• Moose

Rural Docklands Expansion (R.D.E) 1.0.0

(5.00)    (6 Reviews)

2 Screenshots

About This File

Rural Docklands Expansion

36 Lots to expand the Rural Docklands

 

Warning

The original Rural Docklands Sets I and II by Doc Rorlach(†) requires 11 Dependencies. This expansion set requires additional 11 Dependencies. So if you never used the Rural Docklands before you might end up with 22 Dependencies to download.

Basic Information

This product enlarges the Dural Docklands with 3 and 4 tiles deep lots and quite a few corner lots to build up an industrial water front. There are no container ports related lots in this set. You can find many of them already on the STEX. This set was done with inland ports and the filling of large harbour areas in mind.

To make the many different corner pieces user friendly I used symbols on the icons. It's easy to understand but it's strongly recommended to read the chapter 'Usage' in the included pdf. It takes less than a minute.

The new lots use the same querry window as the original ones. Most of the lots use similar stats as the original set - they are almost neutral to the city with no monthly cost and small or no pollution or consumption. The main lots (car transfer dock, building material transfer dock, chemical liquids dock, coal docks) are modded for a small caps relief on industries (CRI lots).

This set is dedicated to the memory of Doc Rohrlach.

 

 

While downloading the following dependencies - please consider to compliment the original creators. They did the main job.

Dependencies and Installation Notes

 

1. WMP Rural Dockands and Dependencies

WMP_RDock_Set1.zip

WMP_RDock_Set2.zip

And all listed dependencies (11). The internal downloads are all linked at the bottom of the page. But make shure you don't forget:

BSC Mega Props - JES Vol01.dat

BSC Mega Props - JES Vol04.dat

BSC Mega Props - JES Vol06.dat

which are not included in the download section, as they are external dependencies.

Hint: Rural Docklands, Set I containes a file called 'wmp_dummies.dat' and Rural Docklands, Set II contains the same file again. You can delete one of them.

 

2. Additional Dependencies

NOB Mega Props Vol02.dat

NOB Mega Props Vol03.dat

BSC MEGA Props - Gascooker Vol01.dat

BSC Mega Props - JES Vol09.dat

PEG-PP_Scows_RESOURCE_101.dat

(please check in case, if you have this actual and not an older version as it might not work)

SG_Canal_CoalWharf.dat

(the installer installs also a lot file named 'SG_4x4_Canal_CoalWharf_30fa6c92.SC4Lot' in the folder ."..\Plugins\BSC\Canals\Extras\Wharf - Coal". If you don't play with SimGoobers Brick Canals this lot isn't of much use and you might delete it)

Murimk_industrialprops_resource.dat

(included in this download is a folder called MMPs with dat files to turn the props into MMPs. You don't need this, but they are really nice und you might want to keep it)

Nams PROPS PACK Vol 2.dat

R6_Prop Pack 2010_Vol2.dat

R6_TSC_PropPack_Vol2.dat

RJM Prop Pack 2

 

Additional Content (you don't need this - but you may like)

This files can make a fine addition to some of the lots:

Hardun industris coal mine (to expand the coal dock).

JENXPARIS House Boat by (ploppable ship, fitting in size)

Hong Kong Junker Ships (even more nice ploppable ships)

 

Fantozzi, march 2017. Enjoy!





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

tariely

  • 5
   1 of 1 member found this review helpful 1 / 1 member

Oh Wonderful ! I was (and am) a Doc fan and I am delighted to see his RDE being so masterfully expanded. The deps are of no matter !:-) Thanks !

 

matias93 likes this

Share this review


Link to review
Tyberius06

  • 5
   1 of 1 member found this review helpful 1 / 1 member

Wow, very nice! :) I've never used the original set, but after this, I'm gonna find the proper location for them in one of my cites :D

Thanks for sharing this nice set! :)

 

Share this review


Link to review
sejr99999

  • 5
  

thank you for putting all this together  excellent use of some very nice props and appreciate the corners

Share this review


Link to review
MeMyself&I

  • 5
  

These came out awesome, @Fantozzi!  Thanks for the work you put in to these.  A fitting tribute, I think :thumb:

Share this review


Link to review
matias93

  • 5
  

Lastly! A great motivation to rebuild that DAMN menu arrangement. Maybe some in-game captures will come this night

