• Moose

3 Screenshots

About This File

SM2 Water Tower.

2 lots with fully functional water towers.

2X3 Water Tower with pipe connection to SM2 Aqueduct. (Water output = 39700)

2X2 Water Tower (Water output = 26500)

Just connect them with your city's underground water pipes!

Enjoy

Simmer2

PS. No dependencies!


7 people like this



User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an Account  

Sign up to join our friendly community. It's easy!  :thumb:


Register a New Account

Sign In  

Already have an account? Sign in here.


Sign In Now

raynev1

  • 5
  

These look fantastic in game and is great to add more variety to existing water towers in your more rural developments . :thumb:

1 person likes this

Share this review


Link to review
metarvo

  • 5
  

Good work!  More variety is key when it comes to water towers.  Virtually every town in my neck of the woods has one, and even some small towns have more than one.

1 person likes this

Share this review


Link to review
AsimPika3172

  • 5
  

I like it! :thumb:

 

1 person likes this

Share this review


Link to review
  • Announcements

    • Dirktator

      03/20/2017

      Hi Community! We're almost there for our March goals!  I just wanted to keep the momentum going so if you are able to help, please donate and get some gifts in exchange! Thanks so much to those who have helped out this month, we really appreciate it.
  • STEX Featured

  • Similar Content

    • By RandyE
      This lot has been tested in-game, it was found that at least 2 of them are required to almost completely reduce pollution across a large tile as well as to provide water across a grid of pipes covering the whole tile.  It was tested also with the Utility Radius and Traffic Pollution Modd.  Use the Data View and Cheetah Speed to monitor changes in water supply, air and water pollution.  The pump is programmed to consume a very small amount of water so plop the pump in a non-polluted area as tests indicate it will not immediately clean its own base area and may fail to operate. 
      Location: Water Menu under Utilities Menu, and Power Menu for 1x1 Generator
      Stats:
      Lot Size: 5 (width) by 6 (depth)
      Water Produced and Treated: 1,000,000 cubic meters per hour.
      Pollution Reduction: -1200 over 300 
      Plop Cost: 25,000§
      Maintenance Cost: 10§
      Jobs: 15§, 290§§, 15§§§
      Moderate Landmark and Park Effect. 
      Transit and Network Enabled
      Power Consumed:  200 MWh (megawatt hours)
      Dependency: Included base texture .dat file.
      Maxis Night-lighting
      FOLDER: Radical Water Pump and Pollution Reduction V1
      File: List of Alternate Water Systems.txt
      File: Preview and Install.html
      File: Readme.txt
      SUB-FOLDER: Radical Water Pump and Pollution Reduction
      This is the folder inside the unzipped title folder to be placed in your User\Documents\Simcity 4\ Plugins folder.  It contains 2 files: 1. the Radical_Water_Pump.SC4Lot, and 2. the BaseTexturesElements_RadicalWaterPump.dat file with base textures extracted from my Vol.1 Base Textures Elements package.  If you use the larger package then delete the smaller .dat file included as the textures don't need to be loaded twice.  The larger package is linked below:
      Base Textures Vol 1.1: Elements, for SC4 1.1.0
      SUB-FOLDER: 500 MWh Power Generator 1x1
      File: RadicalWaterPump_PowerGenerator.SC4Lot
      I've added a 1x1 lot to generate power for the water pump.  If you use the Data View Moisture Mod to locate a high volume of water it may be in a remote area, otherwise a non-polluted area may also be in a remote area.  The power generator is equal to 2½ times the wind power plant.
      Previews:
      The 2nd preview shows the progressive reduction of air pollution; the reduction of water pollution is about the same. The test city has 2 heavy industry areas and congested traffic generating severe pollution over the entire tile. A third radical water pump would completely eliminate both across the entire tile.
      The 3rd preview shows at bottom Cori's Data View of Moisture mod which uses the radiation data view to show changes in moisture from rainfall.  In more complicated terrain the moisture data view is useful to see where to place water pumps which depend on aquifers. The mod is linked below:
      Cori's DataView - Moisture v 2017.01.22 by @CorinaMarie
      The top 2 frames show the progressive increase of water-flow over the entire tile.   Water pipes are tedious to place in large tiles requiring about a 30x30 grid.  To make the task of watering the tile easier use the Utility Radius and Traffic Pollution Reduction Modd by RalphaelNinja linked below:
      UtilityRadius TrafPollution Modd by @RalphaelNinja
