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@Girafe brilliant :golly:This idea has been around for years now and finally someone really experiments with it :thumb:

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ANARCHIST !

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3 hours ago, WolfZe said:

Yes, I agree. But that's a number too high for me.
I'll probably leave the fire out entirely.

There are BATs which are animated, Simgoober had a spinning cafe building (where the cafe spun upon the top of a tower). Since it's fire then it would need to be periodic: low, waxing, high, waning, low and so on. I've noticed that vanilla industry has smoke animations so I wonder if they can be tweaked into fire animations? Or in this case gas flares?

Here's a great video from Teesside- been driving through that area for years now. Anyway, it shows a gas flare in action.

Teesside is also my main inspiration for industry too!

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On 16-4-2020 at 7:10 PM, Lucario Boricua said:

You might like better how the Kingdom of Rota handles electricity generation, going 100% renewable with a diverse mix of sources.

But even then, I feel that fossil fuel generation does have its charm, even if we know the grim realities behind it.

Rnewable energy sources ? Waste to energy produces lot´s of pollution. Biogas like this Nexis plant small but clean !

 

Tidal wave plant another option for green energy !

 

Sincery yours,

Kschmidt

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22 hours ago, WannGLondon said:

After all these years, I am still as passionate as ever and still at it! I like to make my cities as realistic as possible, meaning only using growables and the occasional landmark of course, creating commutes region-wide (although I have struggled with this since the game does not really accommodate this concept).

I use the PIM, Sc4Tool and LotEditor to change buildings to suit my city and I have even re-purposed some Maxis buildings that I think are gorgeous and made them high-wealth residences, for example. The style of architecture feature is also useful, making it so in my London-inspired city, I can edit specific terraces to grow only under a certain style and make them the same stage level so they don't replace each other.

A special thank you to all the incredible BATters and MODers that make gameplay exciting and possible.

Anyway - here are some pics! Try and guess which regions/shots are based off of which cities! The Mediterranean-looking city is a mish-mosh inspired by Nice, Lisbon, Barcelona and Monaco :)

 

(sorry for using attachments)

 

 

 

Central-Nov. 3, 13441587142670.png

Central-Nov. 14, 13441587142755.png

Central-Oct. 28, 13441587142649.png

Centrale-Nov. 26, 1581587143153.png

Centrale-Nov. 26, 1581587143175.png

Centrale-Nov. 26, 1581587143229.png

Abersai Metro Area, Tolvers-Baie-1587142822.png

New Genji City Metro Area, Weste-1587143011.png

Pariton Metro Area, Capitale-Cen-1587142847.png

Pensetfor Metro Area, Kinderlann-1587144382.png

Thank you, great gameplay, Your way adjusting wealth level or stages in the SC4 Tool to preserve growable´s i am interested. First measure to avoid keep Bat´s wich don´t beloing out of your plugins folder so generic with american and european or any set will mixup, so for UK London only terraces or a distinction between1x2, 1,x3 or 2x2, 3x2 or any specific size ? Alternatively assure the next stages are stretched out over a longer time so replacement isn´t instant  ? Plopable residential may only work if a certain  grow is established.. . Lot´Editor I am not very familiar with this more about adjusting lot´s in a physical way. Proppacks items how to find certain items, there hiden functions ?

Sincerely yours,

Kschmidt

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3 hours ago, Krasner said:

@WolfZe I'm almost sure that there are fire automatas that could suit this place with the lot editor ;)

There's a couple of lots. One is called Forest Fire or something and the other is called just fire. And CB posted a lava mod the other day that really puts out a lot of flames. Fire animations are pretty easy to do- orange, red and yellow blurs with some black and gray smoke in alternating frames. Usually 3 or 4. There's also a Rising Sun Oil stack that has a believable flame on it.

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@WolfZe there are also fire, smoke and steam effects included on the base game, that can be added as props on the Lot Editor. You only need to adjust the position and height to match the top of the torch.

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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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14 minutes ago, Goldman Sachs said:

Do any of you know how I can do this?

 

I know Simpeg did a tutorial but the page doesn't work anymore.

