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@AsimPika3172 The reality is that this is a very niche request, and very few Pokémon-themed content has ever been made for SimCity 4. Only creators I know, so far, are Reshiramlover (no idea of the guy is still around) and a few mapmakers who made simple maps of the main regions of the franchise. To say the least, the content isn't adequate because they don't work well at the scale of SimCity.

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So I'm trying to design my fictional country's capital.

Are there any simple, non-intrusive 1x1 lots I can use to power and water my cities? I've been googling for a bit and the most I can find are very small town lots with only like 100 khws 100 gallons.

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On 11/27/2019 at 11:06 AM, KayEffAre said:

So I'm trying to design my fictional country's capital.

Are there any simple, non-intrusive 1x1 lots I can use to power and water my cities? I've been googling for a bit and the most I can find are very small town lots with only like 100 khws 100 gallons.

There is a set I use that has water, power and recycling trash power, and pollution controller, all 1 tile lots. Unfortunately, the uploader didn't give them an identifying name, so I can't track them down on Google for you. They are here tho.

 

My request: a "smokeless plop" modd.

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Is there anyone interested in brutalist soviet architecture ? I mean, the weirder, pseudo-futuristic side of it, like those buildings below ; the URL with some names (but not much details) is https://themindcircle.com/soviet-brutalist-architecture-photographed-by-frederic-chaubin/?fbclid=IwAR3bkmyqfPmuIyTKR6KBHO335KWp7Re5AFQE-fkTc3yyKU2F9iQ3rN3tF0s.

If someone is interested, I will do some more research...

soviet-brutalist-architecture-1.jpg

soviet-brutalist-architecture-2.jpg

soviet-brutalist-architecture-4.jpg

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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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Hi all,

 

For future cities, I'm looking for RHW traffic lights (specifically RHW2 and RHW8C). They don't have to function, I'd be more than happy with eye-candy. I couldn't really find anything online, did somebody perhaps already create this? Maybe this is already somewhat possible with a workaround? And if not, maybe someone has the skill and will to do so?

 

Thanks.

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On 01/10/2020 at 2:25 PM, L3TH4L_BR said:

For future cities, I'm looking for RHW traffic lights (specifically RHW2 and RHW8C)

Given that the presence of traffic lights on high speed motorways has got to be incredibly niche, they don't really exist in SC4. If you are making US-Style motorways with intersections, you should transition to the appropriate NWM network around the junctions, which also makes the speeds through them more realistic too. The game itself doesn't allow for functioning traffic lights on one-way networks either, which is a problem with RHW. If you just want them for junctions (intersections), some of the future Quick Change Express (QCX) plans will introduce them, but for very specific setups only.

You could make some basic lots with Traffic Lights as props, but the way these work means they would likely stay permanently Red or Green, unless you modded them to work differently. I have a feeling you'd need to make new models to be able to have them switch, but even that would be clunky given the mechanisms (timed props), we have to work within.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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On 3/7/2020 at 11:42 AM, tariely said:

Is there anyone interested in brutalist soviet architecture ? I mean, the weirder, pseudo-futuristic side of it, like those buildings below ; the URL with some names (but not much details) is https://themindcircle.com/soviet-brutalist-architecture-photographed-by-frederic-chaubin/?fbclid=IwAR3bkmyqfPmuIyTKR6KBHO335KWp7Re5AFQE-fkTc3yyKU2F9iQ3rN3tF0s.

If someone is interested, I will do some more research...

soviet-brutalist-architecture-1.jpg

soviet-brutalist-architecture-2.jpg

soviet-brutalist-architecture-4.jpg

Hiya @tariely, I'm interested in this one, but i have no idea if someone has made it? and Sorry, i couldn't find out the relationship between 1,2 and the third pic, *:blush: And i really want to have a bird view on it. Thank you!*:blush:

Sincerely,

-- Raymond

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What is impossible with men is possible with God…!

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On 2/22/2019 at 6:31 AM, Lucario Boricua said:

Hi!  In preparation for an upcoming city journal I'm looking for some custom Mayor Mode Props, these are themed on the 8th Pokémon movie: Lucario and the Mystery of Mew.  Here are images of what I need, if needed, I have two books with concept art and screenshots of the movie, I can provide additional reference material as necessary. Thanks in advance!

