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Atherton Advanced Waste-Power Facility
The Atherton Advanced Waste-to-Power Facility at full output, utilizing multiple processes to extract as much energy from the inputted garbage as possible.
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KOSC Presents: IndustryMania - Trucking Essentials
Do you want to recreate a large distribution center with ample truck parking space of all angles and populate them with tons of random trailers from different freight and logistic companies? This essentials package, which is the prelude to my upcoming IndustryMania re-lot series, provides a set of custom truck parking textures and prop families for @MushyMushy's HD North American trucks which will allow you to do just that.
This package contains a set of 38 unique overlay textures, offered in either white or yellow paint for a total of 76. Additionally, there are 36 prop families that cover all of the props included in the original trailers and semi cab sets. Additional details are in the enclosed README.
Drop the files in your My Documents/SimCity 4/Plugins folder. Note that the prop families DAT supersedes the original props' .sc4desc files. It is recommended that you relocate or remove the original from your plugins folder to avoid potential conflict.
The textures are standalone and will not require any dependencies. However, the prop families will not function properly without the original trucks:
HD North American 40ft Semi Trailers Vol. 1 HD North American 53ft Semi Trailers Vol. 1 HD North American Semi Truck Cabs Vol. 1 Credit goes to MushyMushy for the wonderful set of trailers and semis!
Welcome to the development thread for CT14 lots and BAT. Here's a quick list of current releases so you don't have to scroll through the thread to find them all:
North American Freight Sidings
Llama Terminal Company
SABER LA River
Troy Gasholder Building
FAB Diagonal Industrials
In-N-Out Lowrider Show
North American Freight Sidings original first post:
Inspired by the lack of existing lots representing protypical North American freight railroad sidings, I've created a system of lots that can be used to create eye-candy rail sidings. They are transit-enabled for appearance. I have been encouraged to share my progress in a dedicated thread by helpful feedback in the Show Us Your Railroads general thread, especially from SimCoug, T-Wrecks, raynev1. And the whole thing wouldn't exist without the Jestarr props.
18 ploppable lots for different railcar types on double track rail Transit enabled connections to make the lots fit in seamlessly anywhere Three prop families to provide a variety from Jestarr's boxcars, intermodal and general merchandise freight ("Junkers") RRW compatibility Known issues:
Transparent texture bug as described here http://community.simtropolis.com/forums/topic/42425-transparent-texture-issue/ The lots need custom icons created and added, through Reader as described here: http://www.wiki.sc4devotion.com/index.php?title=Tutorial:Inserting_a_custom_menu_icon_with_the_Ilive_Reader Future development ideas:
Single Track Rail lots don't match exactly when using textures extracted from the RAM .dat, and I probably need permission to use them separately in any case. So, STR sidings may be a separate release at some point. Four-track lots would be prototypical for large yard trackage, but don't exist in RRW. Custom textures might allow some eye-candy four-track lots in future, this would resemble an updated subset of NCD. Dependencies:
BSCMegaProps JES Vol01 (v1.0) - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 For RRW, you need the NAM with RRW enabled. Download:
Please report bugs here. Thanks!
I've been on Simtropolis for a few months now, and I have seen so many beautiful cities, that I'd love to live in... All that really inspired me - to do the opposite! I have tried to make a city that I wouldn't want to live in no matter what. But let's not wait too long, let's d(r)ive into my dystopia!
Somewhere next to the highway from Hansardia to Senbattsil lies a place that most people drive past as fast as possible. That place is Skirton. Although it is vital for the region's infrastructure, it's not a place you'd want to live in.
The uglyness already starts a while before the actual town. These abandoned factories were built about fifty years ago, when mr. Skir, one of the richest and most important businessmen in the country, wanted to build his own city, where he could do whatever he wanted. Altough, when built, these factories were hypermodern, they have never produced anything; short after the construction mr. Skir died, and due to mismanagement his commercial empire died with him soon after. However, the settlement where the factory workers would have lived is still called Skirton.
This is the intersection between the A34 and the A66, the two highways that enclose the town of Skirton like a cage. In the background you can see the chimneys of the coal power plant and the incineration plant. These two polluting abominations maybe aren't very nice neighbours, but they provide power to the whole region.
As you can see on the right, Skirton has recently also invested in clean power. It's just a pity for the neighbours that those wind turbines have been placed there.
Here we have the coal power plant again. It's actually the most important landmark of Skirton. Not only can you see it from anywhere in town, but you can also smell it everywhere .
