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    Bregenz, Austria
  • City-building game(s)
    SimCity 4
    SimCity 2000

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  1. Can't find it?... Ask here!

    Does anybody know where to find this diagonal apartment building?
  2. Version 1


    Short description: You can find them in any village in my native country: Small public sites called ”Wertstoffsammelstelle“ (small recycling site), where people can dispose of the garbage they produce at home by sorting it according to material and putting it into the respective containers. I’ve lotted such a public recycling site for SimCity 4 (since I couldn’t find a believable English translation, I’ve just kept its German name), especially to provide a small garbage disposal facility for village-like settings. In-game, it works like an incineration plant – it basically just removes trash from your city – just with lower values and without producing power. Unfortunately, the stench makes sure that this building has a negative park effect, thus, it shouldn’t be placed near high-wealth estates. Yet pollution values are kept low and it does its job. The public recycling site provides 4 low-wealth civil jobs, therefore, it requires road access. It can be found in the sanitation menu. Please refer to the Readme for further information. Available languages: English, German (both Readme and files). The name of the plugin is in German, however, both readme and description are available entirely in English. Dependencies: SFBT Essentials: required for the trash containers. http://www.simcityplaza.de/index.php/props-und-texturen/essentials?download=162:sfbt-essentials-dezember-2015-(windows) (Windows) http://www.simcityplaza.de/index.php/props-und-texturen/essentials?download=161:sfbt-essentials-dezember-2015-(mac) (Mac) Installation: Move or copy the file Wertstoffsammelstelle.SC4Lot that comes with this download into your Plugins folder. To uninstall, bulldoze all recycling sites (all instances from this plugin) and remove said file.
  3. @HORSEY That's strange, I've tried out the CETC combined with the God Mode Tools Mod and the Berner Oberland Terrain Mod, but they work fine. Since you haven't installed any other mod, I can only imagine the same explanation I told to vocar: Starting at a certain height, the CETC doesn't plant trees anymore. You might have installed a map with very high average terrain where probably almost no parts of the terrain are below snow level. If you are playing on a custom map and you are not sure about this, please post me the link to the map you are playing on. Edit: It's also possible that you just installed ALL files that come with the download of the CETC. Do not do this. If you keep the disabler file and/or the uninstallation helper file, you won't be able to plant new trees as the purpose of these two files is helping people uninstall the CETC if they so desire.
  4. Show us Your Oddities!

    A village under development just got its first bus stop (not pictured) - in the middle of nowhere, just to connect a few remote farmhouses to a village that hasn't even been built yet. The result: The first traffic jam ever seen made entirely by buses. Where do all these people come from? The adjacent city tiles, BTW, don't even have anywhere near 31,000 inhabitants. And this city, albeit having a lot of farm fields, surely doesn't offer 31,000 jobs, nor do the adjacent cities. At least the money is good although the heavy traffic might prevent farm fields from developing.
  5. Show Us What You're Working On

    This is surely the weirdest project I've ever been working on, and it took me weeks to complete it, and sharing it will be complicated due to tons of dependencies, as well as textures that I've copied from people that are no longer active on the STEX, and I'll probably only use it once in an entire region. However, this has been really funny to make, I simply had to do it. I hereby present to you: The legendary Temple of Seasons Inspired by its pendant in Oracle of Seasons, a game where there's a temple where you obtain the ability to alter the seasons of another country, I created a 13x13 complex, composed of 7 modular lots where I've duplicated a good amount of props and modified them to make them non-seasonal.
  6. Show Us Your Small Towns

    This is Karlsklause, a small city between the sea and the mountains where time has stood still over the last 100 years. I think I should add a few modern buildings every now and then, but other than that, I think it turned out OK. Hope you like it. Click to enlarge (1366x1400).
  7. Show Us What You're Working On