 

Time flowers, at about the stature of a sim (person) animation (around 3 meters tall):

Time_Flower.jpg

Source: GameFreak, Bulbapedia https://bulbapedia.bulbagarden.net/wiki/File:Time_Flower.jpg

 

Magical crystal formations (assorted sizes from 2 to 5 meters tall):

magic-crystals-3d-model-max-obj-mtl-fbx.

(Source: https://www.cgtrader.com/3d-models/exterior/landscape/magic-crystals )

Requested colors, in decreasing priority order: cyan, green, pink, orange

Should any similar MMPs exist for this object and someone can link to them, they're extremely appreciated!

 

Sir Aaron's staff (the pole with the metal rings and gem, about 4 meters long and delivered as a plaza):

Sir_Aaron_art.png

Source: GameFreak, Bulbapedia https://bulbapedia.bulbagarden.net/wiki/File:Sir_Aaron_art.png

Sir_Aaron_Lucario_painting.png

Source: GameFreak, Bulbapedia https://bulbapedia.bulbagarden.net/wiki/File:Sir_Aaron_Lucario_painting.png

Hiya @Lucario Boricua, I don't know pokemon, But this crystal looks pretty nice, i have a short question, what does it looks like in daytime and nighttime?:}

Sincerely,

-- Raymond


What is impossible with men is possible with God…!

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5 hours ago, rsc204 said:

The game itself doesn't allow for functioning traffic lights on one-way networks either, which is a problem with RHW. If you just want them for junctions (intersections

Dear Robin, hope you don't mind me asking,*:blush: I have some Newbie's questions, How does game prohibit the traffic lights appearing in one-way? I couldn't think of its mechanics, since basing my limited knowledge, I simply thought traffic light it's probably a True3d model with animation (i never paid attention if it's functional), If so, I just learnt a bit of T21 lately, Then can i make a T21 mod which refers to RHW intersection's network tile ID? ofc i also need to make a traffic light model (True3d), Then it would appear in the intersection network tile.

Or you were referring to the game prohibiting lights from one-way through RUL2 file? I know nothing about RULs, Just knew it's very complicated. Anyway, i don't have a plan to do this, Just want to learn some mechanic from you, Thank you!:}

Yours,

-- Raymond


What is impossible with men is possible with God…!

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I have a very simple request- I need this modded so that the R stats are $2 $$3 $$$4. Don't really care about the Comm. & Ind. Currently, the residential stats are in the hundreds, obviously meant for apartments and such. I'd do this myself but have never had any luck with the tools needed to do these kinds of tasks. The lot in question-

 

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Are there any mods out there that can drop buildings down to street level to avoid this brick wall that rises buildings above the street?

DJWaG3L.png

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Saint Louis

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42 minutes ago, nycsc4 said:

Are there any mods out there that can drop buildings down to street level to avoid this brick wall that rises buildings above the street?

DJWaG3L.png

As far as I know, there's no blanket solution. You could mod certain buildings/lots individually to get rid of the retaining walls/foundations, but that  can lead to other visual problems, such as buildings that appear to be floating in mid-air.  Alternatively, you can try to find "slope tolerant" buildings with custom foundations to use in these areas.

Edit: Another thing that might work is to mod the lot so that it automatically uses a lot foundation (that is, set the "MaxSlopeBeforeLotFoundation" property to "0") . In that case, the entire lot will be flattened to the street. You'll still end up with retaining walls, but they would only be on the land around the lot. The building itself would be in level with the road. You'll probably need to regrow or replop the lot if you do this, though.

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🚜 Get well soon, Cori! 🚜

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Okay, so here goes...

In my (what appears to be) monster newbie thread, @CorinaMarie has submitted a .dat file which completely removes garbage from a city. While it is a nice cheat, I was thinking about actually taking this idea further and making a full-fledged mod out of this tweak.

This is why, I would like to humbly request the GARBAGE LONG HAUL mod! Stick around while I explain...

1. The story

Bettina Frawl for "SimTimes Daily"

Today, SimNation senate has passed a revolutionary bill which was instantly hailed as the "pinnacle of ecology and creative law-making". Effective immediately, all municipalities throughout SimNation are allowed to sign deals with commercial garbage disposal contractors who are then ordered to haul the garbage away to predetermined landfill sites. Far away from the actual SimResidences.

