• Moose

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About This File

The SimPeg Agricultural Mod (SPAM) is an absolute, total and complete replacement for the game-default farming system.

The default system was never really finished before game release and was, in fact, designed to be short-lived and used only initially in starter cities. The game, as it progresses, actually is designed to kill off all desire and usefulness for farming.

We changed all that.

Not only have we changed how all the farms look... but we also changed how they play.
Originally in a city, you could hug a tree... or kiss the sky with glass and steel. Now... you can do both.

At its most basic function and goal, the SPAM is an IND MTP Replacement Mod... similar to the RES and COM MTP replacement mods.


Its primary goal is to give an MTP-ish look and feel to the game's default farm lots.


Want to know more? Yeah of course... As a matter of fact, you NEED to know A LOT more - so before you install, we invite you to Visit the Full ReadMe and learn more about these - (PLEX Legacy update: all readme information can be found in the 5 pinned threads in the above link)

spam-pre01.jpg

FEATURES

* Development Stages

* Agricultural (I-R) Demand

* Employment

* Education

* No Power? No Water?

* Pollution

* Sub-Divide and Conquer

* Crop Only Lots

* Improved Lot Orientation

* Crop Selection

* Future SPAM

* SPAM Comparison

* Developer Notes on General Troubleshooting and Compatibility

farming30.jpg

DEPENDENCIES

This mod requires the MTP Super Pack.

INSTALLATION

By default, the SPAM files will reside in a sub-folder named "SPAM" in your Documents Plugins folder.

See the included Full ReadMe for more information!

 

All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.

pdt_logo01.png





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  • Announcements

    • Dirktator

      06/20/2017

      This month we're hoping for a little bit of a boost this month or next, in addition to covering the regular bills, we could benefit from some hardware upgrades. STEX Collector's Set gifts can now be sent to you via digital download as well as regular mail if you wish! Every donation dollar goes toward keeping Simtropolis online and humming along. Your contribution counts! Hardware Upgrades As our website community software improves with more and more features, and as we bolt on additional features such as chat, the increased load to handle all these new toys is taking the server a bit to task. You may have noticed that we'd been forced to temporarily disable the chat as we worked out allocating resources for more optimal performance. Following this, we've applied a number of 'soft' changes such as caching options and experimented with server configurations (nginx as proxy, for example), so the hardware aspect is also an area we'd like to focus on. The last time we upgraded hardware was back in 2012, prior to the release of SC13. Your contribution means a lot! Your donation will go toward helping us to 1.) migrate to a newer server or 2.) at least get some ram/cpu/storage updates and any other infrastructure hardware or services. Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
  • STEX Featured

  • Similar Content

    • By rsc204
      SWN is coming...
      !!IMPORTANT INFORMATION!!
      This page has only been updated so I can get everything ready...
      SWN is in the final stages of preparation for release, so for now the download here only contains the original SEN mod. SWN will add support for US users, TGN, NGN and TSR compatibility and much, much more. SWN is the replacement for SEN, bringing texture unification to new levels. Want to try out an early preview version?, take a look here where you can download it:
      ===================================================================================
      This Mod contains a complete Sandstone override for much of the NAM content including the RHW, NWM, TULEPs, Tram in Avenue/Road/ Street, GLR/Rural GLR, Turbo Roundabouts, Misc Fixes and more too. It has been my aim to kill every bit of Maxis white possible, and I'm finally at a point where I am satisfied I've met that goal. I've made this mod for my own game, as I find I don't use the NAM pieces that don't fit, so they are based on Euro Textures only right now. I use a LHD setup, but have included RHD versions also and from the limited testing I could do myself for such a large mod, they seem to be pretty complete.
      Load Order
      To ensure these files load after the NAM, please ensure you copy the folder in the zip file into your SimCity4 Plugins folder without renaming it. Also note it will need to load after any mod that changes the textures of the included components.
      Options

      You can choose just the files you need, or decide to use a complete install, whichever you do please remove all the LHD files if you are a RHD user or all the RHD files if you are a LHD user, otherwise stoplines may appear on the incorrect side.
      Dependencies

      The Tram in Road textures require the file "TIR-s3d fix.dat" contained in Magneto's Super Light Asphalt Mod or a few will not display correctly.
      The Japanese NAM Facelift Mod (links contained in tutorial) is highly recommended, if using this make sure that the Sandstone Euro NAM loads after the Japanese Facelift Mod.
      Notes:
      Please read the included readme, it goes into more detail than I have here and will help to avoid problems with this mod. If you are still stuck or have any comments, feel free to comment in my shack on Simtropolis or visit me at my regular hangout on Simpeg.

