Please Note: As explained here, due to limitations in the Gallery software, some Challenge submissions may include a larger version of the same image (e.g. for mosaics).
Before voting, please check in the description and comments section to see if the author has posted one of these. However, it should not be a disadvantage if an author just has the required Gallery image.
A Dreary Day
A Norfolk Southern GE EVO pulls its load by Hawley & Sons Manufacturing Co. on a gloomy, rainy afternoon. This locale of Pawtucket Mills has seen better days, but the factories around here still produce mechanical equipment for use in other industrial applications. While many industries have switched to ship their freight by truck, these plants still proudly send out the bulk of their product over rail, as evidenced by the active sidings and railyard.
Original size image: https://c1.staticflickr.com/8/7490/30227302416_fd31beefef_o.jpg
Tsvirkunov Electronics, by Mattb325.
Another Maxis Hi-tech stalwart gets a 21st Century facelift.
Tsvirkunov Electronics goes from that small angled blue building with the red decorative pillars to a shiny, new and much larger facility. Just like the previous building which had outdoor employee space, this new IHT factory provides a lovely, sunny sunken courtyard for employees to take lunch.
This version is a Hi-Tech growable anchor 6x6 lot (use the CTRL key when zoning to ensure the correct lot size) and will not interfere with any Maxis blockers or re-lots of the original Tsvirkunov Electronics.
Lot size : 6x6 (Use the CTRL key when zoning)
Growth Stage: 3 (Medium and High Density Zoning)
Bulldoze Cost: §307
Capacity Satisfied: IHT§§§716
Pollution: 14 (Air)/ 5 (Water)/ 4 (Garbage )
Pollution Radius: 6/7/0
Power Consumed: 108 Mwh
Water Consumed: 101 Gal/Month
Building Style: Chicago/NY/Houston/Euro
Occupant Group: Hi Tech Industrial Anchor Building
NOTE ABOUT DARK NITE vs MAXIS NITE:
This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite.
You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot File!
If you use the dark nite version, you will need a dark nite mod.
To ensure proper functionality, make sure the following files are in your plugins:
*BSC MEGA Props - CP Vol01.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180
*BSC Mega Props - CP Vol02.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790
*BSC MEGA Props - SG Vol01.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=746
*BSC Texture Pack - Cycledogg V01.dat - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101
*BSC Texture Pack Vol01 - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90
A NOTE ABOUT PARKING TEXTURES:
Sadly, if there appears to be any parking used in the content picture as either part of, or adjacent to the custom content in question, it has now come to the ridiculous scenario of having to write a blurb about parking textures given a number of comments received form only one or two users (comments which incidentally are only made on my lots - I note that other active Batters use Maxis parking lots all the time and receive no negative comments, such is the double-standard). Please note that I will use whatever parking textures I feel like on my lots. If you want something else, then use the lot editor.
To install, simply unzip the contents of this file into your plugins folder.
Looking for active and cooperative mayors to join region and continue a supportive community. Experienced or new mayors encouraged.
Original SimCity 2013 only please, no Cities of Tomorrow (all other adaptations are ok, just ask before deploying mods) Be active in communicating and collaborating with other mayors. 2 map lots per mayor (Please ask before claiming more than one map lot), preferably just 1 to start and eventually we'll roll into 2 cities per mayor if they are not occupied completely. play at your speed, don't feel rushed. Just enjoy and have fun! lets get some awesome skyline pictures and let the creativity flow and learn a thing or two from one another. If you want to discontinue playing with this group just let me know and please abandon the map so i can manage it and clear it for someone else to play. I chose Rambling Badlands because of it's fairly linear arrangement of terrain (other maps are much too gradient/sloping and cause graphics issues), plentiful resources and allows 7 cities on each side of mountain range with 1 great work on each side. I personally thought it was a much better set up than just 4 mayors per region quadrant.
Also Rambling Badlands is extremely bug free.
Badlands is also a nice change of scenery from the traditional maps.
My Origin name is: Moogu69
I have been an active mayor since release of this title with 1300+ hours logged
so please message me if you're interested! cheers!
KOSC Presents: Bobbo662's Dell Plant
Dell Plant is the 1st lot release from my IndustryMania series. This is a re-lot of Bobbo662's Dell Plant building done at the request of @tariely.
This building was lotted to fit somewhere between I-M and I-HT. The original lot was expanded somewhat to better accommodate the trucks in the rear section and the front-facing side of the complex has been drastically enhanced, giving it a bit of high-wealth/I-HT flair.
Included in the following package is a single I-M Anchor growable.
