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Industrial Revolution Mod - Base Pack (Maxis Lots)  1.1

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INDUSTRIAL REVOLUTION MOD (IRM)
Base Pack - Maxis Lots


1 - INTRODUCTION/OVERVIEW

What is this mod?

The Industrial Revolution Mod (IRM in short) is designed to make playing with industrial lots much more enjoyable. It addresses some of the most annoying shortcomings of Maxis' industrial lots:

  • The lots themselves look boring and repetitive
  • The resulting industrial areas look cluttered and unrealistic
  • Everything mixes wildly - modern and old, high-tech and heavy industry
  • There is no real control - a dirty industry lot might grow right in the middle of a high-tech area and cause the high-tech facilities to dilapidate with its pollution

If at least one of these points has always bothered you, then this mod might be something for you.

What does this mod offer me?

Imagine building a city where...

  • ...industrial areas actually look interesting and vivid
  • ...you can zone for areas filled with old brick factories and smokestacks - or clean, modern facilities
  • ...industry is no longer a necessary evil, but becomes an integral part of your city and adds to its flair


Does this sound like a deal?

If so, then read on! And make sure you READ THOROUGHLY, because this mod is not recommended for beginners. It is important that you know what you do. There is more in the works, and this is not a mod where you can click "install" and "continue" a few times, and you're set. You should be clear about the way plugins work, and you should feel comfortable with manual file handling. You should know your way around your plugins folder and be able to find things you are looking for.

How does the mod work? How does it achieve the changes mentioned above?

APPEARANCE

The altered appearance of all in-game industry is achieved by a simple remake of all roughly 250 Maxis lots, which have been completely overhauled and spiced up with custom textures, props, and lighting. These new lots will override their Maxis counterparts and make your industrial zones much more interesting to look at!

GAMEPLAY

Better control and a clear separation between "dirty" and "clean" industry becomes possible through a new zoning logic.

Originally, medium-density industrial zones were intended for smaller industrial buildings, whereas high-density zones used to be reserved for bigger facilities. The downside to this was that all types of industry could grow wildly mixed. As a consequence, industrial areas often looked cluttered, and it was nearly impossible to keep "dirty" and "clean" industries from interfering with each other.

With this mod in place, the cheaper medium-density zones will be used for I-D (Dirty Industry), which will help you when starting a city. Finally, you will be able to grow large facilities and employ many Sims in your starter towns with low education level without having to fork out precious funds for those expensive dense industrial zones.

In contrast, I-HT (High-Tech Industry) will only be able to grow on dense industrial zones. This is in line with the way the game progresses: The better your Sims are educated, the further your city has progressed. Later in game, when your Sims are smart enough to work in I-HT jobs, you will probably have made enough money to afford the more expensive dense industrial zones. And isn't it only logical that laying out plots of land for those picky, demanding high-tech facilities will cost you more than reserving some land for a primitive old factory that will pollute its surroundings anyway?

Now what about the third category, I-M (Manufacturing Industry)? There is no free zone type left, so it was not possible to assign I-M to its own zone. This is not really problematic, though, because Manufacturing Industry has a big advantage:

  • On the one hand, it is robust and forgiving enough to grow next to Dirty Industry without dilapidating or getting abandoned.
  • On the other hand, I-M buildings themselves do not pollute their surroundings too heavily, allowing High-Tech Industry to grow right next door without serious problems.


So in short, I-M mixes well with both other types of industry. This is why it is distributed over the different zones according to its looks: Old-fashioned I-M brick factories will be restricted to medium density, where they will mix well with any I-D buildings. Modern-looking I-M facilities will be restricted to high density and will integrate seamlessly into any high-tech area. Generic, nondescript structures will be able to grow on zones of both densities.


2 - THE TECH STUFF

What does the download contain?

This package contains a set of 250 lots and one invisible dummy building that I used for some lots where I split building families. (If the last part of the foregoing sentence doesn't make sense to you, don't worry: simply keep that dummy model file, and everything will be fine.)