      A big thank you to David G. Varona for making the Alpha textures for the Turbo Roundabouts and GLR, plus for showing me how to use photo-editing tools to lighten the workload on this project considerably.
      I would also like to thank all those community members who've offered me assistance in order to improve the quality of the released project. Their time and the time taken by those who have written various tutorials has enabled me to create this mod in the first place.
    • By T Wrecks
      INDUSTRIAL REVOLUTION MOD (IRM)
      Base Pack - Maxis Lots

      1 - INTRODUCTION/OVERVIEW

      What is this mod?

      The Industrial Revolution Mod (IRM in short) is designed to make playing with industrial lots much more enjoyable. It addresses some of the most annoying shortcomings of Maxis' industrial lots:
      The lots themselves look boring and repetitive The resulting industrial areas look cluttered and unrealistic Everything mixes wildly - modern and old, high-tech and heavy industry There is no real control - a dirty industry lot might grow right in the middle of a high-tech area and cause the high-tech facilities to dilapidate with its pollution If at least one of these points has always bothered you, then this mod might be something for you.

      What does this mod offer me?

      Imagine building a city where...
      ...industrial areas actually look interesting and vivid ...you can zone for areas filled with old brick factories and smokestacks - or clean, modern facilities ...industry is no longer a necessary evil, but becomes an integral part of your city and adds to its flair
      Does this sound like a deal?

      If so, then read on! And make sure you READ THOROUGHLY, because this mod is not recommended for beginners. It is important that you know what you do. There is more in the works, and this is not a mod where you can click "install" and "continue" a few times, and you're set. You should be clear about the way plugins work, and you should feel comfortable with manual file handling. You should know your way around your plugins folder and be able to find things you are looking for.

      How does the mod work? How does it achieve the changes mentioned above?

      APPEARANCE

      The altered appearance of all in-game industry is achieved by a simple remake of all roughly 250 Maxis lots, which have been completely overhauled and spiced up with custom textures, props, and lighting. These new lots will override their Maxis counterparts and make your industrial zones much more interesting to look at!

      GAMEPLAY

      Better control and a clear separation between "dirty" and "clean" industry becomes possible through a new zoning logic.

      Originally, medium-density industrial zones were intended for smaller industrial buildings, whereas high-density zones used to be reserved for bigger facilities. The downside to this was that all types of industry could grow wildly mixed. As a consequence, industrial areas often looked cluttered, and it was nearly impossible to keep "dirty" and "clean" industries from interfering with each other.

      With this mod in place, the cheaper medium-density zones will be used for I-D (Dirty Industry), which will help you when starting a city. Finally, you will be able to grow large facilities and employ many Sims in your starter towns with low education level without having to fork out precious funds for those expensive dense industrial zones.

      In contrast, I-HT (High-Tech Industry) will only be able to grow on dense industrial zones. This is in line with the way the game progresses: The better your Sims are educated, the further your city has progressed. Later in game, when your Sims are smart enough to work in I-HT jobs, you will probably have made enough money to afford the more expensive dense industrial zones. And isn't it only logical that laying out plots of land for those picky, demanding high-tech facilities will cost you more than reserving some land for a primitive old factory that will pollute its surroundings anyway?

      Now what about the third category, I-M (Manufacturing Industry)? There is no free zone type left, so it was not possible to assign I-M to its own zone. This is not really problematic, though, because Manufacturing Industry has a big advantage:
      On the one hand, it is robust and forgiving enough to grow next to Dirty Industry without dilapidating or getting abandoned. On the other hand, I-M buildings themselves do not pollute their surroundings too heavily, allowing High-Tech Industry to grow right next door without serious problems.
      So in short, I-M mixes well with both other types of industry. This is why it is distributed over the different zones according to its looks: Old-fashioned I-M brick factories will be restricted to medium density, where they will mix well with any I-D buildings. Modern-looking I-M facilities will be restricted to high density and will integrate seamlessly into any high-tech area. Generic, nondescript structures will be able to grow on zones of both densities.


      2 - THE TECH STUFF

      What does the download contain?

      This package contains a set of 250 lots and one invisible dummy building that I used for some lots where I split building families. (If the last part of the foregoing sentence doesn't make sense to you, don't worry: simply keep that dummy model file, and everything will be fine.)

      Can I simply add this mod to a pre-existing city/region?

      Yes and no. It is possible with some drawbacks, but it is not recommended. The reason for this is that I changed lot sizes.When you add this mod "on the fly" (i.e., when you already have industrial areas), the lots will suddenly extend over adjacent tiles (transport networks, empty terrain, other lots), and the industrial area will look all chaotic and garbled. You will have to bulldoze it and rebuild it anyway. After bulldozing, some tiles will refuse to disappear. You can simply zone over these tiles and de-zone again, this will make them disappear.

