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CHROME MINE MIKE 1.0.0

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About This File

 

Building file    CHROME MINE MIKE WITH FACILTIES_c674c208.SC4Lot
created    7/14/2017 8:20:56 AM
modified    7/14/2017 8:21:01 AM
Lot file    CHROME MINE MIKE WITH FACILTIES_c674c208.SC4Lot
created    7/14/2017 8:20:56 AM
modified    7/14/2017 8:21:01 AM
Dependencies    All Maxis building props with proper names.datBLaMFkprops1.datBLaMFkprops1.dat
    BSC BAT Props - T1 Vol3.dat
    BSC MEGA Props - DAE Vol01.dat
    BSC MEGA Props - Misc Vol02.dat
    BSC MEGA Props - NewmanInc Vol01.dat
    BSC MEGA Props - SG Vol 01.dat
    BSC MEGA Props JRJ Vol02.dat
    BSC MEGA Props RT Vol04.dat
    BSC Mega Props - JES Vol01.dat
    BSC Mega Props - JES Vol06.dat
    BSC Mega Props - JES Vol07.dat
    BSC Mega Props - JES Vol08.dat
    BSC Mega Props - JES Vol09.dat
    BSC T_one Dock Prop Families.dat
    BSCBATPropsMattb325_Vol02.dat
    BSCBATPropsMattb325_Vol03.dat
    BSCMegaProps - JES Vol05.dat
    BSC_NICM_Props2.dat
    Dirty Industry Freight Station.dat
    EndRail-0x6534284a-0x2ec8797c-0x1241968c.SC4Desc
    FrankU Prop Families V2.0.dat
    Gas PropPack 2.dat
    JB_GE_Props.dat
    Jim CarProp v1.2 SC4Desc.dat
    LBT Prop Pack 3.dat
    LCP_Prop_Warehouse_DkRed.dat
    Murimk_Park_props_1_large.dat
    Murimk_industrialprops_resource.dat
    NBVC_Rock07_100-0x6534284a-0xfac95ee9-0xbbfb8c4a.SC4Desc
    NetworkAddonMod_Props.dat
    PEG-CDK3-SP_SEAPORT_SUPER-PAK.dat
    PEG-PPond_Tahoe_STYLE.dat
    PEG-SPAM_RESOURCE-01_b200.dat
    PEG_BigJohnsMine_205b.DAT
    PEG_Navy_PROPS_vol1.dat
    PEG_Rail-Fleet_RESOURCE.dat
    Props4FireStationDuhh.dat
    RDG_Prop_Pack_1.dat
    SHK_ParkingPack.dat
    SM2 Prop Pack Vol3.dat
    SM2_ITM_Families.dat
    jes_15_container_stack.dat
    nos.17_Jim_CarProps_5x.dat
    steelmill_propexemplars.dat

steelmill_propexemplars.dat


Tyberius06, RandyE, bobolee and 2 others like this



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    • Dirktator

      06/30/2017

      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
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      ---
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      INDUSTRIAL REVOLUTION MOD
       
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      2 - USE
       
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    • By T Wrecks
      INDUSTRIAL REVOLUTION MOD
       
      SFBT H2O Chemistry by Mathe Man
       
      1 - INTRODUCTION/OVERVIEW
       
      It took me a while until I found the time and energy to resume uploading, but here we go with more IRM stuff. I'm still doing 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.
      The second upload in this series is another small and rather old BAT, but yet again quite unique: SFBT's H2O Chemistry modeled by Mathe Man. You might already have noticed that the building resembles the model of a water (H2O) molecule in shape and colour. If you look closely, there's even a little corporate sculpture in the same shape in front of the main entrance.
      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 24 I-HT jobs, the quadrupler version 96 I-HT jobs.
      The following lots are included in this download:
      3x3, Stage 1 4x3, 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 H2O Chemie von Mathe Man - you'll also need the original upload of the BAT to see the building(s). The following files are required:
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      - OM_H2OChemieLogo-0x5ad0e817_0x5289aa3d_0x30000.SC4Model (that's the model for the little sculpture)
      - OM_H2OChemieLogo-0x6534284a-0xed2eee45-0x0eec2d83.SC4Desc (that's the descriptor for the little sculpture)
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      4 - FINAL WORDS
       
      Once again, credits for this BAT go to SFBT team member Mathe Man.
       