      The last preview is of this .SC4Lot in production in the Lot Editor for anyone who has enjoyed using SC4 as a design tool, creating .SC4 city tiles, and who may be considering taking the next step of creating .SC4Lot files.  Using Lot Editor is not much more complicated.  Below is the tutorial that got me started almost a year ago.
      Lot Editor: Beginner's Tutorial by @jbbry232
      ___________________________________________
      Sci-Fi Description:
      The science-fiction descriptions for alternate tech. lots with radical improvements helps to fit the lot conceptually into the game while justifying what others might simply call a 'cheat'.  This one is a bit of a whopper, but entirely plausible. 
      Water is compacted into super-dense ice crystal cubes and delivered to the Aquifer generators by vertical descent from orbit.  Anti-grav. tech. is used to manage the very heavy cubes (not shown).  The cubes are then decompressed and the water is pumped into the aquifers, providing fresh-water to civilization and to ecosystems suffering drought.  The added benefit is improvement of atmospheric, tectonic, and tidal ⇌ (equilibrium), and saltwater pH balance for life-support of the Earth.   This tech. may also be used to re-pack glaciers effective to surface albedo and global climate improvement .
      ___________________________________________
      INSTALL:
      To install copy and paste the Radical Water Pump and Pollution Reduction folder into your User\Documents \SimCity 4\Plugins folder. 
      To also install the power generator copy and paste the 500 MWh Power Generator 1x1 folder into the folder above.
    • By RandyE
      These textures are freely useable and distributable for any SC4 user created content, if they are used in lot-making it is better to refer to them as a dependency and link back to this file to keep file space on the STEX free of mulitiple repeated content.  The texture data file is located in the FOLDER: Elements Textures DAT, 3 sample lots are in the FOLDER: Elements Sample Lots, and 1 7x8 test lot showing all 55 textures  is now included in the FOLDER:  Test Lot 7x8 Park. Also included are the 2 previews showing all the textures and this text in readme.txt and HTML.
      The texture '.dat' file size is 498K with 55 textures.  This volume is called 'Elements', including diagonal, broken, patterned and squared stone, dirt, grass, metal, pavement, sand, water and wood.  Also included are 3 sample lots found in the Parks Menu, each have been made functional for radical purposes of helping with start-up cash, reducing pollution and garbage, and recovery from nuclear meltdown.
      DAT FILE INCLUDED:
      FOLDER: Elements Textures DAT
      FILE: SC4_BaseTextures_Vol01_1_Elements.dat
      FOLDER: Test Lot 7x8 Park
      FILE: A0A_Base_Textures_Vol01_Elements_55_Test.SC4Lot
      This is one lot with all 55 textures in a 7x8 grid.  This lot may be used to preview the textures in-game, then delete. 
      FOLDER: Elements Sample Lots
      ---------------------------------------------
      1.) Subfolder: Patterned Grass (Anti Pollution)
      Menu description: Base Textures Elements (Anti-Pollution)
      Vol. 1: Grass Texture.  This lot is a sample which also provides some radical relief from pollution and garbage.
      _________________________________
      2.) Subfolder: Color Reg Mark (Radiation  Reducer)
      Menu Description: Base Textures Reg. Colors (Anti-rad.)
      Vol. 1: Elements, Use this lot as a registration mark for color and contrast.   In RGB, Red (255,0,0), Green (0, 255, 0), Blue (0, 0, 255), and Gray 50% (127, 127, 127).  This lot will radically decrease radiation.  Use this lot in the event of a nuclear power plant meltdown.  When you plop this lot you will see the Maxis 'Sparkles of Purification'.
      _________________________________
      3.) Subfolder: SC4 Logo (50K Business Deal)
      Menu Description: Base Textures Elements (Bus. Deal)
      Vol. 1: Elements. 55 Textures: Stone, Dirt, Grass, Metal, Pavement, Sand, Water, Wood.   Use Lot Editor to see all the textures. This lot will radically increase your income by 50,000 Simoleons a month,  Use this lot to help get your city started, then bulldoze it.   When you plop this lot it will appear as a 'Business Deal' in your budget panel.
      _________________________________
      INSTALL the TEXTURES and SAMPLE LOTS
      To install the sample lots copy and paste the 'Elements Sample Lots' folder into your User\Documents\SimCity 4\Plugins folder.  The sample lots are found in the Parks Menu.
      To install the textures copy and paste the 'Elements Textures DAT' folder into your User\Documents\SimCity 4\Plugins folder.
      _________________________________
      ABOUT the TEXTURES, INFO FOR LOTTERS and GAMERS
       
