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Traffic Control Center Roundabout 2x2
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This is the Quantum Dish prop from
bldgprop_vol1.dat in the EP1 Update 1. The lot includes animations and lighting found in the stock game data files and fits inside the NAM avenue roundabouts. I imagined the lot as a traffic control center which could be made functional in the game as a query of traffic data. The preview also features the detail of balcony furniture and lighting found in some of the stock (Maxis) buildings.
Correction: The Quantum Dish is in the original SC4 dat files.
I know the fastest route is always chosen.
Is that the fastest route absent of congestion considerations?
Or is that the fastest route given current traffic conditions?
I ask, because
* I am doing a region.
* I have followed this approach:
** HSR for inter-tile transport.
** Ground rail for inter-tile freight.
** Roads for intra-tile freight and transport. (no roads cross tiles)
** Workers move by bus (and in high density tiles) by subway too.
So, I am thinking of putting in some cool NAM highways like a 10S or 8C. But I am thinking unless the highway connects someplace theoretical faster or I exclude some HSR connections; if it is the fastest route without congestion consider, then either my HSR or highway will sit unused.
So, can I get traffic balanced across major arteries or should I be very careful not to make them parallel? Or will I get traffic because $$$ workers will prefer to drive?
Sorry, I know I sound very confused. I just want some tips before I start laying asphalt.
(see below for what I am talking about)
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.
A curious situation happened to me with a given city. It was (is) a losing situation : high unemployment, dwindling funds, no growth, etc... So I though to nuke the city. If I choose the option from the main Region map to delete the city, everything gets erased including the topographical map. I didn't want that, of course. So I decide(d) to erase everything with the B/V options. Once that done, I reset my Moolah back to 500 000§. That's when I asked myself "Am I cheating or not". On this case, I didn't think so.
But then, changing the city/region/mayor's name, is it cheating ? I don't think so.
Using Ctlr+x to have all the techniques, then yes that's cheating. So there is a subtle from cheating or not. What do you think ?
(BTW, I think that outright cheating is a way of showing a very low opinion of yourself)
I have downloaded Peg's Brigantine Water Mod, but when I go to extract the files, my Norton AV declares its unsafe and deletes it. I have downloaded other Peg Mods with no issues (Streams, Ponds, Utopia, SPAM, etc.).
Has anyone else had this happen and do you know a workaround? Simtropolis has an excellent reputation of keeping viruses and other bad things out of the community, so I find it hard to believe it could be a virus. If anyone would like to investigate this, here is the file Norton Insight removed and quarantined as a medium risk:
and the .exe file:
Thank you so much for your help!
So, I embarked an retrofitting some NAM.
First, is it a known issue on an OWR-5 that some automata go the wrong way? Down the center lane? (see screen shot)
Second, I could not figure out how to make RD-6 turns. I ended up with intersections which don't really make sense.
But it was a first attempt. I see with grading and everything else why the focus it on roads first.
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