    A little something I'm working on: I'm trying to build a seaside village in a bay, complete with a harbor village on boardwalks. I don't know if this is good or not, I've barely ever been to the seaside.
  8. Table of content 1 Introduction 2 Requirements 3 How to develop building blockers 1 Introduction It is widely known that, at least in-game, there is no way to control which buildings exactly will grow in your city. Sometimes, this can be a pain – for instance, there’s always the same building growing repetitively, or a complete chaos of buildings is growing in the center of a city. Restricting growth to certain building styles doesn’t help much, since there can be only 4 building styles. Furthermore, it has been found out recently that the command “Build all tilesets at once” doesn’t actually work (please read this topic for more information); therefore, randomizing the look of your city can become even more difficult. Fortunately, contrarily to popular belief, there really is a way to have some control about which buildings in particular will be growing – and I literally mean: You can make sure that at this damn corner a certain building and none else will show up, or a certain building that would look out of place will not grow at all. This is possible. Even without the Buildingplop cheat. Even without letting the game run for 3 hours until it gracefully decides to grow the building you want. How shall this be done? Just removing certain plugins from your Plugins folder won’t do the job, since there may be some buildings left in your region that won’t work properly anymore if you just remove their files. However: As some of you may know, there are some building blocker plugins out there on the STEX, like this one… … that will prevent vanilla Maxis buildings from growing. So, theoretically, you only need to develop building blockers for all residentials in your Plugins folder and actually keep them outside from your Plugins folder until you need them. (This will, by the way, just make sure there won’t be new buildings growing – the existing ones will still work normally, they will spawn traffic and pay taxes.) In other words or for instance: If you want a certain building to grow, just block all others. If you want a certain building not to grow, just put its respective building blocker into your Plugins folder. Advantages: You have a certain degree of control about what will grow in your city. Disadvantages: Every change in your growth preferences (unless you find a way to skillfully use the Tilesets feature along with the blockers, but that is not part of this tutorial) requires you to leave SimCity 4, move some files around in your Plugins folder, and get back to the game. 2 Requirements You need iLive’s Reader to develop the blockers. You need some advanced modding skills, although you do not need to be a real pro. Most important: You need to find out the Lot configuration exemplar files of all your growables. Most crucial: You need to know EXACTLY what is going on in your Plugins folder. I mean, you need to be perfectly organized. You may need to literally open every single file in your Plugins folder, check if it contains a Lot configuration exemplar file of a growable, extract and duplicate it, and modify it. Furthermore, you need order and structure in your Plugins folder to make sure your blockers will load last so they can work. And, also very important: This will take time. I mean it. Last year, I sorted out all of my plugins, putting all resource files into one folder and all lot files into another; I did this with both ploppables and growables. This took me three months. But it was worth it – it’s much easier to make improvements to your lots if you can find them faster. 3 How to develop building blockers Step 1: Recognizing and getting the growable files As already pointed at, first of all, you need the appropriate files. And that really means: Check every plugin in your Plugins folder if it contains growable buildings. This will, of course, be made easier by thinking about it (a hospital, for instance, will most likely be a ploppable), but there is a way to recognize growables via Reader if you are not sure: Check for exemplar files with the Group ID a8fbd372. These are always lot configuration files. You only need these files, by the way. These exemplar files will contain a property with the name LotConfigPropertyZoneTypes. This property will have up to three reps, expressed by a number ranging from 00 to 0F. If the reps have numbers ranging from 01 to 09, you are dealing with a growable. (Check the screenshot farther below.) Step 2: Creating a blocker After finding out a file that contains a lot configuration exemplar file, copy this file to a location outside of your Plugins folder so that it won't do anything until you need it. Give it a name that will help you recognizing it, for instance, the name of the plugin you are actually dealing with. Next, open this file with Reader again. Remove all entries that are not lot configuration exemplar files, and also remove all lot configuration exemplar files that are not growables. Next, look at the Growth Stage property, and just change the value from whatever number to 0xFF. This will change its growth stage to 255, which means that it cannot grow in-game because the highest possible growth stage in vanilla SimCity 4 is 8 (I don’t know it for CAM, but I’m pretty sure it’s not 255). Important: Do NOT modify any other setting, such as slope tolerance, let alone textures or props! If you already have some of these buildings in your cities, this may have unwanted side effects. That’s it. Step 3: Using blockers properly If you want to prevent a building from growing, just copy your blocker file into your Plugins folder. Here comes the point where you need a bit of structure in your Plugins folder: You need to make sure that the blocker loads AFTER the original growable file to override them (without actually completely disabling them, they will still work, spawn traffic and pay taxes, there just won’t be new buildings growing anymore). I have created a folder with the title zBuilding Blockers which is currently the last folder in the loading order, but of course, you can do it differently. Some side note: Keep in mind that residentials and commercials are sometimes restricted to less than 4 tilesets. This means that sometimes a building won’t grow although you have blocked all others – because you have enabled more than one tileset and the building is limited to only one. Furthermore, as already mentioned, the in-game command “Build all tilesets at once” does not work properly, which means that the game just rotates between tilesets as usual. For you, this means that you need to only enable one tileset if you want to grow a particular building that is limited to only this one tileset – or you need to modify the tileset settings of a growable building. Step 4 (optional): Modifying tilesets I’m surely not the first one to write a tutorial on this topic, but while I’m at it, I thought I might repeat this knowledge for your convenience. Open a file corresponding to a residential or commercial and check its exemplar files (it’s not with the lot configuration exemplar files). If there is an exemplar file with the property OccupantGroups, you are at the right place. Growable residentials and commercials need at least 1 tileset so they can grow. Add the following codes to the OccupantGroups, separated by a comma, to enable the tilesets (or remove these codes to disable them): 0x00002000: Chicago 0x00002001: New York 0x00002002: Houston 0x00002003: Euro By the way: Removing all tilesets from the OccupantGroups property is another way to prevent residentials from growing. Decide yourself which way you want to use.
  9. MMP Issue: Game skips one step

