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27 minutes ago, sander97 said:

 Does anyone know where I can find the recreation center in the circle? Thanks!

Looks like something someone has put together for their own personal use. Probably not avaliable for download.

But... 

you can find the main buildings used in these packs; 

 

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Thanks, unfortunately the download is missing. Hopefully it will be restored

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Hey, can anyone locate these walls / embankments? Thx in advance :) 

whatwalls.jpg.ad7c3b82fa69e8868f612efe1751b00f.jpg

 

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14 hours ago, sander97 said:

Thanks, unfortunately the download is missing. Hopefully it will be restored

Restored. *:party:

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Looking for a prop or texture? The SC4 Prop & Texture Catalog might help! View online here.

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The textures for these lots should be in the BSC texture .dats included here. However these appear to be relots using my buildings so I may be mistaken.

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2 hours ago, 9gruntsand1hammer said:

I think something is wrong with the textures on these lots. Am I missing something?

4c0ce8e9-59e1-4e03-948a-4921be981166.png

I need the actual file name and where you did get this file. 


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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Is there a mod that prevents abandoned buildings from turning grey? I seem to remember one existing, but now that I am trying to look for it I am unable to find it.

I have all the typical anti-abandonment fixes applied but I still get the occasional abandoned building, and would prefer it to look normal rather than being greyed out.

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51 minutes ago, Zephyrus22 said:

I have all the typical anti-abandonment fixes applied ...

By this I presume you mean @Bones1's Less Abandonment Mod (which is the proper one to use). 

There is another, Abandonment Dilapidation Modd 1.2, which goes a different route and alters the Stay New Time. This can give the illusion of no abandonment, but the underlying problem is still present.

The two cannot be used together since they modify the same exemplar, but if that latter does what you want we can edit it to also have Bones1's tweaks.

Along this same idea, are you wanting this tweak for better pics? I ask cause there's also a mod I created for someone called Zots Begone which is also a bad idea for game play, but was to help them with getting game pics.

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You know, I thought I did have the Less Abandonment Mod installed, but now looking at my plugins I can't seem to find it. Maybe I removed it while troubleshooting something and forgot to put it back in. Hopefully reinstalling it will fix my problem. I think the Abandonment Dilapidation Mod was the one I was thinking of, but I'll go with the other one for now and try it out.

Anyway, I wanted to prevent buildings from turning grey for cosmetic purposes. I just don't like how it looks during gameplay. I don't mind the For Sale sign out front, but the greyed out appearance of abandoned buildings in the game just looks unrealistic to me. Maybe it makes sense for a haunted mansion in the woods, but not for every vacant building in a given city. I guess I prefer to think of those buildings as being temporarily vacant rather than abandoned.

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6 minutes ago, Zephyrus22 said:

Maybe it makes sense for a haunted mansion in the woods,

This is my fav for that. *;) 

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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

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I reinstalled the BSC dependency pack but some lots still have that weird texture. If you look at the Anaheim citrus company, it looks like a texture override. I have all 3 BSC textures installed. On the Jones Bros lot, there's no texture on the ground. It indicates that I need BSC Textures Vol02 but I have that it my plugins folder. Any thoughts?

b18a38a8-78a7-446c-b5d2-d9c3cbe0aef3.png

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17 minutes ago, 9gruntsand1hammer said:

I reinstalled the BSC dependency pack but some lots still have that weird texture. If you look at the Anaheim citrus company, it looks like a texture override. I have all 3 BSC textures installed. On the Jones Bros lot, there's no texture on the ground. It indicates that I need BSC Textures Vol02 but I have that it my plugins folder. Any thoughts?

 

 

Do you have jes_ResourcePack_Vol27 v6 installed? That's a required dependency for Jones Bros. Installing that may also fix some of the other texture problems.

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That was the one I was missing, thanks. Didn't realize it had textures in it as well. Fixed my problem.

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RR Retail Prop Pack Vol.4 ?

Today downloaded instaled some PCLark06 lots ! Some ask for RR Retail Prop Pack Vol. 4 wich is missing from STEX.

 

Was this included in RR Retail Prop Pack 3 1.3 ?

 

Hope somebody knows !

Sincerey yours,

Kschmidt

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Spain 2 Catenary straight and diagonal issue !

