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I am just discovering NAM's powerful features, and in the phase of learning to use these amazing expansions.
What about those tiles, where a Curve road has been placed; is it possible to "connect" it to the other elements? I mean cosmetically.
See the picture.
At sign 1, there are no bench between the road and the houses. (At here, two 90 curve connected to each other)
At sign 2, almost similar.
Is there any trick to make these tiles more "elegant", or just try to avoid to create this kind of parts?
These lots are the largest that can be built. They are parks made up of grass textures which may be landscaped, tree-planted, and gardened with MMPs and flora to create your own fresh-air generating, health and well-being facilitating, wilderness in the city.
There are 3 versions using a set of base textures made for this project, and 1 version using the standard grass area 1x1 park in Maxis. Also included are a set of 6 grass base textures and 1x1 grass area lots with more pollution reduction and park effect.
No Dependencies: There are no external dependencies. The base texture file is included in the zip file download.
🌎 4 Versions of the Park Include:
Ɵ AREA 64 Ecology.
Found in the Parks Menu. Based on the Zoo Reward, provides maximum Park Effect over 100 tiles.
Ɵ AREA 64 Energy.
Found in the Power Menu and providing 25x wind power.
Ɵ AREA 64 Education.
Found in the Education Menu and providing a School EQ boost 5x the science museum.
Ɵ AREA 64 Transit
Found in the Parks Menu and providing a transit capacity of 1200 in one corner of the lot.
All lots are transit and network enabled, reduce pollution significantly, and have minimal maintenance cost. These lots will moderately impact game speed, it is recommended that only 1 be used in any city, but all 4 may be used safely.
Why are These Lots Called AREA 64?
The maximum number of props allowed on a lot is 1280, including base and overlay textures, so although Lot Editor will allow you to build a lot as large as 64 x 64 with 4096 base textures, when you plop the lot on a city tile it will be missing (4096 - 1280), or 2816 base textures.
The largest lot that can be built that fits into the 1280 limit is 36 x 35 which equals 1260 base textures. A 36 x 36 sized lot will have 1296 textures and will be missing 16. So, the actual largest lot you can build is 36 x 35, but you can only add 16 props to bring the total to the limit of 1280.
Lot tiles are 16 meters wide and there are 64 of them wide in a small city adding up to 1024 meters or about 1 km. A medium city is 128 squares or about 2 km wide (2,048 meters). The large city, doubled in size again, is 256 x 16 = 4,096, just over 4 km wide.
Given all the above our mega-lot is (36 x 16) x (35 x 16), factored as (576 x 560) square meters (322,560) which is about equal to one-third of a square kilometer or about one-fifth of a square mile (128 acres).
If a football field is about 1 acre, and a city block is about 2 acres, our mega-lot is (128/2) about the size of 64 city blocks!
The size of 'AREA 64' is about the same percentage of conservation area (23%) defined under the principle of 'Sustainable Development' as established in 1987. In SC4, placing this lot in the center of a large tile and populating it with flora will somewhat demonstrate the principle according to the game dynamics.
The 'Blue Marble' is an iconic photograph of Earth taken at about 29,000 kilometres away on December 7, 1972, by the crew of Apollo 17 on their way to the moon. The image is used often in conservation presentations and has been made into a base texture and used to make the color-coded menu icons for 'AREA 64'.
Forest and Field Base Textures: (included)
The base textures are compliant with the BSC Texture Index at SC4 Devotion. To make your own, request and use a unique personal Texture ID Range at SC4D. The Forest and Field Base Textures .dat file may be used freely for content creation as long as reference is made to prevent duplication and potential conflicts in the game software.
I have been playing a bunch of Cities Skylines recently, and I love the work the community has done modding trainstations and such. There is one thing bothering me though: That is that my intercity trains have to wait for the slow stopping trains, instead of passing via the other track in a station. I understand it is hard to modify the pathfinding of trains, so I thought that forcing the stopping trains to stop on the left side on the track, this would allow non-stopping trains to pass on the (default) right.
The setup I have is two double one-way tracks in a 4 track station.
One thing I noticed was that in the vanilla game, the trains always enter the station so that they leave on the right side (as far as I am aware, or it was entering, something like that at least). So I was looking for a way to allow selection of either of the lanes of the station track.
I've been spelunking a bit in the code of CS, but I must admit, I am new to modding, and a bit lost.
So I stumbled onto this discussion and figured that maybe if I replaced the tracks in the station with double one-way tracks, this might just work. I do see that there is a special lane type for stations, so I'm not sure if this is possible without modification.
Anyways, my question is if you have any suggestions or pointers for how to approach this. Thanks
I re-worked the Traffic Control Center and added 6 more 2x2 Park Menu lots that can be used in the the NAM avenue roundabout. There are 3 more 'Control Tower' themed lots, and 3 different park lots, one is an amusement type using the Maxis Tilt-a-Whirl ride, one a forested rest-place with a gazebo, and the other a decorative grassy park. All the lots use Maxis props and lighting, and have unique Park Menu icons.
All lots have the same stats:
Park Effect: 10 over 10, Landmark Effect: 20 over 10.
Power Consumed: 20 MWh, Water: 10 gph.
Monthly Cost: 50§
Minimal water and air pollution.
The landmark effect is a bit higher as they are feature parks, the 'Control Tower' lots having an imaginary civic function in controlling city traffic. The roundabouts are part of the Network Addon Mod (NAM) which is specialized for transit and traffic networks, but the lots are stand-alone and can be used separately as park lots. If using the NAM bulldoze the default lot in the center of the avenue roundabout and plop one of the 2x2 lots. Any 2x2 lot can be used.
The dependency file is located on SimCity 4 Devotion (SC4D) on the following linked page:
Maxis Lot Editor (LE) Tool and Addons
The Maxis Files for SimCity 4 are also now hosted here on Simtropolis on the page linked below:
Alternatively, the file below may be used instead of bldgprop_vol1.dat. It is a better option as it combines access to all the Maxis buildings as props and adds a better hover query showing the lot name.
The above dependencies must be installed in your game application Plugin folder.
To Install this package:
Place the 'Roundabout Variety Pack Lots' folder in the zipfile to the 'SimCity 4\Pulgins' folder in user 'Documents'.
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