Any city that wishes to free itself from litter, may request such a deal by passing a respective ordinance. This is equal to inviting a garbage disposal contractor to start the garbage long haul service for the signatory municipality. Of course, any city that wishes to tackle their garbage on their own may still do it and simply opt-out of the legislation.

However, there is a catch - each city has to sign a garbage deal which conforms to the municipality's population. Currently, there are four population brackets which determine how much a city will pay for the contractors to show up on their streets. The bigger a city is, the higher the fee shall rise.

2. How this could work

Basically, there could be four ordinances that eliminate all garbage from a city, each dedicated for a different city size and with a different price. Like so:

- Garbage contractor 0-10000 subscription ($40-ish)
- Garbage contractor 10001-50000 subscription ($70-ish)
- Garbage contractor 50001-200000 subscription ($120-ish)
- Garbage contractor above 200000 subscription ($200-ish)

And the help window could display the following text: "Hires a contractor who takes all of your garbage away. If your city population does not fit in the displayed brackets, YOU ARE BREAKING THE LAW!!!*:thumb:

3. Some thoughts

I believe that Cori's .dat shared in the above-mentioned thread is a really good cheat... Exactly - a cheat. But this can be fixed, simply by quadrupling the original file and attaching a monthly cost (and the original text) to each instance of the ordinance.

I tried to do it as a proof of concept, trying to be very careful... But my game wouldn't run after, so I better leave it to an actual modder. :lol::lol:

I am not sure if anyone considers this useful, or necessary. I also doubt a little whether this kind of mod fits this site's quality standards so I'm not insisting. *:) But if you think this might actually be fun, I'll be eagerly waiting for a release! *:ohyes: 

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The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

 

My city journals! *:read:
- SimCity: Tribalism - seven urbanization concepts clashed together
Saving Magnasanti... - the most depressing city in history being revitalized

Also worth checking...
- "TMC's Drawing Board" - my city designs and plans.
 

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16 minutes ago, TheMurderousCricket said:

2. How this could work

Basically, there could be four ordinances that eliminate all garbage from a city, each dedicated for a different city size and with a different price. Like so:

- Garbage contractor 0-10000 subscription ($40-ish)
- Garbage contractor 10001-50000 subscription ($70-ish)
- Garbage contractor 50001-200000 subscription ($120-ish)
- Garbage contractor above 200000 subscription ($200-ish)

And the help window could display the following text: "Hires a contractor who takes all of your garbage away. If your city population does not fit in the displayed brackets, YOU ARE BREAKING THE LAW!!!*:thumb:

So fun thing about ordinances, they are capable of scaling values. Or rather, I don't think they can function with static values.

The Garbage reduction is in a percentage, so it will scale with city size, something I'm fairly certain you realized due to the 'breaking the law' comment.
It's cost value is also scaling, so the ordinance would increase in cost as your population, and thus garbage generation grows.

So you really only need a single ordinance to do this because the cost will scale with the size of the city.

If you did want to have multiple ordinances, I'd suggest different levels of service instead.

Say, a Small, Large and Comprehensive contract.
Small contracts reduce garbage by 33%, Large by 66% while Comprehensive is your 100% reduction.

That way you can have your full service contract, while others could have partial service.

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13 minutes ago, Matrim Cauthon said:

The Garbage reduction is in a percentage, so it will scale with city size, something I'm fairly certain you realized due to the 'breaking the law' comment.
It's cost value is also scaling, so the ordinance would increase in cost as your population, and thus garbage generation grows.

So you really only need a single ordinance to do this because the cost will scale with the size of the city.

Cool! Actually I wasn't entirely sure if population-relative service can indeed be done within a single ordinance.

But your idea of making separate ordinances for a different garbage reduction percentage is spot on! *:ohyes:

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The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

 

My city journals! *:read:
- SimCity: Tribalism - seven urbanization concepts clashed together
Saving Magnasanti... - the most depressing city in history being revitalized

Also worth checking...
- "TMC's Drawing Board" - my city designs and plans.
 

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2 hours ago, TheMurderousCricket said:

Basically, there could be four ordinances ...