Can I simply add this mod to a pre-existing city/region?

Yes and no. It is possible with some drawbacks, but it is not recommended. The reason for this is that I changed lot sizes.When you add this mod "on the fly" (i.e., when you already have industrial areas), the lots will suddenly extend over adjacent tiles (transport networks, empty terrain, other lots), and the industrial area will look all chaotic and garbled. You will have to bulldoze it and rebuild it anyway. After bulldozing, some tiles will refuse to disappear. You can simply zone over these tiles and de-zone again, this will make them disappear.

If you do add this mod and intend to continue playing with your existing industrial areas, I strongly recommend backing up your region before.

How to install this mod?

Simply unzip the IRM folder and copy it into your plugins folder (or into a sub-folder of your plugins folder). I recommend keeping the folder structure inside the IRM folder.

What if I want to de-install this mod?

It's pretty much the same as with any other download:

  1. Delete all lots pertaining to this mod (in this case, all industrial lots that are based on Maxis buildings!)
  2. Save all the cities and exit the game when you're done bulldozing
  3. Remove the IRM folder from your plugins


Hint: Just to be sure, I recommend moving the IRM folder somewhere else and doing some checks before you delete it permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done.

Is this mod compatible with the Industrial Jobs Quadrupler by Toroca?

Absolutely. I would even recommend using the quadrupler because I enlarged most of the lots to make them look more realistic. Hence, industry will consume a bit more space than it used to. Considering that Maxis gave industrial facilities few jobs to begin with, the Industry Quadrupler is a good compensation. It will allow you to sustain your population without covering endless areas in industry, even with the larger lots.

Is this mod compatible with the Colossus Addon Mod (CAM)?

No. The CAM contains copies of all Maxis lots that have been assigned to different stages and given a different IID. That's why the IRM lots cannot override the CAM lots.


3 - DEPENDENCIES

...don't we all love them? Of course, it would have been impossible to re-design all these lots so radically without custom props and textures - loads of them, in fact. I still tried to keep dependencies at a reasonable level and use packages that are rather commonplace for any custom content user, especially for players with an interest in industry. Remember that the following dependencies were used for 250 lots (and will stay the same for upcoming stuff!). I have seen single lots with more dependencies, just saying...

PROPS
BSC Mega Props Jestarr Vol.01 - an old classic; most of you will have this one.
BSC Mega Props Jestarr Vol.02 - industrial fans will probably have this.
BSC Mega Props Jestarr Vol.03 - industrial fans will probably have this.
BSC Mega Props Jestarr Vol.05 - industrial fans will probably have this.
BSC Mega Props Jestarr Vol.08 - industrial fans will probably have this.
BSC Mega Props SimGoober Vol.01 - the #1 most downloaded prop pack!
BSC Mega Props Gascooker Vol.01 - yet another old classic.
BSC Mega Props DAE Vol.01 - yet another old classic.
BSC Mega Props CP Vol.01 - Cycledogg's first pack, also a classic.

TEXTURES
BSC Mega Textures Vol.01 - the most widely spread texture pack of them all.
BSC Mega Textures Vol.02 - not too exotic, eh?
BSC Mega Textures Vol.03 - another rather common one.
Rail Yard and Spur Textures Mega-Pak 1 Version 1.02 - ncd's superb textures - especially the rail nuts among you will have this.

OPTIONAL
I added lamps with custom light cones that will improve the lighting of the lots at night. The lots will look perfectly ok without these light cones, but if you want them, you will have to download this pack:
PEG MTP Super Pack


4 - FINAL WORDS

I've been working on this mod and off with long breaks, motivation was a serious issue. Making a lot is nice. Making two lots is okay. Making 250 lots is a serious pain in lower body regions; it's not even funny. In total, it took me nearly two years to piece all this together, test it, write the documentation, make screenshots, and all that. For the most part, it was by far more boring and painful grunt work than a pleasant creative task. So much time has passed that by now I'm already dissatisfied with several of the lots. It's about time I released this so I have it off my plate. I'm exhausted, fed up with it, glad it's done with. I hope you guys will like it although it's far from perfect. At least I hope it will be an improvement over the Maxis lots.