      The texture images are derivatives of images from a variety of commonly, freely shared sources, hand re-worked for use with SC4.  The design of the textures leans toward lower contrast, saturation and brightness as more usual in realism, and for dimmer screens.  
      If using them for creating and distributing SC4 lots the '.FSH' file may be extracted and included as a '.DAT', but don't re-distribute changed associations between the image and the ID (instance) as that could impact another user of the file.  No crediting is required, but no claim of original artwork should be made if redistributing them with SC4 lots.
      The Texture ID Range was assigned by the BSC Texture Index at SC4 Devotion.  http://sc4devotion.com/forums/index.php?topic=2101.0  To redistribute variations of the textures or to make your own, request and use a unique personal Texture ID Range at SC4D.
      ---/---
    • By AmiPolizeiFunk
      I'm wondering what you guys do to create a small pond... one that is larger than the tiny ploppable pond props but too small to create with actual game water. I wind up doing stuff like this and I feel a bit dumb. Is there a better way?
       

    • By Maxouben
      This lot is a recycle center, made first by Caem and re-edited by me. Comparating Caem's file, this one looks more industrial. All credits must be given for Caem, for having made the Tetrapack Recycling Center's model.
      The original Tetrapack recycling center is on the following link: http://community.simtropolis.com/files/file/13638-caem-tetrapack-recycling-center/
      Moreover, the game's default undrivable recycle truck will be available on the UDI mod.

      As Caem's one, this lot can take 35% of the trash generated by 1.000.000 sims. It cost 1.000$ and produce money depending of your waste.
      Dependencies:
      For recycle trucks: http://community.simtropolis.com/files/file/11129-peg-refuse-relocation-kit/
      All credits for that dependency must be given for pegasus (PEG team) for having made the new recycle trucks. Really great job!

      Enjoy!
       
    • By RadicalOne
      Not long ago, Pegadyne Industries devised a novel solution for the garbage crisis - dump it over the edge of the isometric map. Capitalizing on new development and discovery, RadicalOne Studios took the idea one step further. In light of the recent discovery (and proof thereof) of the fourth spatial dimension, a new solution was immediately obvious. Therefore, this facility is capable of dumping garbage directly into hyperspace, upon which it will never be heard from again.

      This facility can handle an almost unlimited amount of garbage - thus its enormous price.

      Dependencies:
      Acura RSX Automata and Props

      European Car Props and Automata
       
      PEG Security Fencing Kit
       
  • Newest STEX Uploads

  • Recent STEX Reviews

  • Recent STEX Comments

    • The old puzzle pieces are actually still there, albeit the puzzle-based height transitions have been under a separate option (unchecked by default) since NAM 33 (Additional Features and Customizations > Real Highway Options (click the "+" to expand) > Legacy Deprecated Height Transitions).  There will always be some way to access them for those who absolutely have to have them, but we are focusing on draggable and FLEX items from here on out, and there are no plans to add any new features in conventional puzzle piece form.  The reason we started making the old puzzle pieces harder to reach is because ready access to both the old and new systems created substantial user confusion in the NAM 31/32 era. The main reason we no longer see conventional puzzle pieces as viable for future development is because we began to get a lot of combination complaint/requests awhile back.  People thought there were too many puzzle pieces to navigate, but at the same time, they had a pretty substantial wishlist of things they wanted to see added to the NAM.  Unless we found an alternate solution, that meant even more puzzle pieces, which was the exact opposite of what was desired.  FLEX pieces--which are plopped like puzzle pieces, but can be overridden by multiple networks (similar to the FLEXFly system, first added to NAM 28/RHW 4.0 in 2010)--ended up being the solution that allowed us to add features while reducing puzzle proliferation.  Each FLEX item has a "base" configuration, but plugging another override network into one of the ends of a FLEX item can transform it to match that override network (see my early demo on the height transitions here).  The result of that with the height transitions is that we've been able to use just 4 FLEX pieces to cover the same functionality that would require somewhere around 60 conventional puzzle pieces.  In the near future, it's also going to allow us to finally offer full plop interchanges for the RHW. -Tarkus
    • I'll collect all this stuff and follow your instructions and edit this comment if any problems.
    • Mexico D.F.! Wow, you always have another surprise up your sleeve. I love how you cover so many different cities, world regions, and architectural styles. I would not have expected this brutalist piece after all the recent steel and glass skyscrapers. Once again, the building looks wonderful, and I'm sure we will soon see it pop up in CJs. Just like Edvarz, I wish you left the BATted ground out. Just the roof and the planters in this case, but not the pavement. This way we could use different lot configurations, adapt the lot flexibly with texture mods, put the building on differently sized lots... it would allow for so much more flexibility, and you'd have one less thing to worry about. Thank you for all the 3dsmax goodness you bring to the STEX!