We're getting close with our April goal - please help us over the final bump! Your donations not only help keep the site up and running, but also allows us to expand some functionality and upgrade other features of the site periodically to stay current! We're looking for some community support to help us get a new Chat system (as you know our old Chat is no longer supported by IP.Board). A new system promises to give us many more options and all for fairly little cost, relatively speaking. Please help us reach our April goal so we can keep bringing you site improvements as well! Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
1,760 posts in this topic
SANTANA ISLAND - Traditions die hard
Chapter 01 - Introduction
DEDICATED - OP4 (Onlyplace4, Mike)
NOTE: This is a conservative City Journal in the style of classic 3RR by Dedgren (David).
I will expand this step by step page.
This unit is for my words of gratitude. Sorry if I can't remember them all.
But (sites, programs, teams, and people, names and logins):
Diktator, Jeronij, Pegasus, SC4 Polska, OP4, NAM Team , VIP Orange, JES, Ilive Reader, SC4PIM, PNG to FSH, Dat Packer 2008, SC4 Model Tweaker, Tool SC4, SC4 Icon Creator, HHarbor Team, DocRorlach, Dedgren, Ionionion with "OMCo Serial", NBVC with "All His Objects" too... etc.
New day - new names:
SimForum BAT Team (SFBT), FANTA, SM2 and ...
CP - Today
The list is very large - sorry - I'm going to continue it ...
The story began in 1949, but more on that later. Today 09-01-1950.
This is Gent Region, city - B-07-07. Twenty years ago, someone built a village here. Then she left him.
Now we come to the island Santana on a light aircraft.
This is a map of flight from Gloria state to Santana Island.
This is Osbourne City 1949.
The continuation very soon ...
On the STEX you'll find several different kinds of power plants representing a variety of post-doctorate theses on the advance of energy technology. The Energy Data Packaging Plant represents my contribution to the plausible power plants collection.
This plant packs more energy data into subatomic particles. Nuclear structure remains intact and the laws of thermodynamics are not broken, you just get more "bang" for your boson, thus, the Energy Data Packaging Plant generates 4X the power of the hydrogen fusion core using the wind turbine as its examplar. H2O is produced equal to the volume of a large water pump.
Well-educated technicians and maximum funding are recommended as a 2 picosecond delay before the acceleration of light must be maintained to prevent a supernova reaction.
All props and lighting are Maxis dependent.
INSTALL: Add the 'Energy Data Packaging Plant' folder containing the lot file to your 'User\ Documents\ SimCity 4\ Plugins' folder.
The animated preview above shows the 5 zoom levels of SC4 trimetric projection. The water connection preview shows where to connect the pipe.
Hello there folks.
I really don't know am I allowed to do this, but admins and slow to answer and my "messenger man" hasn't said anything so I guess this OK.
Thing is that since SimPeg unfortunately went offline, I'ven't had a support thread. And because I really suffer somekind of god syndrome being last good batter with gMax I'll rarely post stuff in here if and when I BAT. I've about 60-100 bats to be un- and re-released and most on those re-release stuff its that they were made like decade ago (I know right).
I would like to just upload stuff what BSC people modded for me years ago, so I've been upgrading those bats what I made with them back in the day. Though if someone gets permission from RippleJet (I guess this was the name) I can release bunch of diagonal, but out-dated stuff in a sec.
Anyhow, here are my latest bats in the works and coming up:
One Roxxon Plaza
Autotalo, being under work since 2013 i believe.
By Chief ZDN
This thread was copied from SC4Devotion without any editing except for tags and some optimizations. Sorry if I broke some rules here.
We know that the modding activities don't like before. Previously, many people are made many mods. But now, some people don't want to mod (again). This is also affect the NAM. We had many people including Pegasus in the team. This is different from now because we just have around 6 people working now. We need to makes useful innovations, such as more advanced, more powerful, etc. We'll explain the more modular approach to the NAM.
The approach is created due to NAM bloat & development issues. I think the monolithic NAM is like double-sided sword. Monolithic approach is good because players can download the NAM more easily. The negative sides are the player need to download the NAM installer entirely (which is ~200M compressed and ~1G uncompressed) and player need large disk spaces.
About the dev issues, NAM Team was initiated the Project 57 in order to fix the network space issue. But, NAM still bloat and P57 isn't an ultimate solution because NAM also had an issue again, dev complexity issue. Development complexity issue plagued NAM since NAM has many networks and their accessories like TuLEP (about NAM 28). In order to fix these, we need an ultimate solutions like this approach.
What We'll Do
The NAM will not monolithic again. This is to reduce bandwidth usage. Although the world average internet speed is more faster than in 2004, bandwidth still concerned NAM will be built with some modern tools such as texture curving tool NAM will be built with efficient textures NAM will use DLL for some features like variable elevated network NAM will use masking for things like variable more-smaller RHW NAM will use modular textures and has APIs (the APIs can be consumed by the NAM itself, allows more efficient coding) Challenges
Finding a DLL dev are difficult. As far as we know, currently only 1 people that are DLL dev, Simmaster07 When this article written, there just some APIs that can discovered and accessible through the Simmaster's GZCom framework The project is failed. Sorry for some false statements. I made mistake, again. I think this will be used. But in reality, it isn't used.
Surprise! I will work on new NAM logo. But, because my laptop isn't available, I can't do it now. I can do that in Friday/Saturday. I'll send some designs (maybe 3) to you by PM.
If you have critics, suggestions, or questions, just reply this thread. Thank you.
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
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.
FOLDER: Radical Water Pump and Pollution Reduction V1
File: List of Alternate Water Systems.txt
File: Preview and Install.html
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
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.
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
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 .
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.
NOTE: You must connect both the large water pump and the sewage treatment connectors to realize both the effect of the radical volume of water and the treatment. The large water pump is the relot that will appear in the water utilities. The dual purpose is combined into one lot with its own unique menu icon. Please read instructions carefully before hastily making negative reviews. Please ask questions respectfully if there are any problems with the use of my mods. Thank-you.
Recently Browsing 0 members
No registered users viewing this page.