Seconding this.

 

Also if anyone know how to make seawalls lot I would greatly appreciate it.

I tried to modify an existing piece (1x1) but now I can't plop it on water anymore.

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19 minutes ago, Goldman Sachs said:

Do any of you know how I can do this?

tabi+submarine+SS.jpg

I know Simpeg did a tutorial but the page doesn't work anymore.

What, EXACTLY, are you trying to do ?  Turn the models into a water-ploppable lot?

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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)

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10 minutes ago, art128 said:

Seconding this.

 

Also if anyone know how to make seawalls lot I would greatly appreciate it.

I tried to modify an existing piece (1x1) but now I can't plop it on water anymore.

which seawall did you try to modify? Prop or texture based seawall? I didn't know about stricly water plopable seawalls. Mostly everything is landplopable or like with the PEG CDK3 pieces there are mandatory on-Land tiles to set up, which means only those need to be on land, the rest of the lot can "overhang" above water. (but it can be done either reader - I have no idea how, or Maxis Lot Editor)

- Tyberius


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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43 minutes ago, matias93 said:

@WolfZe there are also fire, smoke and steam effects included on the base game, that can be added as props on the Lot Editor. You only need to adjust the position and height to match the top of the torch.

Thanks. Yes, I know some fire effects, but they are not really big. If you look at the video above, these are really huge flames flaring up.
I've already tried out with the small effects. It usually looks like a lighter flame ...*:D

Of course, I don't know all the effects that are available.

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48 minutes ago, Tyberius06 said:

which seawall did you try to modify? Prop or texture based seawall? I didn't know about stricly water plopable seawalls. Mostly everything is landplopable or like with the PEG CDK3 pieces there are mandatory on-Land tiles to set up, which means only those need to be on land, the rest of the lot can "overhang" above water. (but it can be done either reader - I have no idea how, or Maxis Lot Editor)

- Tyberius

It was Uki's seawalls. I went in the LE, took the 1x1 straight piece, added another prop (pier) and saved as to have a new lot. The newly created lot was unable to be plopped on water, while the original works as intended.


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21 minutes ago, Goldman Sachs said:

@Dreadnought I want to partially submerge it underwater but I don't know how to do it.

 

OK -- got it.  I wasn't sure what you were trying to do.

Unfortunately -- that is not even close to my pay grade level.  *:party:  I believe that the model has to be rendered (as a building) in some sort of vertical offset -- perhaps a slightly negative factor to lower the model below the grade (water line).  BUT -- I don't know anything about HOW it is done -- wish I did.

ONE WARNING:  I do know that the whole thing will have to be rendered as a complete "building".  If there is a single "prop" placed on the lot -- the whole thing sinks to the bottom of the ocean.  I learned that much with crude experimentation

CAN ANYONE OUT THERE GIVE THIS YOUNG MAN A HAND WITH THIS ????    PLEASE ??

 

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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

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

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

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@art128

The most common reason for lots losing the ability to be placed on water is a bug (or flaw) in the LE: If you remove all water/land assignments, the LE removes the LotConfigPropertyWaterCompatibility property. To make any lot being placeable on both land and water, you need to user Reader to add this property to the Lot Exemplar file and set it to 0x01.

lcpwc.jpg.bf1b21d7d060926a30de14140ee97318.jpg

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

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51 minutes ago, airman15 said:

I wonder, could this also apply to HSR/Monorail replacements??

As far as we know... NOPE :( :( 
Hard coded limitation or bug or whatever. I had the same question when I first saw the image... Although it's really impressive. 

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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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That's disappointing. I suppose there wouldn't really be a way to modernise SC4 without doing a major overhaul and doing so raises a question if it would even be the same game..

At least there are plenty of other choices to get around that limit. Perhaps turning both the locomotive and the carriages following them into a line of diesel/electric railcars like the BR Class 121 to have the best of both worlds is an option?

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Tank truck filling system 2x2

Betankung.jpg.bdc0d53b7139506549f48b746717fbbb.jpg

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Betankung2.jpg.f900aeed299cdaa2782e0c9232bad001.jpg

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