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The Coeur d'Alene Resort is a luxury resort hotel in the northwest United States, located in Coeur d’Alene, Idaho. Seated on the north shore of Lake Coeur d'Alene, the Coeur d Alene Resort features a marina, convention facilities, spa, as well as a notable 18-hole golf course. The hotel has 338 rooms and suites, and its main tower has 18 floors.
My challenge to YOU make this a mod for the game !!!!!!!
Hello ST community,
I will use this topic to show my upcoming, work in progress and finished mods for Cities: Skylines. Some may know, some may not - I make soviet style buildings and car models.
Here is some showcase of my already made mods:
Link to steam collection of my residential soviet buildings. Series 1-464LI
Link to steam collection of my passenger cars mods
Link to my steam collection of heavy land vehicles (buses, trucks)
Here is link to my planned cars list in Google spreadsheet format
Making of next car is currently not started yet. I will announce later what car it will be (French hatchback).
At the moment I make my 5 story soviet buildings (1-464LI) RICO compatible, it will feature left, middle and right (placement) sections.
And last, I want to hear your opinions about car models triangle counts. ~2500 was chosen because of adding these cars to another city-builder game too. Choose acceptable triangle count for you. Multiple choice is allowed if e.g. acceptable is 500-3000
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.
So I figured I might as well make a topic here, as this is most likely not gonna be the last time I ask for you guys' oppinion. If I remember, I'll post WIP and releases of my buildings here.
My current project is a bus depot that fits the european theme and I'm pretty happy with how it turned out - but I've ended up with two sizes of it and I just can't decide which I like the best and could see myself using both. So I'd love some feedback - which you prefer or if it makes sense to upload both of them.
The small one is about the same size as the default one and has the same stats. The large one has slightly higher stats, but as depots can spawn infinite busses there's no benefit to the bigger one. I purely made it this large as the ones I took inspiration from were this size or bigger.
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