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23 minutes ago, velrox said:

Is there an auto-saving mod? I hate it when I make an interchange and destroy it with a landscaping mistake, without saving in between.

You have three options;

1: In-game shortcut Ctrl+Shift+S does a quick av without editing the region tumbnail

2: This save-alarm; https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=78 alerts you to save the game once in a while

3; A launcher application has the built in feature to set the game to save in intervals that you decide yourself. Here's one; https://community.simtropolis.com/files/file/28544-sc4-launcher/
(or use the one @korver suggested)

 

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55 minutes ago, velrox said:

Is there a mod that makes zoning free?

This one:

 

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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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I was wondering if anyone knew what these two buildings are that I circled in red?

20180624_230434.jpg

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@Octopie I know you can find the spiral staircase on Sc4devotion, but I don't remember what it's called.
I do know though, that the large building is SOGO by Mas71

https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2084
 

(Don't forget the dependencies)

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@EvansRE4 I haven't been able to find a particularly close replacement yet unfortunately, I don't believe it's been BATed yet.

@Octopie The bridge can be found here:

 

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2 hours ago, korver said:

@EvansRE4 I haven't been able to find a particularly close replacement yet unfortunately, I don't believe it's been BATed yet.

@Octopie The bridge can be found here:

 

Thanks anyway @korver I'll just improvise like you do 

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Hi everyone, I'm hoping someone can identify these buildings for me. Once upon a time I do remember downloading these buildings and having them in my game, I think the brick building is SimGoober and the bigger building is by a Parisian BATer? Thanks!

 Capture1.JPG.3f0d5801eed040952a8d65a5fbe6e368.JPGCapture2.JPG.fd0094f700cf233f707039146709c472.JPG

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Hey all! 

I've got two requests.

Anyone know where the giant blue warehouse is from (there are three in this picture)?

myd7cYn.png?1

Also, does anyone know where this little canal is from?

Ykj6Lii.jpg

Thank you!

-Blade

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was wondering if anyone knows what the building I have circled in blue is?

Selby.jpg.9f16711e6971d1b6cfebfff02f8da982_LI.jpg

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Bit of a long shot here... Does anyone know of a diagonal fix for Runamucks terrain mod or any that is compatible with it? 

Love the terrain, but it's an absolute visual nightmare on corner walls...

Thanks 

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2 minutes ago, jacko2110 said:

Does anyone know of a diagonal fix for Runamucks terrain mod

Do you mean for the jagged edges on cliffs?

You could try the diagonal jagged edges mod - or if you're handy with Ilive's reader program; follow this guide to fix them yourself;

 

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16 minutes ago, Yarahi said:

Do you mean for the jagged edges on cliffs?

You could try the diagonal jagged edges mod - or if you're handy with Ilive's reader program; follow this guide to fix them yourself;

 

Yeah for the diagonal edges. If it's on the right side diagonal corners work well, but not compatible with the left side for some reason due to the edges... I've downloaded a couple of diagonal fix mods and the terrains they cover, i'm not really keen on.. I'll have a look at that thread though, thanks...

*sorry should have also mentioned i'm using jeronji diagonal walls*


  Edited by jacko2110  

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rail hole.png

When things are constructed next to rail, the texture under the rail changes from green grass to brown.  Is there a ploppable thing that can be placed on rail to match with this texture?  I currently have an unsightly hole in the base.

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@monkeywater yepp, it's called zoning effect. But the LOT or zone has to be next to the rail tile. Multiple transportation networks (roads, rail tracks etc...) don't have this zoning effect on each other, only plopable LOTs and growing zones can have that effect. There isn't any LOT or zone around the circled area, that's why it converted back to the default terrain grass texture. You can try to move the rail underpass towards the switch with one tile, and with this you will probably cover that missing area. IF you use Rivit's RUM for RRW mod, there is an option in the installer to switch off the zoning effect by setting the underlay texture to transparent. But in that case, you won't have this brown texture at all... I'm using this transparent setup, exactly for the same reason what you showed on your picture.

Other thing you may try is to smoothen the switch, and the process may cover the circled tile, but in that case you may need to change the 90 deg IRM corner piece to a diagonal piece. I made an expansion for the IRM fillers which would cover that diagonal corner with this brownish texture.

 

- 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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On 6/21/2018 at 2:45 PM, monkeywater said:

I have nas71's JPN wall set installed, and I have the underbridge lot in my plugins folder.  However for the life of me I cannot find the underbridge lot ingame.

 

overpass.jpg

 

Anyone know where it is hiding?

 

thanks!

I have redownloaded the walls and I absolutely have the right underbridge lot in my plugins.  Yet it does not show up in game.

 

Anyone have any idea what is going on?

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Rail Catenary for RRW already exists? Where can I found them?

tav.png


Oh yes!

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@f3cs as I know the RRW is using plundere's cataneries with the help of the rivit's RUM for RRW v5 mod, but this is still wire-less. @Eggman121 is working on a "wired" rail catenary mod you can watch pics and videos in his development thread over at SC4D:

https://www.sc4devotion.com/forums/index.php?topic=17809.msg524357#msg524357
https://www.sc4devotion.com/forums/index.php?topic=17809.msg526089#msg526089

This feature is not released yet, but it will come out with the NAM 37 (as a separate release, as I know).

 

- 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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16 minutes ago, Tyberius06 said:

This feature is not released yet, but it will come out with the NAM 37 (as a separate release, as I know).

This will come in NAM37? Uh, that's great. Considering this, is it worth the hassle to install the catanery right now, or better wait for what NAM brings? (No, not asking for en ETA)

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