      T Wrecks, July 14, 2017
    • By CorinaMarie
      As some of you know I've been playing without the illustrious NAM while I learn the basic game. For the one or two other peeps on the planet who might be starting out NAMless, I feel the following might be of some use. The rest of you may feel free to skip this long, picture packed mini observation.
      So, I've been playing a natural (random) growth region in which I've zoned mostly farms that are interspersed with the initial god mode trees to simulate the real world where I live. (For the curious my progress starts here and continues with several posts over the past couple months there in the rest of the thread.)

      This post is not about that tho. This is phase two where the industrial revolution has started and factories are pervading the countryside.
       
      The Acres family farm is a short distance from a major four lane highway. They are planning to retire and haven't set out any crops this season. The Big-O Factory Development Corporation has purchased the farm (dirt) cheap. The Acres's sell with the condition that they can keep the small tractor shed and a tiny parcel of bare ground.

      ^ Yes, there is an Ugly Yellow Pause Thingy in some of my pics. I like it sometimes to indicate, well ..., that my game is Paused.
       
      The development begins with building the streets and adding bus stops.

       
      Next they add a water system.

       
      And then survey it from above ground to be sure all of the parcel is watered. Some nearby residents get public water as an unintended bonus.

       
      The building locations are prepared by de-zoning the farm ground.

       
      The Mayor has specifically tweaked the tax rates to create the desired demand. (Note: These settings are not some magic set. They are based on the local and regional influences at the moment.)

       
      Using Ctrl-Zoning (as described in the Tutorial:Precision Zoning) the hope is to attract larger factories and cramped living quarters for some workers along with some low density commercial so they can buy some bread.

       
      We check and see there is a nearby Medical Clinic and boost its funding sufficiently to handle the increased patient count cause the radius includes a part of the new residential zone.

       
      Now we turn on time and wait for the factories to grow. The Sims aren't overly enthusiastic about moving here so we plant a grass tile. These uneducated Sims are just wild about such a thing.

       
      Now to zone for more residential and add a local Doctor's Office. I did the zones separate to preclude 4x2 buildings from growing.

       
      When the Tenements grow (which is the look I wanted for here) I click them all to Historical so they don't later try to merge together and morph into a bigger building. I did zone them high density so I can change my mind about it in future years.

       
      Then I zone the final two residential parcels.

       
      Plop a bunch more pretty green grass and the Sims rush in.

       
      And fill in the rest of the area with grass and a playground for the kids.

       
      A wee bit of traffic congestion occurs.

       
      Not to worry, says Jamil Herd. Upgrade those parts of the Streets to Roads.

       
      All better now.

       
      And here it's completed.

       
      Set the medical funding at an appropriate level for the new Clinic.

       
      But wait! say the local denizens. You said this would create jobs for all of us. The outsiders took most of the jobs before we even got moved in.

       
      Hmm. Ok, that latter statement is prolly an exaggeration, but who is working where? the Mayor asks.






       
      Jamil, bulldoze a piece of that Road. That'll keep the interlopers out.

       
      Well, that hurt the factory jobs some.

       
      Yeah, but let's see where the peeps are working now.






       
      Rebuild the road and run some more time. Here's the jobs graph.

       
      Alright then. Where do the local Sims work now?






       
      Run a bit more time and here's the jobs graph.

       
      And, finally, we see a significant reduction in traffic coming and going from the new industrial complex.

       
      The total commuters from the 6 residential buildings in those three stages are:
      563 initially 575 during isolation 599 final And the total commuters on that entry road
      1383 initially 697 final So, it appears that without NAM one needs to take into consideration who's going to work where and where will they come from, or go to, as one of the key aspects of the amount of traffic.

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