Spain 1 I have Plundere Catenary installed, NAM 32 - RUM what looks fine !

hWnkFoc.jpg

That old instalation looks Ok but the hghway and HSR wheren´t Ok so I created a freshed up old NAM removed and upgraded it NAM 36 RRW vesion wich the RHW and HSR are Ok.  This same conversion I did to my Italia 1 to Italia 2 installation but there the problem doesn´t show up !

p0jKZgY.jpg

The Catenary Mod with Straight and diagonal track and one bend T piece not showing catenary ? Searched for any differences, installed plopble catenary sets to at least have something....  This a NAM issue or the loading order prevent showing it !

Sincerely yours,

Kschmidt

 

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5 hours ago, kschmidt said:

RR Retail Prop Pack Vol.4 ?

Today downloaded instaled some PCLark06 lots ! Some ask for RR Retail Prop Pack Vol. 4 wich is missing from STEX.

 

 

 

Hope somebody knows !

Sincerey yours,

Kschmidt

The older RR Retail Prop packs are included in the new mega packs

Quote

THIS FILE REPLACES RR PROP PACK VOL. 1-4. Any download calling for those prop packs will now rely upon this download instead.

 

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1 hour ago, Yarahi said:

The older RR Retail Prop packs are included in the new mega packs

 

Thank you, I had those RR Mega Packs allready installed, so can proceed with the above lots !

Sincerely yours,

Kschmidt

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Today, after experiencing more frustration with "Abandoned due to commute time", I had an idea for a simple mod. But before I started trying to make it myself, I thought I'd ask if this already exists so I'm not wasting my time doing something that's already been done.

I was thinking that I could use a program like PIM-X or Reader to take a 1x1 tile (Park, grass, pavement, etc) and give it the properties of a CO$$$ or I-HT lot with like 1,000 jobs, and just place one on every block to make jobs abundant in my city. I know this is super cheaty but I'd rather have this than a bunch of abandoned buildings. I imagine that this should be relatively simple to create (unless someone more skilled than me thinks otherwise), but I am curious if this kind of thing already exists. Years ago I found a similar mod that made utilities like power and garbage into a 1x1 tile for cosmetic purposes, so the concept has been done before. I'm just not sure if this specific concept has been made.

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1 hour ago, Zephyrus22 said:

CO$$$ or I-HT lot with like 1,000 jobs, and just place one on every block

I'd be curious to see how that works out. IDK, but my gut feeling is the rest of the game would see an enormous demand imbalance and go all wonky. :lost:

Do you use any Demand Enhancers? If not, I believe the first thing I'd try is the Plopmatic 9000. It's completely cheaty and fulfills that role well.

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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

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37 minutes ago, CorinaMarie said:

I'd be curious to see how that works out. IDK, but my gut feeling is the rest of the game would see an enormous demand imbalance and go all wonky. :lost:

Do you use any Demand Enhancers? If not, I believe the first thing I'd try is the Plopmatic 9000. It's completely cheaty and fulfills that role well.

Thanks for sharing this. I do use the Industry Quadrupler for more jobs, not sure if that counts as a demand enhancer or not. Other than that, I don't have any specific demand enhancers unless they are a side effect of another mod (NAM, CAM, Less Abandonment, etc), yet I am still experiencing an insatiable demand for jobs that feels impossible to meet without completely ruining the aesthetics of my cities. I might try to dabble with creating something like I previously described once I have the time to do so.

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5 hours ago, Zephyrus22 said:

I do use the Industry Quadrupler for more jobs, not sure if that counts as a demand enhancer or not.

It does not count. Actually quite the opposite in a good way.

Imagine this: You have demand for 1000 jobs and in vanilla we'll say you zone and grow 4 factories with each employing 250 Sims. That's fine, but takes up a lot of space. With the quadrupler, you'll only need to grow one factory which employs 1000 and it looks much more tidy and realistic in your city. *:) 

But in both cases the industrial demand drops from 1000 to 0. (Then, ofc, more Sims move in and industrial demand can go back up.)

