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SM2 Air Purifier Facility

Plop this baby and watch the air pollution disappear before your eyes!!

Scrubs the air clean up to 50 tiles in any direction.

But it consumes insane amounts of power and water :) I guess nothing is for free.

Lot size 2X3

Plop cost 9000

Power 300

Water 100

You will find it under the utilities menu.

Dependencies

SM2 Prop Pack Vol3 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3499

SM2 Prop Pack Vol8 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3587

SM2 Prop Pack Vol2 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3434

SM2 Essentials http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586


Simmer2


What's New 1.0.0   View Changelog


Released

No changelog available for this version.




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Tyberius06

   1 of 1 member found this review helpful 1 / 1 member

This is a fine addition to our industrial areas. It looks old, rusty, but still working and cleaning the air. Nice, really nice! :)

Thanks for sharing!

- Tyberius

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korver

  

Impressive work as usual! Love the texturing.

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etg-nc2nyc

  

YAY!! I've been waiting for this ever since you posted a preview of it! I love your work. Thank you!

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AsimPika3172

  

Too much GREEN!!! No more pollution! I like it! *:thumb:

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    • By FeTheC
      So I'm fairly (re)New to SC4, and have just about no Modding experience (mentioning this aforehand since what i say might Show this anyway).
      I was thinking it might be cool (once I am more experienced) to have a mod which causes Pollution to spread from City to City.
       We all know that one can just plop a coal factory in the Corner of the map and not have to worry about the neighboring City being polluted by it.
      My idea/thoughts around the idea is, well, as i stated, this mod would cause it to be noticable that something like a coal plant is on the edge, or whatever form of Pollution (holy sh** a nuclear melt down would now be insanely devestating) which is being caused by whatever would also spread from the neighboring city.

      So I'm not too familiar with exactly how it is coded but, I'm fairly certain that a part of the coding must define the current Level (value) of Pollution in an area, and that in the same manner which the Charts Show an incline or decline in Level of Pollution, it would be fairly simple to determine the average rate of Change (i.e is there a steady increase/decrease?). These two values could then be used, lets say values are CP=current pulltion and PR=Pollution Rate (e.g + .00001%CP/Day), oh and i just realized a third value would be Need, call it PT=Pollution Type (e.g Water,Air,Radiation, etc). These values could be used per edge tile (i.e the mod only Needs to determin what the CP and PR of each PT for the outter most tiles is) and then noted and applied to the neighboring cities edge tile (my thought is since a neighboring deal will Auto cancel if the neighbor no longer has water or power this should be possible).  

      (ok, lemme just say im gonna tlk about it as though it were simple, but know that im assuming it's not)
      Ok, then, in the same way, perhaps even using the same function or method, in which a Connection to neighboring cities is made for/by roads, pipes, electricity etc. one can have an Automatically recognized Connection on every tile (idk if this would require too much processing power, but if so it could be reduced by having an Auto Connection be per every 10 or 20 tiles and then having the inbetweens just be averaged out) and through this Connection in the same way traffic Comes across so will Pollution. So we would have a Connection per tile (imagine a street or pipe Connection on every tile except instead of a street, an invisible one) for every PT, and then (CP value of neighbor x PR value of neighbor)/(CP value of current City x PR value of current City) would travel across in the same manner in which traffic does. So instead of car traffic it would now be Pollution traffic, and instead of visible (e.g street or electric pole) Connections there would invisible but noticable Pollution connections

      Now, I'm not sure if it might useful should one attempt this endeavour to use some aspect of the neighboring deals function (I'm just thinkin bout how, if one makes a lot of Progress in one City or lets say raises a huge mountain to block all the Pollution then in the same way which neighboring deals only work so Long as the others continue to have the abilitiy to provide it, this part can be used to apply the Change in CP,n PR to the neighboring cities)

      and ooooooooooooooooooomg i just thought of a really cool possible mod which mioght already exist so im gonna have to search for it first, but! lemme know what yall think!
    • By SecretMbr_735754
      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
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      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.
      Maxis Night-lighting
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      File: List of Alternate Water Systems.txt
      File: Preview and Install.html
      File: Readme.txt
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      SUB-FOLDER: 500 MWh Power Generator 1x1
      File: RadicalWaterPump_PowerGenerator.SC4Lot
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      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.
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    • By KaolinSunda
      One of my biggest problems with my cities as they grow is traffic.  I've tried subways and (with many issues) elevated rails but my success has been hit or miss.  My latest try was trams.  They have been very helpful traffic wise but they appear to be heavy polluters.  I thought - without any prior knowledge mind you - that trams were a more green solution than regular rail so I was very surprised.  Does anyone have good pollution management in place for their trams?  Please let me know if you do. Thanks
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      http://steamcommunity.com/sharedfiles/filedetails/?id=1176756723

    • By huzman
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