If you desire to plop the growables, use the buildingPlop cheat and look for the exemplar "b62_Dell_Plant_new" (requires ExtraCheats.dll)
The included growable lot will provide 1342 I-M jobs. The lot sits on a giant 13x13 plot and is a stage 2 that only grows on high density.
Detailed stats and information can be found in the enclosed README.
Drop the files in your My Documents/SimCity 4/Plugins folder.
b62 Remastered: The Forsaken Files IMPORTANT NOTE: You only need the following buildings and props:
b62-No Trespassing Sign Fence - for the fence prop in the rear section - is a subfolder in the Dell Plant folder
b62 Dell_Plant v1.4 - for the actual building model
These are located in the DELL/B62 DELL Computer Plant V-2/B62 DELL Computer Plant V-2/ folder
SHK Parking Pack BSC MEGA Props SG Vol. 1 BSC MEGA Props CP Vol. 1 BSC MEGA Props CP Vol. 2 BSC MEGA Props Jestarr Vol. 1 BSC MEGA Props Jestarr Vol. 2 HD North American 40ft Semi Trailers Vol. 1 HD North American 53ft Semi Trailers Vol. 1 HD North American Semi Truck Cabs Vol. 1 IdM - Trucking Essentials Textures
BSC Texture Pack Cycledogg V01 SuperSHK MEGA Parking Textures SuperSHK+ FA3 Parking Textures Credit to Bobbo662 for the original building.
I would like help from an engineering point of view, applied to SC4 obviously.
I am working on a very big project that involves some radical thinking... I make full use of SC4 and Mods, lots of mods, to create the largest city of a country set in the fictional world of a book I'm writing.
Thing is... Because I fell in love with natural growth style of play, I started the city as a tribal settlement... some 800 years before the nowadays milestone. I faced many challenges and many more awaits me. But one in particular I can't get my head around not even searching the internet. Can you help?
Here's the question:
How can (if at all) I raise the level of a big canal from sunken to say a 8-10 metre elevation so that it's not sunken anymore?
Here's the picture:
Bita Canal starts from Branny Bay Reservoir, less than a km South, where the Vidupe Aqueduct finally ends and brings its water supply. The Reservoir water level is carefully controlled so that water flows nicely to various locations in the area, with the use of a canal system which is still under development. The water level of the Reservoir can be raised as water supply is still abundant and the first portion of the canal system is sunken (an engineering decision also to deal with flooding).
Local developers need Bita Canal to proceed North to Fadalipe Citadel to bring water to the masses, but excavating a sunken canal right inside a densely populated area is advised against. Another proposal is the development of a network of sewers, but public opinion votes for an open canal to stream fresh water, and we can build that sewage for the waste water. Frankly, the Council agress with public opinion and we would much rather prefer a nice tight canal with fresh water that streams right past people's homes so that in future they can take that pleasing stroll by the canal and socialize.
So. If possible, how can developers elevate Bita sunken canal?
If you have the straight answer to this engineering question then please post a reply. I would definetely appreciate the help and participation.
In case you don't but you have some other idea, please post a reply too. I like ideas. If I can't use them straight away I put them in a labeled drawer for later use.
For now, Fadalipe developers will push for a simple sunken canal that ends in a reservoir close to the city, so people can have access to new fresh water, as supply was running low.
There is also a poll for you to vote for, if you fancy. (I saw some CJers use it and I thought it would be fun to try) I will consider the result and find the best possible engineering solution to accommodate it.
Thank you in advance
Let me know if this is the wrong section to post this. If needed I can post it somewhere else.
(You can find the City Journal here:)
The Peace and Recovery post does contain some photos of the aqueducts and their projects. Maybe it can help ignite ideas.
This was originally intended for the Modular Lotting contest last year, but a combination of Burnout, and a graphics card failure meant I was unable to upload it for that contest. Now I'm finally ready to upload this beautiful lot!
What is this?
Inspired by the Oklahoma Cotton Co-Op in Altus, OK, These warehouse lots are designed to add visual flair to your farming sectors. This pack comes with 9 pieces
Warehouse w/ Jobs
1x4 Straight Path
1x1 Straight Path w/ SHK Worktrucks
1x1 Straight Path
1x1 T Intersection
1x1 4Way Crossing
BSC Mega Props Misc 02
PEG CDK3-Reasource Kit
SHK Parking Pack
BSC Mega Props CP Vol 01
BSC Mega Props SG Vol 01
BSC CP Texture Pack 01 + 02
SPAM by Pegasus
MTP by Pegasus (It is either this or MTP that has the Pathway textures)
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