The thing about ordinances is there is a fixed number allowed so repurposing existing ones is the only way to create something different.

For that pure cheat one I made, I used the Paper Waste Reduction Program since it was already created by Maxis to reduce garbage to 90%. I simply tweaked it to make the garbage be 0% of the total and have no monthly cost.

 

2 hours ago, Matrim Cauthon said:

So fun thing about ordinances, they are capable of scaling values. Or rather, I don't think they can function with static values.

You can have one or the other or both.

  • Monthly Constant Income is a fixed amount. Using a negative value makes it an expense.
  • Monthly Income Factor scales with (prolly) the amount of garbage. (This would need testing to see for certain what the factor is applied to.)

There can also be separate one time costs to enact or repeal the ordinance in addition to the above.

 

3 hours ago, TheMurderousCricket said:

I would like to humbly request the GARBAGE LONG HAUL mod!

Your concept could be simulated by having one ordinance (like the cheat I made) which puts the scaling cost back in. The title of it can be changed to Garbage Long Haul Agreement (or Ordinance or whatever you want so long as it doesn't overflow the ordinance list box). Then the text that displays when clicking it for info can also say whatever you like.

Now, rather than a separate ordinance for the Garbage City to invoke, I believe it would be better to have a single ploppable lot that produces some fixed amount of garbage. Say, 5,000 or 25,000 (or whatever) tons per month. Then to simulate the receiving of the Long Hauled detritus you would periodically go to the Garbage City tile and plop however many of those are needed to represent the in coming refuse. Run time there and watch the landfills fill. (Or watch the garbage chute lot do its thing.)

Garbage City could be grown such that it can afford all the required landfill (or other disposal) cost, but if you don't run much time there it wouldn't actually matter. Or, because we can set a monthly cost per city tile which uses the Long Haul ordinance, that could be considered to pay for the landfill and so the landfills could be modded free of cost.

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Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

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4 hours ago, TheMurderousCricket said:

I would like to humbly request the GARBAGE LONG HAUL mod! Stick around while I explain...

46 minutes ago, CorinaMarie said:

For that pure cheat one I made, I used the Paper Waste Reduction Program since it was already created by Maxis to reduce garbage to 90%. I simply tweaked it to make the garbage be 0% of the total and have no monthly cost.

47 minutes ago, CorinaMarie said:
3 hours ago, Matrim Cauthon said:

So fun thing about ordinances, they are capable of scaling values. Or rather, I don't think they can function with static values.

You can have one or the other or both.

  • Monthly Constant Income is a fixed amount. Using a negative value makes it an expense.
  • Monthly Income Factor scales with (prolly) the amount of garbage. (This would need testing to see for certain what the factor is applied to.)

There can also be separate one time costs to enact or repeal the ordinance in addition to the above.

I seem to remember there's some kind of regional budget and banking mod, that allows money transfers from one city to another.

I wonder if that might be a help with @TheMurderousCricket's long haul garbage idea?

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2 minutes ago, Naomi57 said:

I seem to remember there's some kind of regional budget and banking mod, that allows money transfers from one city to another.

I wonder if that might be a help with @TheMurderousCricket's long haul garbage idea?

That works by using Lua coding to write data to a separate ASCII comma delimited file (or files) and then each city tile reads said file(s) when loading. The same concept could be coded to know how much garbage is produced by each city tile with the Long Haul ordinance enabled. Then in Garbage City, it would read and total those and react accordingly.

It would, however, take a lot of work to code and test. More time than I'd invest in it. *:blush:

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

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I'm not too sure these will be precisely relevant for the objective, but I found these two mods @Daeley made for regional tracking:

 

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6 hours ago, TheMurderousCricket said:

the GARBAGE LONG HAUL

I like were this is headed. Why to use your head.

6 hours ago, TheMurderousCricket said:

 inviting a garbage disposal contractor to start the garbage long haul service for the signatory municipality

This falls in line in what I do sometimes. Small and medium city tiles sometimes can't afford the space for a land fill. And I prefer to use a neighbor connecting and ship out the trash. Where I live, the county's have one land fill for a large area and supporting many cities. Sometimes they instead, pay to truck it to another county. 