A map of the town. Normally I would end with this, but for Skirton, the surrendings are everything. As you can see, the city center is surrounded by highways, that cut off the beautiful nature around the city (most Americans probably wouldn't even notice, but I wouldn't like living next to a highway). The landfill and incinerator cover Skirton all year round with their foul smell. The coal Power plant (together with the industrial district), only worsens this, and pollute the whole area. On the right of the picture you can see the prison, that houses criminals from all over the country. A long story short: Skirton isn't a place where you'd go willingly (at least not me).
A shot from the landfill site; the locals call this place the 'Stinky hills'.
The harbor and industrial district. This place is actually perfect to start a factory: the ground is quite cheap, there are enough badly educated workers nearby, and most importantly: the local government doesn't really enforce the environmental laws too strictly. This is also why Skirton has the most pollution of the whole country.
The oil refinery. This behemoth is also here because the people here like money more than clean air and ground.
This is the prison; the worst criminals of the country are locked up here. Security isn't too good, so every once in a while a prisoner escapes and the whole town is searched.
The local police station; it's actually rather big for such a small town, but a rather big percentage of the town doesn't take the law too seriously... by the way, we'll see what those tourists are looking at in a giffy.
This is the central square of the town, with in the background the station and in the front the place where all those tourists were looking at: the 'Sparkly Unicorn Statue'. This statue has won several prizes, such as for the ugliest statue and the most random statue. Rumor has it that the mayor has hired a family member to design this and embezzle some money in the progress.
Well, that's it for today, stay tuned for more. Oh, and before I forget; enjoy this picture that's been made by the local government to promote Skirton:
(Gotta love the Comic Sans MS )
An application for post-nuclear technological civilization.
8 (width) x 4 (depth) Lot Size. Power and Water produced: 8,000,000 MWh/ Gal. per hr. Water Treatment and Recycling: 1,000,000/ 60%, Maintenance Cost: 0, Monthly Income: 50000. Landmark and Park Effect: 10 over 20, Pollution Reduction -10 over 50. Transit and Network enabled. Maxis Night Lighting. Location: Power Menu, Business Deals, Trash Presort Ordinance
The textures file below is no longer a dependency. I've extracted the 4 metal textures and included them in the folder containing the lot. If the texture file below is used then delete the 'BaseTexturesElements_Metal.dat' (40K) file in the 'Cosmic Neutrino Power Plant' folder as the textures don't need to be loaded twice. (The metals textures .dat file may be freely used and included in works other than for the purpose of this lot.)
Dependencies: Base Textures Vol 1 Elements for metal base textures.
FOLDER: Cosmic Neutrino Power Plant
There are now 2 sub-folders containing 2 versions of the power plant, one has the 50K business deal, and the other has a 50K cost for plopping the lot but no business deal. Use either the 50K PlopCost folder or 50K BusDeal, not both. Select one and delete the other. The lots are copies of each other so the game will not separate them into independent lots. Neither have maintenance costs.
What this power plant (hypothetically) does is filter neutrinos from the origin of the universe that are the background static before all construct of atomic matter. The series of high power super-cooled magnetic plates slow down the neutrinos until they exert inertial force which is converted to thermal energy driving electric generator turbines.
For the electric power needs of the entire world, only one of these plants is required as its capability of generation of power vastly exceeds what the demand would ever be for civilization on Earth.
This power plant requires no use of any other fuel and produces no waste or radioactivity. There are no costs involved in either construction or maintenance as the power plant, once operating, eliminates the need for any form of abstract valuation of property, labor or resources. There are no security risks in the operation of this power plant as there is no excess of source, transmission or storage of energy.
Dedicated in memory of March, 11, 2011.
To install first open the Cosmic Neutrino Power Plant folder and choose one of the versions, delete the other sub-folder. Copy and paste the Cosmic Neutrino Power Plant folder into your User\Documents\SimCity 4\Plugins folder.
Well, there's this problem that bothers me for a long time that kind of makes my traffic go the unintended way. When I designate a spot for renewable specialized industry to be built I have virtually no control on what type of building will arise there, because it seems that the game tries to place extraction and refinery structures in about 40/60 proportions. And then those buildings that don't have access to natural resources begin to import it from abroad, while there should be sufficient amount of it in the area. I spaced my buildings out enough for them not to interfere with each other, but still, when I designate a new area for industry, the chance of getting a new refinery type of building is very high, even though there's shortage of natural resources already present. I tried to bulldoze these buildings and waited for an extraction type one to be built. And 7 times out of 10 the game placed a refinery on that spot, before finally building me an extraction structure. So I figured out there's something that I should be missing out here and there must be a way to influence this process, because I've read on some threads that people have been able to split extraction and refinery buildings in two separate areas completely.
I've tried to use the search (I prefer to lurk actually, 'cause it is kind of hard for me to put the words right), but haven't come up with anything regarding that matter. So, I'll be glad if someone more enlightened will explain to me how that feature works.
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