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@Simmer2 Pretty cool to see all the different possibilities, you must be getting close to releasing them by now yes? :ohyes:
@kingofsimcity What a huge difference those relots will make. Never cared much for high wealth residential but I will definitely do now. 
@Tyberius06 Those are the best looking set of port lots I've ever seen, nice work!
@Dreadnought That naval base is looking great, lots of unique structures and relots.
@kelistmac Can't wait to see more of that town.


Man this thread is just full of awesomeness, form the above members and everyone else posting in here.
Imo this is the most exciting thread on the site and it helps to add interest and longevity to the game by showcasing all these new developments. I'm sure most of the regulars know about it but perhaps Simtropolis could do something like add a link to it on the front page of the site for the less frequent users to see.

 

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On 9/7/2016 at 10:56 PM, nos.17 said:

 

@Tyberius06 ... Lots also have a property called Item Order that is the primary determination for its menu location. This can be easily edited in the reader. ( Tutorial if you need one ). As KOSC mentioned, the  plop  costs can also determine the order, but only if two Item Orders are the same. If that is the case, the smaller cost will come first. Also, here is a reference for the numbers that Maxis buildings use. You may have to experiment a bit to find out where they lie among other custom content, but giving all your lots in the set the same Item Order will guarantee they will show up together.

Yo -- nos 17 --

What exemplar property would you change to move a lot from the Parks menu to the Landmark menu? 

AND  -- Is there a numbering system list for the category of a lot -- education, landmark, water transit, etc, etc ??


In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

************************************************************************************************************************

"History is but a pack of tricks we play upon the dead." --- Voltaire

************************************************************************************************************************

Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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@Dreadnought To move an item to another menu category, you need to change the OccupantGroup property. In some cases, you'll need to enter more than 1 value. Please refer to this thread for additional information (I've refrained from hyperlinking since on frequent occasions I'm only getting asdgfzuajzdfzjatfja or the like when I'm clicking on links here on the STEX): https://www.sc4devotion.com/forums/index.php?topic=2378.msg71084

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11241036 Lotting/Modding Thread - Support for all of my uploaded plugins

Visit my CJ Maxiland, where I'm taking on an enlarged version of Timbuktu!

 

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18 minutes ago, Dreadnought said:

Yo -- nos 17 --

What exemplar property would you change to move a lot from the Parks menu to the Landmark menu? 

AND  -- Is there a numbering system list for the category of a lot -- education, landmark, water transit, etc, etc ??

If it's just a ploppable building/structure with no jobs all that's needed is to change values in the "OccupantGroups".
From "Building:Civic, Building:Park" with the values "0x0001005, 0x0001006"
to "Building:Landmark" enter "0x000150A"

edit I see I was just beaten to the punch lol

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An agrarian reform for the CJ! Those plots were purchased by the government to a latifundist and distributed on tiny pieces to his former inquilinos; even if by its size they are far from meeting the needs of rural families, this policy allowed to end a backward and almost feudal institution.

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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So, about those wagons on the CP Wagon Factory lot... it was high time for the museum to tag them and bag them!

They have been replaced by motor vehicles and some typical industrial props. This version uses original dependencies, minus the RippTide pack and adding a @MushyMushy semi truck. To reflect urbanization and the passing of time the base texture layout uses more of the 'old concrete' style filler texture, already found on the lot.

Here, the diagonal cars are a CP prop family. A group is loading a Maxis truck at the center doors, next to the dumpsters. The trailers and flatbed truck are also Maxis props. On the far left is a smoker's barrel. The MushyMushy tractor is is hooking up to a trailer.

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The rear of the building has a cleanup pile in the corner, a wheelbarrow, and a break area with table and more workers on break.

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Not bad, but Mushy's tractor is obviously too big for the (underscaled) Maxis trailer. I guess you'd be better off using either Mushy's trailers or at least SimGoober's. These should be closer in scale.

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-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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@DavidDHetzelLooking good, but I don't understand why the highway goes from evelated to ground, back to evelated again. Surely it would make more sence just to keep it elevated?

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Same thing with the rail line, it doesn't look like the traffic volume justifies an uneven crossing, and the ramp slope has its weakness

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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@_MichaelIts supposed to be similar to how most Rural Interstates work, just you'll just have to use your imagination and pretend there's a berm on the side of Highway. ;)

@matias93 your right about the bridge looking awkward, I could rework it and have the avenue going over the railroad. The idea I have in mind for Lauderdale is that its a rapidly expanding city and the avenue is actually a bypass around the main town tat has got a lot of retail growth that is quickly taking over the farmland, most of the city will actually be north of the Highway.

@Dreadnought Where did you get those big boats in the first pic and the waffle house park in the third?

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@DavidDHetzelYou could achieve that look exactly by using RHW. The reason I said it looked strange is the MHW elevated is ~15m up, but the rural interchange is less than 7.5 m. The 15 up and down is unrealistic, but 7.5 up and down is less so. Have an experiment with RHW, it. Any be daunting at first, but it's well worth the results. :) 

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