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11 hours ago, WolfZe said:

A typical coal mine, as it was operated in Germany until the eighties.
Is still in its infancy and will probably need a few more days of work.

German-Mine-jpg.jpg.3c564444c3cbcc3b638a732b415496e0.jpg

The mine looks great but I miss some coal mounts around the facility. To my taste it's to clean and I'd like to request some more dirt please.

15406b76eecf9681c357b54bc530e939.png

Thank you.

 

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41 minutes ago, Fantozzi said:

The mine looks great but I miss some coal mounts around the facility. To my taste it's to clean and I'd like to request some more dirt please.

15406b76eecf9681c357b54bc530e939.png

Thank you.

 

All my ancestors were miners and I have seen a lot of mines in my life.
The only thing you do not see there are coal mounts ore piles.
The trains go directly under the buildings in which then the coal is filled.
Right, a bit dirtier it will be but not too much, because mines are not so dirty on the surface ( " über Tage" we say in german)

 

What you often see in pictures (these big mountains near the mines) is not coal but waste from the coking plants. So-called slag.
Coal is far too valuable to store on big mountains.

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@Fantozzi Don't worry. Last year I started to make a coal mine with lots of coal mounds......soon...ish.

 

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There are those who lead and those who follow. Don't look too far...

Visit my lots and BATs thread here at ST https://community.simtropolis.com/forums/topic/71467-simmer2s-lots-and-bats-lab/?page=3#comment-1663504

Or at SC4D https://sc4devotion.com/forums/index.php?topic=17211.920

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14 hours ago, WolfZe said:

A typical coal mine, as it was operated in Germany until the eighties.
Is still in its infancy and will probably need a few more days of work.

German-Mine-jpg.jpg.3c564444c3cbcc3b638a732b415496e0.jpg

The buildings and textures are perfect! You've nailed that subtle gritty feel.

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14 hours ago, WolfZe said:

A typical coal mine, as it was operated in Germany until the eighties.
Is still in its infancy and will probably need a few more days of work.

Very nice! Agreeing with the previous poster about the subtle gritty feel, in fact it looks a bit DDR-creepy which I like *;)  Are the rail textures part of the bat? It would be better if they were overlay textures, since most users now use RealRailway textures or variants of that, and some use the original maxis textures. In that way it would be more flexible

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@tariely  I believe I pointed to the wrong dependency. But this is the wrong place to discuss this. Please check the Donwload section for further information.


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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6 hours ago, 11241036 said:

@tariely  I believe I pointed to the wrong dependency. But this is the wrong place to discuss this. Please check the Donwload section for further information.

I have currently no access to the download section ( and haven't had in a while). Let's go PM -- if it works.

 


Come and visit. We got home made cookies. http://community.simtropolis.com/journals/journal/5386-pr-crastinas-travels-sc4/

By the way, we also have cookies at Tariely's Little Shop of Relots (and Lots)

 

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@WolfZe

That's fabulous !!  This game has always needed more attention to coal mining.  It is the opportunity for a complete industrial category that has never really been addressed.  We have coal-fired power plants, the odd railyard with coal cars, and the occasional attempt at a mine -- but we have never really had any serious attempts at building the complete industry from digging it up to distribution.

That is REALLY spot-on for a deep pit mine. 

I agree about the big mounds of coal -- not really necessary.  However, a bit of "industrial clutter" around the buildings and on the lot would not be out of order.  A few "company vehicles", some dump trucks just for local color, some "worker ants", a stack or two of pallets, etc, etc.  AND -- night lighting would be essential.

Have you considered working on an open-pit coal mine with conveyor systems or overhead drag lines to transport the material up to the processing works from the bottom of the pit ??  The processing plant area would be the place for the large slag heaps, bulldozers, trucks, etc.

But this is a spectacular mine !!  (Three thumbs-up !)

*:thumb:  *:thumb:  *:thumb:

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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

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

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3 hours ago, Dreadnought said:

This game has always needed more attention to coal mining. 

All mining for that matter...  *;) .   There are a few BATs floating around, but not enough *:)

 

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Let's drop these things called egos on the floorStamp on them, and try to get on with it  --Kingslee Daley

Always ask yourself the question:  Cui bono?  Cheering vestry jolt now.

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Small intermediate but not finished yet

Zwischenstand.jpg.fb76c0a9a16b4ca2a5aeb0d7ca6e3250.jpg

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Luzern & Vierwaldstättersee !