    @rsc204 Thank you for your advice. I've tried all or your suggestions, but none of them worked. My game is fully patched (1.1.641). The problem still persists on an empty Plugins folder. All device drivers are up to date. Switching to Software Rendering Mode didn't help, either, nor disabling antivirus tools, or disabling all background apps. Regarding my mouse: I'm using the same mouse that I've been using on my old machine. I have DirectX 12. I've also checked all mouse settings and couldn't find any setting treating a single click as double-click (besides, that would affect the function of my mouse just anywhere else, and anywhere else, my mouse works fine). Edit: Fortunately, there's a good temporary workaround: I'll just remove the Flora Clustering ability from selected MMP's, thereby making several single MMP items out of one MMP cycle, if I want more control about which MMP I'll get in particular.
  10. Show us your Bridges

    3 rivers. 10 bridges. 1 picture.
  11. MMP Issue: Game skips one step

    @SimCoug I've checked all settings related to my mouse and could not find any setting like this. Also, this issue only occurs while playing SC4 and furthermore, only and exclusively while placing MMP's.
  12. I'm suffering from a weird issue related to placing MMP's: Whenever I'm trying to place a flora item by clicking once, the game always skips one item in the MMP cycle. In other words: If there's a cycle of 6 MMP's, I can only place item 2, 4, and 6 on a city tile. This does only count when I'm clicking once, when dragging, the game only places the first item. I should note that I'm suffering from this issue since I've bought a new PC, along with an edition of Windows 10 and a digital copy of SimCity Deluxe from Amazon. I can't tell if this issue is related to my new machine, Windows 10, or the digital copy from Amazon.
  13. Show Us What You're Working On

    It's me again. Trying to resurrect the MTP by relotting Pegasus' content and trying to create sort of a historical mountain village, made up mostly of wooden buildings. Since the choice of wooden buildings is somewhat limited, I'd appreciate if you could help me find some rural buildings that would fit into this scenery; especially industrials are welcome.
  14. Show Us What You're Working On

    Yes, I downloaded it from here, but I can't find it anymore.
  15. Show Us What You're Working On

    Some years ago, I've been playing on a large version of Timbuktu, the game's default region (49 large city tiles). While terraforming, I coincidentally created a lake with a shape resembling a squirrel. I gave up the region, but 6 months ago, I decided to play on this map again by starting from scratch. I didn't want to forfeit on my squirrel-like lake, so I had to create it again. Took me 5 hours, but, oh well, it was worth it (at least I hope so...). Both pictures have been rescaled manually to keep filesize low. Old version of "Maxiland": New version of "Maxiland":