6 hours ago, Matrim Cauthon said:

The Garbage reduction is in a percentage, so it will scale with city size

This makes perfect sense.

6 hours ago, Matrim Cauthon said:

If you did want to have multiple ordinances, I'd suggest different levels of service instead.

Say, a Small, Large and Comprehensive contract.
Small contracts reduce garbage by 33%, Large by 66% while Comprehensive is your 100% reduction

Flexible, I love this idea. Even if I don't have a land fill, I still like to have recycling centers to reduce the amount. And for the "stupid" automation trucks to keep for the reality effect.

3 hours ago, CorinaMarie said:

You can have one or the other or both.

  • Monthly Constant Income is a fixed amount. Using a negative value makes it an expense.
  • Monthly Income Factor scales with (prolly) the amount of garbage. (This would need testing to see for certain what the factor is applied to.)

There can also be separate one time costs to enact or repeal the ordinance in addition to the above.

Awesome point ^

3 hours ago, CorinaMarie said:

Now, rather than a separate ordinance for the Garbage City to invoke, I believe it would be better to have a single ploppable lot that produces some fixed amount of garbage. Say, 5,000 or 25,000 (or whatever) tons per month. Then to simulate the receiving of the Long Hauled detritus you would periodically go to the Garbage City tile and plop however many of those are needed to represent the in coming refuse. Run time there and watch the landfills fill. (Or watch the garbage chute lot do its thing.)

Garbage City could be grown such that it can afford all the required landfill (or other disposal) cost, but if you don't run much time there it wouldn't actually matter. Or, because we can set a monthly cost per city tile which uses the Long Haul ordinance, that could be considered to pay for the landfill and so the landfills could be moded free of cost

Good ideal^

One draw back to having a current neighbor trash or any other deal is they can be a pain to maintain. They can be broken and before you can notice there can be major impacts. Having a mod to control this as describe sounds very interesting and beneficial. Starting with trash it could be expanded to other utilities. Trash is the biggest problem and would be the greatest benefit to ascetics. Not worrying in having to send it only to the immediate neighbor would be the bees knees. Not sending over the "edge" or down the "hole" would a great trade off. Setting up the legislative plan by enacting it through an ordnance so it can't be broken by low supply or something else is the way to go for me. It should have a road to Simnation or a neighbor to be able to export it as a condition, IMO. I wish I could help beside having an opinion.

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4 minutes ago, Kloudkicker said:

It should have a road to Simnation or a neighbor to be able to export it as a condition, IMO.

With a wee bit of Lua script, it could be coded so the ordinance is not available if Connections < 1, but it's easier for the Mayor to just decide when it's ok to enact said ordinance. The concept above would allow the pretend simulation of the long haul idea in a way that could be modded in quick time. All other fancy options then turn it into a project. *;)

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

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3 minutes ago, CorinaMarie said:

With a wee bit of Lua script, it could be coded so the ordinance is not available if Connections < 1, but it's easier for the Mayor to just decide when it's ok to enact said ordinance

OK. I wouldn't want to make it to hard for anyone, maker(s) or users.

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9 hours ago, TheMurderousCricket said:

I would like to humbly request the GARBAGE LONG HAUL mod! Stick around while I explain...

1 hour ago, Kloudkicker said:

One draw back to having a current neighbor trash or any other deal is they can be a pain to maintain. They can be broken and before you can notice there can be major impacts. Having a mod to control this as describe sounds very interesting and beneficial. Starting with trash it could be expanded to other utilities. Trash is the biggest problem and would be the greatest benefit to ascetics.

Here's another (not too) wild thought.  *:bunny:

Instead of worrying about inter-city economics and transferring garbage balances and cash balances, how about a simple set of garbage producing and garbage eating plops, which are presented as a set of 1x1 "Waste Management Office" plops in the garbage sending city.

  • Clean Blue: eats -25 tonnes per month, costs §25 per month
  • Clean Green: eats -100 tonnes per month, costs §100 per month
  • Clean Yellow: eats -500 tonnes per month, costs §500 per month

... and a corresponding set of 1x1 "Waste Management Office" plops in the garbage receiving city.

