• Moose

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About This File


This plugin will allow you to place PedMalls with lanterns (works with all 5 paved PedMall types that come with the NAM). There’s no specific pattern, you will be able to control where lanterns will be placed: There’s a rarely used feature within T21 files where you can make props depend on the orientation of a certain network. This might not make sense for most networks, however, it seems useful for pedestrian malls, and in this plugin, this is being used this way: If the PedMall puzzle piece faces north (or west), a lantern will appear when plopping the PedMall tile, if it faces east (or south), there won’t be a lantern. Please note that I’ve made two versions of this plugin – one with lanterns from rich residential areas, and one with lampposts from mid-wealth commercial areas.

Please refer to the readme for further information, especially on how to install it.

Available languages: This plugin doesn't change or add any language-sensitive content; the readmes, however, are available in English and German.





nos.17, APSMS, bobolee and 2 others like this

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  • 5

Very cool idea. I think this idea could be extended to a number of other T21 situations. Thanks for sharing!

P.S. Is this compatible with Paeng's Pedmall set?

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      (I'm pretty sure this is not the right place to ask for this, but it looks to me as the closest one; please move the thread if it's neccesary.)
      I have an idea for a very simple mod to the pedmalls that could ease the creation of dense W2W commercial districts: to make covered galleries using props on pedmall lots. Sure, many custom buildings include galleries, but since they are not modular, the options are very limited.
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      To add props to pedmalls is something that has been already done with the light pole in the sidewalk textured lot, and expansions to that were made by Moonlinght and Paeng, proving such changes as feasible. About the props themselves, maybe the optimum result would imply a translucid glass roof (like SimFox RTMT tram station) and a Beaux-Arts iron structure, but considering the technical difficulties, a less ambitious solution would also be much appreciated.
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    • By arsenal4me
      I'm working on a roadless, all-commercial island city. It's coming along quite well might I say, but recently I noticed something. Despite my city getting more and more developed, there's very little pedestrians walking around my pedmalls, even at rush hour. I have over 60,000 commercial jobs on a small island (roughly half the size of a small city), yet the pedmalls are virtually barren. I have attached a screenshot of my most crowded pedestrian spot according to the traffic data view. I have my NAM automata set to persistent and dense. Is there anything I can do for the pedmalls to more accurately reflect how crowded my city sidewalks should be? Tried looking for an automata/sprite mod and found nothing. It's a little frustrating, because it can make my developed city look completely barren and devoid of life.

      Here is my island city of East Bay. Because each city in region is dedicated to one type of zone, it's taking a while for cities to develop. Between the embankments and roadless transit network, I'm probably a dozen hours in on East Bay alone.

      Here is my most crowded pedestrian area, complete with SimGoober's monkey statue dedicated to all users who don't read the readmes. This area is at 300% congestion according to the traffic data view. The area within the black is the pedmall route. The areas marked in red are part of the embankments and should not be considered as part of the pedestrian transit area. Over 50,000 sims take the ferry, which is located in the area marked the leftmost red X. Yet there are only 4 (and a half) sims walking down my pedmalls. How can I get a bigger crowd?
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      I have returned to playing SC4K after quite some time off and I started toying with the old idea of mine of making largely pedestrianized cities with bus rapid transit serving as the major/only means for longer journeys. This was inspired by some exploration of how such systems work in some cities with intelligent urban planning that I've enjoyed during my recent travels (see, I even make my travel plans according to how can I develop my SimCities!)

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      I have two small issues tho, which are more visual in nature than anything else:
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      I guess I might not be the first person to raise those issues, so there either is a nice mod or set of plugins to alleviate those, or they were discovered to be impossible to overcome, but I am too daft to find any trace of those.

      Any help would be greatly appreciated!
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