I have some more nearly finished stuff in store that will be released soon, most notably two IRM addon packs with another ~80 lots in total, plus some filler sets further down the road. These should enable you to take even more control over your industrial areas and make halfways realistic-looking facilities. So make sure you watch the STEX!

The next logical step would be to re-lot some popular industrial BATs for seamless integration into this mod, but we'll see how that goes.

I would like to thank all the fine people who made the tools, the props, and the textures that I used, as well as the entire SC4 crowd for keeping this game alive, and for having me around.

Should you want to share and/or modify this, be my guest - just try not to be a jerk and give credit where credit is due. In case of doubt, just drop me a line via PM here on Simtropolis.

Finally, for those annoying people who keep saying things like "Duh, the Lot Editor simply won't cut it these days, you need to make your own BAT" in STEX comments, I have a little dedication, too.

T Wrecks, December 2, 2012


What's New 1.1


Released

  • Dec 20, 2012 - a single I-HT lot could grow in the wrong category. Fixed. Thanks to gerald512k for reporting this one!
  • Dec 20, 2012 - STEX description and readme in the ZIP updated with CAM incompatibility.
  • Dec 20, 2012 - STEX description and readme in the ZIP updated with link to Toroca's quadrupler.
  • Like 53
  • Yes 1
  • Thanks 12



User Feedback



Recommended Comments

[quote name='rewright' timestamp='1355668353']
I noticed that after installing this mod and opening an existing region, with only two tiles started and only a few zoned industrial lots, that I get random crashes when leveling ground, especially near a shoreline.

This is great mod and the few buildings that have grown so far look great. I will try this on a completely new region and see if I have any issues.

Thanks - Dick
[/quote]
Ok, please do report back if you find out something. I can't imagine how my mod would be associated with crashes while leveling terrain near a shoreline (doesn't sound like two related things at all), but then again I don't know all the workings of the game, so I'd be interested in hearing your experience. Thanks for the feedback!

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looks great! removed CAM for this and now I am actually going to grow industry in my towns again instead of hiding it away in another neighbouring city!

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I think i have noticed a bug :

My new city have a high high tech demand, but low dirty demand. it is a new city. When i zone medium industry, only the lot "Andrew SuperConductors" grow. ( Dirty Industry dont grow because of taxes ). Manufacturer grow normally.


Perhaps the lot is in "wrong" category ?
  • Like 2

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[b]@gerald512k:[/b] Good catch, thank you so much for reporting that! :) There was indeed one lot for that building that can grow in both densities although it should be restricted to high density.

I'm going to upload a fix soon.
  • Like 1

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Excuse me, how can I get this mod WITHOUT the appearence makeovers? I want the "Dirty = Medium" and "Tech = Heavy", but I like my buildings exactly as they are.

Can you aid me on this?

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@ TurtleShroom: Oh, that's not difficult at all. Simply use an empty plugins folder, open the Lot Editor, go through all 250 Maxis lots and save a copy of each of them using "Save" (and NOT "Save as..."). When you are done, open every single one of them with iLive's reader and set the property "LotConfigPropertyZoneTypes" to "0x08" (medium density industrial) for everything old&dirty (I-D and old I-M), to "0x09" (high-density industrial) for everything clean and modern (new I-M and I-HT), and to "0x08, 0x09" (both industrial densities) for all generic manufacturing industries. That's it. It's really not rocket science, just mind-numbing grunt work.
  • Like 1

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Thank you Trex, this is truly awesome! :D Finally my industrial zones are looking like they should´ve since vanilla SC4!
I have a bug report though: I am using the industry quadrupler mod but but it does not seem to be affecting "Grounds", "Havoc Bioenhancements" and "Kane Tiberium" (jobs stay at 7, 20, 20) - in a later release could you please fix this? I have enough HT jobs already, but just noticed this.
Cheers

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@Burningsoul: Yeah, I left "Grounds" at default just like Toroca did apparently. Concerning "Havoc Bioenhancements" and "Kane Tiberium", these are the two where I used my own building exemplars because originally both buildings were in a building family, and I split 'em up. Guess that's why they slipped through. Thanks for reporting that.