Fantozzi likes this

Share this review


Link to review
  • 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 T Wrecks
      INDUSTRIAL REVOLUTION MOD
       
      SFBT High Enthalpy Wind Tunnel by Mathe Man
       
      1 - INTRODUCTION/OVERVIEW
       
      After wall-to-wall (W2W) industry has been catered for, it's time to take care of regular industry. This time around, I'll begin with high-tech industry, and from there will work my way "down the ranks", through modern manufacturing and generic manufacturing back to brick factories with old-style manufacturing and, finally, dirty industry. With this series (it will be long!) I hope to bring some more variety to your industrial areas, and I hope I can also drag some old and not so common BATs back into the spotlight this way.
      For this first upload, I have picked a small and rather old BAT, but a pretty unique one: SFBT's High Enthalpy Wind Tunnel modeled by Mathe Man. Although small, I think the building is nice because you can get a glimpse of what's inside, and it's rather unusual in shape as well.
      Since all Maxis lots contained in the IRM Base Pack could optionally be used with toroca's Industrial Jobs Quadrupler, this download is offered in two versions: a regular one for those who prefer the default job numbers, and a quadrupler-compatible version for those who prefer using the modified stats.
      The .sc4desc files for the regular version will look like this: IRM_[Filename].sc4desc
      The .sc4desc files for the quadrupler version will look like this: IRM_[Filename]_x4.sc4desc
      After downloading, simply delete the file of the version you don't want to use. If you leave both in your plugins, the quadrupler version will most probably override the default version.
      The default version of the building will provide 20 I-HT jobs, the quadrupler version 80 I-HT jobs.
      The following lots are included in this download:
      3x3, Stage 1 4x2, Stage 1 For those of you who like to play with day and night view, the building used on this lot is compatible with the following night light mode(s):
      Maxis Night with gradual day/night cycle: YES Maxis Night with static day or night: YES DarkNite* with static day or night: YES *DarkNite requires SimFox' Day and Nite Modd (or a similar darkening mod) to be installed in your plugins. 

      2 - USE
       
      If you extract this archive to your root plugins folder, it should create a folder IRM\IRM Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s).
       
      If you no longer wish to use this download, proceed as follows:
      Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done.
       
       
      3 - DEPENDENCIES
       
      IRM Base Pack with all its dependencies - while these lots will technically work, they are meant to tie into the IRM. They may look out of place and show unexpected behaviour if used independently. Since this is an extension to the IRM, all the dependencies of the original pack still apply. If you have them in place, you can download every single growable IRM and IRM W2W lot I have ever made and will never have to download any additional packs for props and textures used on the lot. SFBT Hochenthalpie-Windkanal von Mathe Man - you'll also need the original upload of the BAT to see the building(s). Only the .sc4model file is required. Any .sc4desc and .sc4lot files can be removed. NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there.
       
      RECOMMENDED DOWNLOADS
      Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers Industrial Revolution Mod I-HT Filler Set 1 to dress up I-HT areas to your liking using ploppable fillers Heretic IRM Fillers - Diagonal Walls Expansion by Tyberius06 for more options to avoid ugly zigzag lines at diagonal walls Industrial Revolution Mod - Logistic Filler Set 1 by kingofsimcity for some realistic, high-definition truck parking to add around your industrial facilities  
      4 - FINAL WORDS
       
      Credits for this BAT goes to SFBT team member Mathe Man  - thank him, not me! Oh, and you can expect many, many more uploads to come...
       
      T Wrecks, June 18, 2017
    • By Moses Zal
      As the title says, Is there any mod to make the growable RCI buildings align with the FARs and diagonal roads? I know I may be asking for something that is technically impossible due to how the game works since the lots develop regardless of the network's shape and direction. 
    • By westy177
      As it says in the title recently lost a region to PROP-POX and im looking to delete all of my pegasus stuff.
      Looking for a alternative waterfront development mod to pegasus, I know it easy to just tap away and search up in the STEX but I thought it would be easier to ask here.

