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Why you plan your roads.
back when i wasnt so experienced, i didnt plan my traffic with avenues and almost primarily used roads. it's like someone split red paint all over the city.
taken on a mac, which is why i had to remove plugins and why there are brown boxes (a result of blank region bugs.)
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.
Roghue Island Interchange Revisited !
Tonight I adresed some issue with the Roghue Island South Interchange. Two issues where amendment: one the elevated one way flyover exit from highway 4 to highway 55 and ramps entry and exit´s from the Hartford City ! One way flyover corner pieces didn´t show right direction so was in fact only cosmetic. Entry and exit wheren´t there at all so a detour must me made via Cape Mayon to reverse into the Hartford City direction !
Issues´s now partly resolved ! Still a detour to Cape Mayon or using the highway 5 bridge is needed to return to Hartford City. Just before the Cape Mayon tunnel there´s a new exit to Roghue Island; any future exit however remains unresolved because there´s no suitable place to place a entry with accelerationlane; ultimately a special tunnel would need to be constructed underwater and costs would expand into a tremendous amount of simoleans !
See the lovely over the rail tunnels winding RHW highway 55 !
Diagonal rail portal pieces are by Takingyouthere; functional there´s still some work to make them fit in better !
I just recently started playing again for the updates since After Dark and wanted to update a previous interchange asset going by the same name that I made. Which, this whole time was missing 2 connections but I never noticed. It's easy enough to fix the other one yourself if you prefer the cheaper and slightly smaller 3-lane version but this 4-lane version should have all highways connected to the others allowing travel from one highway to the other 3.
All ramps are two-lane one-way highways for higher speeds and all road pieces have sound barriers(also easy enough to change to the non-barrier version yourself if you prefer).
I have included a picture with arrows showing the connections(forward, left, right, U-turn) just in case anyone wanted to make sure.
If you get a slope too steep error it's probably because of the turning ramps. Either get a mod or edit it yourself in the editor if you feel it happens too often.
This thread will focus on improving and revamping the Transport Lines Manager mod, as well as potentially adding features from IPT and/or unique new features if possible.
Transport Lines Manager Reborn 6.0.2 now in the workshop.
Bugs as of 6.0.2:
Renamed depots are not working in the TLM listing and in depot details windows. Not show cable car stations on linear map as near transport. Ticket price changes not being implemented. Sort lines by colour not working. TLM Unknown Error on Evac Routes trace OP is below:
The creator of IPT hasn't been online in over 5 months, and the creator of TLM hasn't been online in nearly 1 month. Mass Transit DLC is coming out in a few weeks, and I don't know how either of these mods will fare with changes being brought to the transit system.
Is anyone in touch with either of these authors? I would especially hate to see TLM go to the dustbin of modding history considering how many options and useful configurations it provides (plus the aesthetics!) such as changing frequency depending on time of day (such a no-brainer), and IPT has excellent debunching. Now that these two mods are nearly incompatible, and with the DLC coming out soon potentially rendering both useless, something must be done. They're far too valuable to go to waste.
If we can't get the authors to update their mods or publish their code for others to carry it forward, can we all maybe pitch in and create an entirely new mod from scratch? Is someone working on this already? Even with the improvements being brought with the free upgrade/DLC, I feel TLM/IPT features will still be vital to many player's C:S experience. What do y'all think?
KOSC presents: Maxis Mansion Overhaul - Extension Set
Ah, Maxis mansions... err... wait a minute!
This is the long overdue expansion pack for my Maxis Mansion Overhaul mod, which was released several eons ago. This set expands the original mod by taking advantage of new lot sizes, climate variation, and the strength of the individual models themselves to add further variation in your affluent areas.
This set contains a total of 33 lots. Some of the new features include:
climate variation: The original was purely focused on seasonal vegetation, and nothing more. This set varies that up by introducing "warmer" and "colder" lots, which can contain anything from tropical palm trees to spruces. individual lots: Some models, especially the larger palazzo variants, don't function very well in a family due to the variation of sizes. These have been lotted individually and each have their own flair and unique design (mostly). new general lot sizes: 2x4 and 3x5 sizes are available for a few of the mansion families, adding even more shapes and sizes. mayor's mansion: The tiny mayor's house reward now joins the fray as a growable, in 3 distinct variations. General Stats
The Mayor's House is the only new building and has a capacity of 10 R$$$ sims. It is available in the following lot configurations:
1 3x3 front, stage 1 2 2x3 front, stage 2 The rest of the mansions use the original descriptors and as such, have their stats untouched. Consult the README or view the screenshots for a more detailed breakdown of the lot stats.
Drop the files in your My Documents/SimCity 4/Plugins folder.
Not mandatory, but highly recommended is the original Maxis Mansion Overhaul mod.
SHK Parking Pack LBT MEGA Prop Pack Vol. 1 BSC MEGA Props SG Vol. 1 BSC MEGA Props CP Vol. 1 BSC MEGA Props CP Vol. 2 AnyOne for Tennis Textures
NDEX Texture Set Vol. 1 BSC Textures Vol. 1 BSC Textures Vol. 2 BSC Textures Vol. 3 BSC Texture Pack Cycledogg V01 SuperSHK MEGA Parking Textures Enjoy!
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