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Sweet! I love reading the little bubble texts when hovering the mouse pointer over the trucks parked within an industrial zone.

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Um, my industry almost doesnt build at all. I cheated to check out it all, and after 5 min I had 7000 residents. Now, I had 7 industrial buildings with 22-32 jobs each

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This turns it into a whole new game! Best addon of the year!

Btw, I ended up with immortal "no electric" zots after destroying existing industry. Thought I was stuck with them forever, thankfully I was able to use the "Immortality Killer" lot to get rid of the zots: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2356

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Hey, is it possible to open a support/ideas/answers thread?

This pack is to me as important as NAM... so simple and yet it makes developing cities properly MUCH less complicated.

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I'm really loving this mod and wondering, are you planning to do a version for commercial so we can have more control over what goes where? One of my cities has a really nice seaport area around a lake. I've got sporratic areas of commercial growth there and would love for it to only be service and no office buildings. A commercial revolution mod would be amazing!

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Amazing work.

Looks brilliant, using the industry X4 seems a bit overkill, is it compatible with Bones Industry doubler i think that would be a lot more balanced judging by the amount you've increased the size of the lots, i don't really want to disturb the balance of my already established cities. If so it might be a good idea to add it to your description.

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T Wrecks - Brilliant, everything works great, i've just de zoned all my industrial areas in 7 Large cities and replaced them all with your industrial mod. It has worked a treat and looks amazing and my crash rate has not changed at all, i happily played away for hours.

If anyone else is undertaking something similar, be very careful and ensure every last bit of medium and high industry is removed before you install. Ensure you pause each region before dezoning, so you don't suffer any sort of financial collapse. Make sure you have the industry X4 mod as this balances out everything especially if you use a lot of fillers to make it look really good.

When you start re-lotting a large area its best to just dive in and do the whole thing straight away before unpausing your game, again it reduces the risk of a financial collapse. The only problem is you will get a lot of similar buildings. The trick is to let them grow, wait a bit bulldoze, keep doing this until you get the mix you want.

To make it look really good though its best to use ctrl and put in specific sized pieces of industry with a little space around them for you to use the filler lots to create individual compounds. Either that or bulldoze some of the smaller lots from between the big ones and put your fillers in that way. The Diagonal fences and walls make really good parking lots and storage areas in tricky places.

I could bang on about this all day, but its time for bed, can't sleep in for work again because of this mod, thanks T Wrecks for nearly getting me the sack ;).
  • Like 1

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when you consider the effort that went in to making this and you see the scope and such you really begin to appreciate things that others do more

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T Wrecks, this must be one of the most brilliant mods I've ever seen...

I mean for years I've been struggling with this mixture of dirty, manufacturing and clean (Hitec) industries conondrum. Like you said, hi-tec would appear next to a dirty smoke-stack factories and no matter how I tried to lay out the blocks, it never turned out the way I really envisioned my industrial zones to look - (unless ploppin SG and others' hand-crafted sets with models and lots). 

Finally someone but some structure and sense into it all!

Simply PURE GENIUS! Thanks a million simoleons!

 

RyanSim - thanks for the advise! You are absolutely right about how to set it all up and make it work. 

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@T Wrecks: Downloaded this the other day and I have to say I've been give a renewed interest in the game!  I even went into an old region just to see what would happen and how much work it would be to upgrade existing cities.  It was a bit tedious I suppose to eliminate all existing Industry but in the end it wasn't that difficult to take care of, just time consuming.  I've since upgraded all cities I'm actively playing and I have to say I'm loving it.  Sims are happier (no more dirty in my big cities) and a nice boost to the economy.

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