  • Grungy Blue: produces +25 tonnes per month, earns §25 per month
  • Grungy Green: produces +100 tonnes per month, earns §100 per month
  • Grungy Yellow: produces +500 tonnes per month, earns §500 per month

____________________________
The tonnage to cost/earning ratio might need a little calibration.  I just took a quick look at my actual garbage neighbour deals as a guide:
       •  649 garbage import earns §642 per month.
       • 
 649 garbage export costs §642 per month.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Count up  Clean  Blue, Green, and Yellow 1x1 "Waste Management Office" plops in all your cities ...
and plop an equivalent number of  Grungy  Blue, Green, and Yellow 1x1 "Waste Management Office" plops in the destination "Cesspitville" city.

Ideally, I think each 1x1 "office" would be neutral in other effects, not actually employing people or doing anything.  Just an idea.

  • Instead of a  Clean  Blue, Green, and Yellow office, it could be disguised as a 1x1 Blue, Green, or Yellow waste collection skip, perhaps borrowing some tile elements from the SAM-1 aesthetics?
  • Instead of a  Grungy  Blue, Green, and Yellow office, it could be disguised as a grungy piece of Blue-ish, Green-ish, or Yellow-ish 1x1 landfill, or a 1x1 piece of waste management equipment.  *:D

full-skip-bin-for-property.jpg         :LlamaLeap:

600-17143633_l.jpg         :idea:

mulit-colored-skips_1_orig.jpg         :)

Biffa-Handles-UK-Waste.jpg         :ninja:

320HP-Shantui-Sanitation-Blade-Landfill-Bulldozer-SD32r.jpg         :8)

0572b4c034febf01c604c7e10aa7d74bcfc7585d-16x9-x0y103w991h557.jpg         :thumb:

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10 hours ago, TheMurderousCricket said:

I would like to humbly request the GARBAGE LONG HAUL mod! Stick around while I explain...

On the subject of existing garbage mods, here's some that might be of interest, or else provoke some additional thoughts.  Not a recommendation!  I selected these because I'd never heard of them before.  Paeng's mod below extends the famous PEG Garbage Docks, and the "lifelike landfills" looks like an interesting set of gritty realism decorations.

... and just in case that's not enough, here's a garbage census lot, too!    *:idea:

https://community.simtropolis.com/files/file/16558-dedwd-ministry-of-garbage/

83a604be70705df7dd0a0d47a38624b1-DEDWD_M

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Nice list @Naomi57 thanks. I don't think anyone has mentioned this beauty. This is my favorite for hiding the landfill or to start out with until I am ready to switch over to a neighbor.

Wrong tread, but it works.


  Edited by Kloudkicker  

Lots to read and keep up on.
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Kloudkicker
Life's cold and I'm chillin
Kloudkicker's Lot Creations
Kloudkicker's Tech Tools, News and More

 

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The speed you type with just makes it impossible to keep the pace and reply. o.O

In any case, thank you all for the contributions. There are some really nice suggestions included in each of the posts!

By the way, there was a notorious lot in the downloads section (can't find it again though) which is a trash "eater" disguised as a regular plaza. A cheat as well, but I guess a "dirty" solution like this could help make the "chain deal" going (everybody has the capacity required for a "deal").

I don't really know whom to believe... @jeffryfisher stated that all you need for a trash deal to take place is a road connection. But the Prima guide clearly states that you need a road connection and an excess capacity to strike a deal. I don't think the connection on its own is enough to get the trash river flowing...

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The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

 

My city journals! *:read:
- SimCity: Tribalism - seven urbanization concepts clashed together
Saving Magnasanti... - the most depressing city in history being revitalized

Also worth checking...
- "TMC's Drawing Board" - my city designs and plans.
 

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37 minutes ago, Kloudkicker said:

Nice list @Naomi57 thanks. I don't think anyone has mentioned this beauty. This is my favorite for hiding the landfill or to start out with until I am ready to switch over to a neighbor.

 

This always reminds me of "Tropico 4's" borehole mine. :)


The "SimCity 4" vanilla Opera House is the most evil thing in existence. Avoid.

 

My city journals! *:read:
- SimCity: Tribalism - seven urbanization concepts clashed together
Saving Magnasanti... - the most depressing city in history being revitalized

Also worth checking...
- "TMC's Drawing Board" - my city designs and plans.
 

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