      If you do add this mod and intend to continue playing with your existing industrial areas, I strongly recommend backing up your region before.

      How to install this mod?

      Simply unzip the IRM folder and copy it into your plugins folder (or into a sub-folder of your plugins folder). I recommend keeping the folder structure inside the IRM folder.

      What if I want to de-install this mod?

      It's pretty much the same as with any other download:
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      Hint: Just to be sure, I recommend moving the IRM folder somewhere else and doing some checks before you delete it permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done.

      Is this mod compatible with the Industrial Jobs Quadrupler by Toroca?

      Absolutely. I would even recommend using the quadrupler because I enlarged most of the lots to make them look more realistic. Hence, industry will consume a bit more space than it used to. Considering that Maxis gave industrial facilities few jobs to begin with, the Industry Quadrupler is a good compensation. It will allow you to sustain your population without covering endless areas in industry, even with the larger lots.

      Is this mod compatible with the Colossus Addon Mod (CAM)?

      No. The CAM contains copies of all Maxis lots that have been assigned to different stages and given a different IID. That's why the IRM lots cannot override the CAM lots.


      3 - DEPENDENCIES

      ...don't we all love them? Of course, it would have been impossible to re-design all these lots so radically without custom props and textures - loads of them, in fact. I still tried to keep dependencies at a reasonable level and use packages that are rather commonplace for any custom content user, especially for players with an interest in industry. Remember that the following dependencies were used for 250 lots (and will stay the same for upcoming stuff!). I have seen single lots with more dependencies, just saying...

      PROPS
      BSC Mega Props Jestarr Vol.01 - an old classic; most of you will have this one.
      BSC Mega Props Jestarr Vol.02 - industrial fans will probably have this.
      BSC Mega Props Jestarr Vol.03 - industrial fans will probably have this.
      BSC Mega Props Jestarr Vol.05 - industrial fans will probably have this.
      BSC Mega Props Jestarr Vol.08 - industrial fans will probably have this.
      BSC Mega Props SimGoober Vol.01 - the #1 most downloaded prop pack!
      BSC Mega Props Gascooker Vol.01 - yet another old classic.
      BSC Mega Props DAE Vol.01 - yet another old classic.
      BSC Mega Props CP Vol.01 - Cycledogg's first pack, also a classic.

      TEXTURES
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      BSC Mega Textures Vol.02 - not too exotic, eh?
      BSC Mega Textures Vol.03 - another rather common one.
      Rail Yard and Spur Textures Mega-Pak 1 Version 1.02 - ncd's superb textures - especially the rail nuts among you will have this.

      OPTIONAL
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      PEG MTP Super Pack


      4 - FINAL WORDS

      I've been working on this mod and off with long breaks, motivation was a serious issue. Making a lot is nice. Making two lots is okay. Making 250 lots is a serious pain in lower body regions; it's not even funny. In total, it took me nearly two years to piece all this together, test it, write the documentation, make screenshots, and all that. For the most part, it was by far more boring and painful grunt work than a pleasant creative task. So much time has passed that by now I'm already dissatisfied with several of the lots. It's about time I released this so I have it off my plate. I'm exhausted, fed up with it, glad it's done with. I hope you guys will like it although it's far from perfect. At least I hope it will be an improvement over the Maxis lots.

      I have some more nearly finished stuff in store that will be released soon, most notably two IRM addon packs with another ~80 lots in total, plus some filler sets further down the road. These should enable you to take even more control over your industrial areas and make halfways realistic-looking facilities. So make sure you watch the STEX!

      The next logical step would be to re-lot some popular industrial BATs for seamless integration into this mod, but we'll see how that goes.

      I would like to thank all the fine people who made the tools, the props, and the textures that I used, as well as the entire SC4 crowd for keeping this game alive, and for having me around.

      Should you want to share and/or modify this, be my guest - just try not to be a jerk and give credit where credit is due. In case of doubt, just drop me a line via PM here on Simtropolis.

      Finally, for those annoying people who keep saying things like "Duh, the Lot Editor simply won't cut it these days, you need to make your own BAT" in STEX comments, I have a little dedication, too.

      T Wrecks, December 2, 2012
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      Playing sc3k always made me end up building highrises on the map edges. Might there be an opportunity modding the game such that the maximum map size increases? Eg 4 fold or 9 fold. This would allow creating larger metropolises in sc3k.
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      Do you think that today is June 2017? Today is March 1951 !!!  
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