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Charamei:
Bollocks. Should've seen that one coming.

Thanks for the confirmation.

ThyGuy:
JM, I am too stupid to use your instruction. What do you do when you are too stupid to figure it out?

J. M. Pescado:

Marhis:
Quote from: J. M. Pescado on 2006 October 29, 04:19:18

Open up and reset the Sim Creation Index
Is it possible that this resource in some way contains also the index of neighborhood's number (N001, N002, etc.)? Following your tutorials - this one and that on terrain surgery - I noticed that the fifth pair of hex (after 34 6a 2a cc, which is the resource "name" in reverse order) is always be in all premade neighborhoods, and different in all those created later.

Now, if I merely create and later delete neighborhoods, deleting their folder also, when I create a new neighborhood it takes always the next serial number; but if I change that resource from <whatever> to "be", the next neighborhood I create, will take the next "free" number, not the higher one as usual.

Not sure if I explained clearly: I create N004, N005 and N006. Deleted N005 and N006. Creating another neighborhood, it will be N007. But, if I change that resource in my N004, the new neighborhood will be N005 instead.

Is all this possible or I've made my usual mess?

J. M. Pescado:
Unrelated. The neighborhood creation index for new neighborhoods always start at 1 everytime you restart your game. If you create 3 neighborhoods (004 005 006), then delete one (005), your next one is 007. If you restart your game, the next one you make will instead take up 005. No manipulation required.

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