Lake Luzern or Vierwaldstättersee region prepairing for Anno Europe series !

OG9U4JY.jpg

Luzern, rough outline !

jQXUiHk.jpg

Enjoy !

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Hi everyone!

Small update about what's going on on my end recently. I still have two volumes of GLR terminals to be released. Third volume is coming on this week, if the STEX seems to be stable enough. 4 volume is waiting for some additional props which are in progress ( @MushyMushy maybe?).
But in the mean time I got involved in multiple lotting projects. I started to learn and practice more about custom paths, so I have in mind some crazy stuffs... Complex criss-cross paths under lots, prefab urban set-ups, there is a multi level/platform/network urban megastation under planning (with multiple networks such as: Urail, Underground Tram, GLR, rail and maybe some elevated network too and as a bonus an avenue FLUP path would pass through underneath the LOT), I started to relot and bunch of parisian buildings from Xannepan (JENX), Porkissimo and few from @gutterclub... It will mean dozen or even close to hundred new growable and ploppable lots, but considering the huge amount of dependencies (close to 100, if it's not more), probably won't get a full scale release, but I might make them available via my google drive account.

And here is an other project. I love the Caribou Slop transitions between EL-Rail and GLR. Nicer than the default NAM (which is a bit short with its 4 tiles), but it's a TE'd LOT and not the one what I would like to use, because it's working as an actual transit station between networks. So what I made here was that I gave it new custom paths (for the UDI and game automata), so the lot doesn't require anymore intermedate transit switches. Due to game limitation the automata will pause for a bit, like it does with stations, but the lot actually doesn't have station function. It has a capacity up to 400k for pass through traffic only, and more or less UDI compatible (less means the LOD hiding the automata).

pRVgJBH.jpg

 

- Tyberius

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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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8 minutes ago, Simmer2 said:

SM2 Rusty Industry Vol1 Is now available here https://community.simtropolis.com/files/file/32535-sm2-rusty-industry-vol1/

14 Industrial growable lots in all.

At a glance
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lg1eW82.jpg
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ONP6FKe.jpg
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6lUEIBD.jpg
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3vtRaXg.jpg

Simmer2

 

Beautiful!  How well does it play with the IRM?  Will they grow with other Dirty in med density or with the HT in high density?

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13 hours ago, monkeywater said:

Beautiful!  How well does it play with the IRM?  Will they grow with other Dirty in med density or with the HT in high density?

They will play well as long as the stage parameters are met. They may have a harder time popping up in an advanced city where most industry is hightech.

Look at the industry demand bars for an indication.

Simmer2

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There are those who lead and those who follow. Don't look too far...

Visit my lots and BATs thread here at ST https://community.simtropolis.com/forums/topic/71467-simmer2s-lots-and-bats-lab/?page=3#comment-1663504

Or at SC4D https://sc4devotion.com/forums/index.php?topic=17211.920

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On 9.10.2018 at 7:17 PM, Simmer2 said:

A little update on SM2 Saturn V..

QJTLhos.png

Simmer2

 

It's to early I know, to start critics but ... I don't think you can use rusty textures here. On NASA stuff everything looks clean and shiny even the pipes on the platform. At least in my fantasies ... Instead I see some yellow power transformer units on the platform and much dirt on the chain caterpillar.It seems they used tons of anticorrosion paint on the platform as it isn't much reflective compared to the rocket and the pipes and gives a dull blue-greyish look.

Ap10-KSC-69PC-110.jpg

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@Fantozzi

Ah yes I agree but the one I'm making is going to be a tourist trap display. It has been standing in the same place under the elements for over 40 years....

Some components have been painted over but due to the severe budget cuts NASA has been subjected to, painting has been suspended until further notice.

A bit of rust is a must :)

Simmer2

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There are those who lead and those who follow. Don't look too far...

Visit my lots and BATs thread here at ST https://community.simtropolis.com/forums/topic/71467-simmer2s-lots-and-bats-lab/?page=3#comment-1663504

Or at SC4D https://sc4devotion.com/forums/index.php?topic=17211.920

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4 hours ago, Simmer2 said:

They will play well as long as the stage parameters are met. They may have a harder time popping up in an advanced city where most industry is hightech.

Look at the industry demand bars for an indication.

Simmer2

Or use BuildingPlop or LotPlop to plop them in like a madman!

That's what I'm gonna do!

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Especially in the test ... Sim-Medieval

simmed.thumb.jpg.0ff83bd9c7302ca0fd99d1fb648bbbfe.jpg

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