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By Ln X
It's about time there was some utility love in this forum. If you have a power facility, water facility or garbage facility then this is the topic to post it in!
I shall start with a small recycling centre in the middle of some rural suburbs.
Another one would be the hydroelectric dam I created in Faverdale.
I have never seen this problem before. I have used these for months without problem, now water will not travel beyond the area that the facility alone can provide. I have a water distance mod to cover more ares with less pipes but this is the first time I have ever seen all pipes connected and connected to the center of the facility but no water!
Does anybody know what the problem could be?
Samurott is the water provider and the Suicune next to it is the purifier. I used these two many times but this is the first time I have ever seen water not travel away from the facility.
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.
These textures are freely useable and distributable for any SC4 user created content, if they are used in lot-making it is better to refer to them as a dependency and link back to this file to keep file space on the STEX free of mulitiple repeated content. The texture data file is located in the FOLDER: Elements Textures DAT, 3 sample lots are in the FOLDER: Elements Sample Lots, and 1 7x8 test lot showing all 55 textures is now included in the FOLDER: Test Lot 7x8 Park. Also included are the 2 previews showing all the textures and this text in readme.txt and HTML.
The texture '.dat' file size is 498K with 55 textures. This volume is called 'Elements', including diagonal, broken, patterned and squared stone, dirt, grass, metal, pavement, sand, water and wood. Also included are 3 sample lots found in the Parks Menu, each have been made functional for radical purposes of helping with start-up cash, reducing pollution and garbage, and recovery from nuclear meltdown.
DAT FILE INCLUDED:
FOLDER: Elements Textures DAT
FOLDER: Test Lot 7x8 Park
This is one lot with all 55 textures in a 7x8 grid. This lot may be used to preview the textures in-game, then delete.
FOLDER: Elements Sample Lots
1.) Subfolder: Patterned Grass (Anti Pollution)
Menu description: Base Textures Elements (Anti-Pollution)
Vol. 1: Grass Texture. This lot is a sample which also provides some radical relief from pollution and garbage.
2.) Subfolder: Color Reg Mark (Radiation Reducer)
Menu Description: Base Textures Reg. Colors (Anti-rad.)
Vol. 1: Elements, Use this lot as a registration mark for color and contrast. In RGB, Red (255,0,0), Green (0, 255, 0), Blue (0, 0, 255), and Gray 50% (127, 127, 127). This lot will radically decrease radiation. Use this lot in the event of a nuclear power plant meltdown. When you plop this lot you will see the Maxis 'Sparkles of Purification'.
3.) Subfolder: SC4 Logo (50K Business Deal)
Menu Description: Base Textures Elements (Bus. Deal)
Vol. 1: Elements. 55 Textures: Stone, Dirt, Grass, Metal, Pavement, Sand, Water, Wood. Use Lot Editor to see all the textures. This lot will radically increase your income by 50,000 Simoleons a month, Use this lot to help get your city started, then bulldoze it. When you plop this lot it will appear as a 'Business Deal' in your budget panel.
INSTALL the TEXTURES and SAMPLE LOTS
To install the sample lots copy and paste the 'Elements Sample Lots' folder into your User\Documents\SimCity 4\Plugins folder. The sample lots are found in the Parks Menu.
To install the textures copy and paste the 'Elements Textures DAT' folder into your User\Documents\SimCity 4\Plugins folder.
ABOUT the TEXTURES, INFO FOR LOTTERS and GAMERS
The texture images are derivatives of images from a variety of commonly, freely shared sources, hand re-worked for use with SC4. The design of the textures leans toward lower contrast, saturation and brightness as more usual in realism, and for dimmer screens.
If using them for creating and distributing SC4 lots the '.FSH' file may be extracted and included as a '.DAT', but don't re-distribute changed associations between the image and the ID (instance) as that could impact another user of the file. No crediting is required, but no claim of original artwork should be made if redistributing them with SC4 lots.
The Texture ID Range was assigned by the BSC Texture Index at SC4 Devotion. http://sc4devotion.com/forums/index.php?topic=2101.0 To redistribute variations of the textures or to make your own, request and use a unique personal Texture ID Range at SC4D.
I'm working on a set of terrain-confirming rocks that are mostly going to be placed along side the shoreline, however, I keep getting this weird behavior where the water finds a hitbox of sorts, stops rendering and you end up with something that looks like this:
Does anyone have any experience or a workaround for this situation?
Thanks in advance!
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