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Hi, @SimCoug. I'm trying your farmhouses but they don't seem to be compatible with SPAM (or it's me just fracking up as usual ). When I try them by themselves they grow OK (I suppose we have to plop fields and pastures around them -- that's fine with me the MMP fiend) ; they apparently also grow as just-houses right in the middle of a town -- hmm.... But when I try to arrange for one of the them, say the 5x5, to grow in an adequately cleared 5x5 space in a SPAM field, no cigar. Can you enlighten me ?
I'm getting a brown box where the house should be for csx gm farm growtech. Does anyone know what model file I'm missing. Went over the dependency list a hundred times and even found other missing dependencies that weren't listed but obviously not all.
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 )
To avoid the 'show us thread ...' to be abused as a development thread I open this one instead. Seems on this project there is a need for this - as I have to learn and the project seems to become a bigger task to me.
"In this case, they are growable, which is clear if you've read the development thread. As for SPAM ready, I'm not sure anyone brought that up, although it would be nice *hint*"
Nope, sorry. These are my plans and it's still a long journey:
1. Non-overriding for triple choice: use Maxis-blocker or FrankU's Maxis replacers or (if you think so) Maxis alongside. In fact, many dependencies I will share with FrankU's farms and I try not to repeat what he already did but to complement his work as good as possible (he sems to like flower fields, I think, so me: less flowers fields etc.).
2. Big set with all CAM stages 1- 7 well covered (-> no SPAM). Advantage: I plan to pack grow stage 1- 3 and 4-7 separate - so you can use a part of the set (1-3) also if you haven't CAM.
3. Changing farm style and field style with growing stage completely. What you see in the posted picture - the south european, mediterranian style will only be stage 1 and 2. Slowly changing to more 'north american/central european' bigger farms and finally on grow stage 6 and 7 to really ugly heavy industrialized mass production.
4. But also - and that's the point why I got into it - having the farm field accordingly to the farms. So the vineyards and lovely things on the earlier grow stages (with the mediterranian style) but to have also farm fields looking like industrial mass production on the highest stages. I want to achieve the same significant visual change as for the cities also for the farms. Idears how the highly industrialized farm fields could look like are welcome. Me thinking about how I can make 'farm fields' not really fields but also some kind of modular industrial life stock farming rows. And well, I got the inspiration by @OcramsRzr , who made me thinking about how different farming looks like around the world. So maybe, if I find suitable stuff - I will do some kind of vertical farming etc. on the highest CAM stages too. But that are all thoughts, idears, so far.
5. If I'm right - there are CAM farms, but no one thought of a concept to use the possibilities of the CAM to redo the farm development through all the 7 stages before.
6. And yes, there will be a hell of dependencies. If I'm lotting, I do it to see all the nice stuff other people created on my lots. Girafe made some nice vines and from the SFBT team there are too nice vines (which I turned into timed props). So two different vineyards -> two different dependencies (and only for those!).
7. I also create and redo timed props partially. I don't want to change the farm fields altogether at March 1. Some change later, some change earlier - so I hope the fields become more natural in the seasonal changing and not like triggered by a fertility goddess that snips with her fingers and -bam! - everything is green.
So all in all - I see a terrible amount of work. And that's why I was disappointed when for almost a week nothing advanced and nothing seemed to work and why I was so glad when you helped me to proceed again.
As I just started this project - any idears on farming are welcome. Even idears like: I wish there was a cannabis farm (but I think there already is). Or stuff you would like to see on farm lots etc.
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