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Transit enabled Rural Trail Set  2

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About This File

DRMK - Transit enabled Rural trail set v.2 - MODIFIED by Swamper77

 

A set of transit enabled rural trails to connect your farms to the road network.

 


VERY IMPORTANT - ACKNOWLEDGMENTS


This Rural Trail set would never have been done (at least by me), without the great work of several people from which I used the LOTS and PROPS.

 

The main idea behind the creation of this set came from using both Deadwoods dirt trails, and Suico rural fences. I wanted to use them both at the same time! So I decided to fire up the LE and commit myself again!

 

I'd like to thank Deadwoods and Suico whose great lots I've used, also a big thanks to Vlakhaas for his Hedges, all those involved at BSC for creating those great Mega Props Pack and to PEG for the PEG_Resort-Pack.

 

Finally a heartflet Thank you to Swamper who improved those lots, so they could be more efficient.

 

If, by sheer ignorance, I forgot someone, please inform me and I'll correct this readme file right away.


v. 2 improvements: NEW SECTION


All improvements are the work of Swamper 77 who I want to salute and thank!

He generously did that without being asked, and I'm grateful for his help!

The improvements are:

  1. Now compatible for Mac
  2. Railroad crossing now allowing freight AND passenger trains and a raised capacity of 4000 instead of 100
  3. Street crossing capacity increased from 100 to 500 thus reducing the possibility of congestion.
  4. Removing of several non-used properties such as : Power, water, park and landmark effects. Resulting in a "cleaner" file.
  5. He removed the reference to the Farm Fences that Suico released on the STEX long ago. The only reason they were required was for the building model. he changed the referenced model to the invisible one that Maxis uses on their parks.
  6. He also edited the "Exemplar Name" property for each lot to have a unique name.

DEBUGGING


A heartfelt thank you goes to NicolaiS, BoeMatic, daihtnaoz and CaptCity who by their comment and patient testing, helped me find what was missing. It turned out to be an omission on my part. I simply forgot to put Suico Fences in the dependencies. That was the missing piece.

Gentlemen I hereby thank you for your generous help.


BETA TESTER


I'd like to thank my good friend Dan (Dhoppeii) for beta testing and doing the QA on those lots.

In fact as he is responsible for me doing rural communities it's only fitting that he test them! WINK


DEPENDENCIES - EDITED


Brace yourself! There's a lot (and I mean A LOT), of 'em.

I still have to learn how to use as few dependencies as I can. So please forgive me for that huge shopping list!

 


NEW DEPENDENCY

Farms Fences by suico

https://www.simtropolis.com/STEX/index.cfm?id=4585


Regular SC4 Landmark : Parthenon and Stonehenge.

Vlakhaas - BSC Hedges Caliban

by Vlakhaas

https://www.simtropolis.com/STEX/index.cfm?id=12405

 

BSC DAE Dirt Track Texture Pack

by deadwoods

https://www.simtropolis.com/STEX/index.cfm?id=11023

 

DEDWD Aussie Windmill

by deadwoods

https://www.simtropolis.com/STEX/index.cfm?id=15243

 




User Feedback



Recommended Comments

Now this is great. I liked the idea of the rual roads lots that came out a long time ago for creating country roads and paths to fields...but not being transit enabled limited their usufulness....but these are great...thank you

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Thank you all for the positive comments! You'll find them regrouped at the very bottom of the parks menu.

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To be sure, these aren't "transit enabled" in the same way that a road is. You still can't place to TE lots next to eachother and expect traffic to flow through them.

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to 6459978 - They are not Network puzzle pieces like the NAM.... Don't I wish I had the knowledge to create those pieces.... For the moment they are just Transit enabled, thus permitting to have a farm quite far from the road/street connected by a dirt trail and can grow without having the NO ROAD connection zot. Working on the puzzle piece question though... perhaps one day!

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Fantastic work Darmok! These are just stunning, they look incredibly realistic, and because you made them transit enabled, they are practicle too! I can't wait to install these, and you will definately be seeing them in GD! Cheers mate.

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Great idea. I don't quite know how the street & rail crossing lots work, but if you've figured it out, well done! You should have a look at the menu management lots (MML) work Andreas/Dealey have done as this set would be a good candidate.

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Looks cool, but will it work without the "Rural Highway Project"? I can't seem to get the link to that dependancy to work...

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Great, I like my farms to look really rural and this helps alot. One question, will these pieces place back to back? When I try to do this I get already occuipied as an error message! Am I missing something? (Alright it was two questions!) Thanks in advance.

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To Tidalpool - I'll quote the readme file - You connect one of the TE (Transit enabled) lots to the road/street network, your agricultural zone MUST touch at least one tile of the TE entrance lot to grow without the NO ROAD CONNECTION ZOT. Then, to the TE lot you may add any combination of NON TE lots to suit your needs - End of quote - (continued on following comment)

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(...continuing frm last comment) If you use a combination of lots it's the way to do it, one TE (blue icons) and then any combiantion of the NON-TE (green icons). remember they are NOT like the NAM puzzle pieces. I don't have the knowledge to make those. PM me if you need more details I'll try to help.

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HERES A NEW LINK FOR THE RURAL HIGHWAY MOD http://koti.mbnet.fi/heka33/RHW-public-v012.zip

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John, I'll find some use for this.. Smart idea of creating a set of transit and then non-transit enabled, BTW. Thanks for not adding trees or anything on it.. that way it can work in all regions.

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To MTBROCKET - Hi Dan, No they don't replace anything, the inspiration came from deadwoods trails wich I simply cant live without! LOL - And still have untouched in my game menu by the way. No they are just something I needed when building An

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