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.
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.
NOTE: You must connect both the large water pump and the sewage treatment connectors to realize both the effect of the radical volume of water and the treatment. The large water pump is the relot that will appear in the water utilities. The dual purpose is combined into one lot with its own unique menu icon. Please read instructions carefully before hastily making negative reviews. Please ask questions respectfully if there are any problems with the use of my mods. Thank-you.
As I gazed at the peeks of MrMiyagi's Paradise Reef green mountains, I said to myself, it would be nice if we could have clouds that brushed against the mountains like we see in the Caribbean and many tropical locations where some clouds hang low. Or even look down through clouds at our cities and regions. Or how about taking a first person flight through them in a plane or helicopter. Then @RonyX69 provides us with a script for the rotor shader so we can have semi-transparency and eventually it hit me to try and make 3D cloud billboards just to see what would happen. I also took inspiration from the cloud billboards in Flight Simulator X.
I have mixed feelings about the results so far and I'm not sure if this will go all the way to a workshop item. But I think it's worth a try.
Starting the billboard method:
First thing is to make a plane and map it with the desired cloud texture. Then it's important to duplicate the plane, flip it so the normals are facing opposite directions, offset it a bit so no z-fighting, and then mirror the UV in both X and Y (in Blender). At this point there is a lot more experimenting to do in order to get an good billboard orientation to see a seamless cloud when rotating the best we can so we don't see too many edges from the sides. I will be studying cloud billboard methods and share any interesting info I find. There are many possibilities with all kinds of cloud formations.
How the game renders them...so far:
The clouds do not have a smooth transition between the closeup intended look and the LODs. At LOD distance, they develop hard edges and lose the fluffiness.They also disappear off and on I think when in LOD transition. I don't know if this is a permanent limitation with the rotor shader or if we can overcome it. If not, the best this kind of asset can be is screenshot candy. Also it would be a good idea to make some kind of anchor like a rock so when you want to bulldoze the clouds, you know where the base is since it's high above.
Current challenge: To make better cloud billboards and see if the LOD transition can be improved.
Below are some screenshots of my experiment so far. I did the mesh as a quick test model so please excuse the shape.
The rest are shots I took forcing good angles with the camera
Next I will make better billboard formations. Maybe some can be simple flat meshes for shots right under or over them. All thoughts and suggestions are welcome.
Hello everyone. This will be my custom content showcase and workshop thread. In all the years I been a member here, I never uploaded any content but enjoying great work by other members. I take this opportunity to say Thank You to all content makers for making our city building experience so enjoyable. I feel that making content is overdue for me and I want to give back to the community. I have some buildings and trees that I will be showing in upcoming updates to this thread. I will also be asking for advice and help.
4/21/2017 Release: Lantana 2.0 Link http://steamcommunity.com/sharedfiles/filedetails/?id=910421838
More info on last pages of this thread.
Note: This post was edited 5/29/2015 to reserve this first post for all current updates.
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.
Stadler EC250 ''Giruno''
Stadler EC250 International Variant
Bombardier Twindexx - SBB
Bombardier Twindexx - Chirpy Intercity
Stadler KISS - BLS
Stadler KISS - SBB
Stadler KISS - SBB: Props
Stadler - Glasgow Subway
Toronto Union Station Complex
Stadler KISS - GO Transit
Stadler KISS - GO Transit: Props
Recently Browsing 0 members
No registered users viewing this page.