      Pretty guttered as the peg lots are really good but id rather live a stress free life building knowing there gone.
      Cheers team
    • 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:
      Delete all lots pertaining to this mod (in this case, all industrial lots that are based on Maxis buildings!) Save all the cities and exit the game when you're done bulldozing Remove the IRM folder from your plugins
      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
      BSC Mega Textures Vol.01 - the most widely spread texture pack of them all.
      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
      I added lamps with custom light cones that will improve the lighting of the lots at night. The lots will look perfectly ok without these light cones, but if you want them, you will have to download this pack:
      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
    • By T Wrecks
      INDUSTRIAL REVOLUTION MOD
      Expansion Blocker
       
       
       
      1 - INTRODUCTION / OVERVIEW
       
      If you use the IRM Base Pack and some IRM W2W stuff, you probably have the blockers you need to switch back and forth between regular IRM and wall-to-wall industry. What about new regular (non-W2W) uploads, though?
       
      This little blocker file ensures that you will also be able to block future IRM (non-W2W) lots. This current version 1.0 supports all of the upcoming IRM industry files that I am about to upload shortly. If you don't use IRM W2W anyway, this file is irrelevant for you. It is only needed to make a complete switch between W2W and non-W2W for those who would like to use both.
       
      Future IRM uploads will have a link to this blocker file, and as soon as you need a new version, I will inform you in the download description. This shouldn't be so soon, however, since I have a nice stash of uploads up my sleeve (little hint: it's no longer a two-digit figure!).
       
      By the way, the screenshot doubles as a little teaser and shows a teeny-tiny fraction of what's in the release queue.
       
      2 - USE
       
      Simply add this to your plugins folder if you play with the upcoming IRM custom lots, but want to have the option of switching back to IRM W2W lots by blocking all non-W2W stuff. When you want non-W2W IRM lots to grow again, simply move this little DAT file out of your plugins again.
       
      When this file is updated to a more recent version, simply overwrite the existing file with the new version. This blocker will grow and encompass more and more custom lots. It should exist only once in your plugins folder. You will see in the description (and in the HTML readme) of upcoming (non-W2W) IRM downloads which version of this file you'll need so you know when to check for an update.
       
      The file should extract to the path IRM\z_IRM Lot Blockers, so you can extract it to your root plugins folder. If you have the IRM Base pack installed (and you should if this blocker is to make any sense), then this folder should exist already.
       
      3 - DEPENDENCIES
       
      Since this file is just a blocker and doesn't add any new content to your game, it doesn't really require dependencies. However, it is designed to be used with regular IRM and IRM W2W stuff.
       
      You can find the IRM (and read more about it) here.
      The IRM W2W Base Pack can be found here.
      For more individual IRM content, just use the "Find their other files" option right on this screen - or click the link in this line.
       
      You will find links to optional complementary downloads in the descriptions of the IRM and the IRM W2W Base pack.
       
      4 - FINAL WORDS
       
      Thanks for your continued support and for all the positive input concerning my little IRM endeavour - I'll do my very best to reward your patience with a healthy dose of IRM content during the upcoming weeks and months.
       
      T Wrecks, Jun 06, 2017
  • Newest STEX Uploads

  • Recent STEX Reviews

  • Recent STEX Comments

    • I know it's sized 2x1, but what kind of residential do I need to zone for this to grow? Light, medium, or high density? Or does it not matter? Anyone who can answer I appreciate it.
    • Love your work, but since a handful of files now from different users require offsite files that link to dead links I wish it was a rule here that all dependencies should be on site somehow. Thanks for the reup of the files...
    • I'm still working on the Maxis Vanilla tilesets presentation, but yeah its endless how many amazing artists have contributed to the SC4 repository over the past 14 years.  The problem with the tilesets and with RCI is that there's too much repetition.   I'm going to use for the first time a Maxis blocker that will eliminate all vanilla repetition and reveal whatever user created programming defines.  However, my project is not specific to agriculture.   We'll get back to that later.
    • @RandyE Thanks! I grabbed that one too. I'm not ready yet to kill them all, but I do want other stage 3 farm buildings to compete with Pedriana. Ideally I'd like to find a few more. In the meantime I'm now on a downloading frenzy getting all of @dk1's stuff. Their simple elegance (and the convenience of no dependencies) makes them ideal for mixing in with my otherwise nearly plain vanilla Maxis content.
    • @CorinaMarie It works for me !!