 

5 hours ago, Zephyrus22 said:

CAM

While I've never used it, I know wee bits about it. CAM is designed to even out demand over a much, much smoother curve and it lets your growth mimic the real world much better. It also has its own staged demand enhancers so do not use the Plopmatic 9000 while using CAM:noway:

 

5 hours ago, Zephyrus22 said:

I am still experiencing an insatiable demand for jobs that feels impossible to meet without completely ruining the aesthetics of my cities.

This took me a few years to understand: You don't need to fulfill demand at all. Ever. Consider the demands as Building Permit Requests for each of the categories of R, C, or I. That's simply the respective developers saying: I like what I see here and please let me build.

The key part is you can go along your merry way zoning and growing only what it takes to make a happy, aesthetically pleasing city. If you have residential which keeps turning dilapidated, de-zone it. Not just bulldoze, but de-zone. Keep doing this until you strike a balance that your city as laid out supports.

And when you do zone for more residential, create those in smaller doses and let time run until they settle down and become stable. *:golly: 

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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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1 hour ago, CorinaMarie said:

It does not count. Actually quite the opposite in a good way.

Imagine this: You have demand for 1000 jobs and in vanilla we'll say you zone and grow 4 factories with each employing 250 Sims. That's fine, but takes up a lot of space. With the quadrupler, you'll only need to grow one factory which employs 1000 and it looks much more tidy and realistic in your city. *:)

But in both cases the industrial demand drops from 1000 to 0. (Then, ofc, more Sims move in and industrial demand can go back up.)

 

While I've never used it, I know wee bits about it. CAM is designed to even out demand over a much, much smoother curve and it lets your growth mimic the real world much better. It also has its own staged demand enhancers so do not use the Plopmatic 9000 while using CAM:noway:

 

This took me a few years to understand: You don't need to fulfill demand at all. Ever. Consider the demands as Building Permit Requests for each of the categories of R, C, or I. That's simply the respective developers saying: I like what I see here and please let me build.

The key part is you can go along your merry way zoning and growing only what it takes to make a happy, aesthetically pleasing city. If you have residential which keeps turning dilapidated, de-zone it. Not just bulldoze, but de-zone. Keep doing this until you strike a balance that your city as laid out supports.

And when you do zone for more residential, create those in smaller doses and let time run until they settle down and become stable. *:golly:

The developmental approach is more reliable and produces a smoother, dependable result --

As always -- very sound advice -- *:thumb:

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Hi, I'm looking for specific files, dependency for PGX Softball Fields.

It's probably part of bigger prop pack. 

sidenet_diagonal-0x6534284a-0x5c6f3086-0x7d08c0e0.SC4Desc

and

sidenet_straight-0x6534284a-0x5c6f3086-0xbd08c0e3.SC4Desc

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3 hours ago, Golan0 said:

Hi, I'm looking for specific files, dependency for PGX Softball Fields.

It's probably part of bigger prop pack. 

sidenet_diagonal-0x6534284a-0x5c6f3086-0x7d08c0e0.SC4Desc

and

sidenet_straight-0x6534284a-0x5c6f3086-0xbd08c0e3.SC4Desc

I believe those are part of NKT's baseball fields. I'll attach it here since NKT's items may have been part of the 'found' list and have not been restored yet.

 NKT_Baseball Field.zip

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2 hours ago, CaptCity said:

I believe those are part of NKT's baseball fields. I'll attach it here since it could nave been a 'found' file and has not been restored yet.

 NKT_Baseball Field.zip

Yes, it is exacly what I wanted. 

Thank You!:)

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hi hi, i was trying to re download moonlight's (japanese site) mod for elevated rail but i couldn't see the download in one drive, are their files gone??

Screenshot (1713).png

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2 hours ago, Busta -CASE- said:

hi hi, i was trying to re download moonlight's (japanese site) mod for elevated rail but i couldn't see the download in one drive, are their files gone??

Screenshot (1713).png

All of Moonlight’s stuff was archived here on Simtropolis, and it should contain the Elevated Rail files. Unfortunately they seem to be missing for moment, but should be back before long.

I’m not up to speed on the current recovery efforts, so not the best person to ask. If you want them immediately, I’m fairly certain this compilation was uploaded on the Discord while the site was down

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hi hi again, does anyone remember the name of some bats that work as fillers for the elevated maxis highway? they were like parking lots, construction areas and some shop i believe

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