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Please help for this 0x53D04759=>People on Beach.dat!!!
Where can I look for it because I can't find it anywhere on Google,
except in the Simtropolis Catalog this number 0x53D04759
and the name of the file People on Beach.dat???


CotW Corp.

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22 minutes ago, blyncorp said:

Please help for this 0x53D04759=>People on Beach.dat!!!
Where can I look for it because I can't find it anywhere on Google,
except in the Simtropolis Catalog this number 0x53D04759
and the name of the file People on Beach.dat???

Hi @blyncorp

Missed your above post the first time... This sounds like it may be an older file that may have been part of a specific download, or it may have been rolled into a newer pack. Hope some one can assist you with it. But if no one comes along with the location, you might want to indicate what download you need it for. That sometimes helps locate things.

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A wise man once said, "I am not yet a wise man..."

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26 minutes ago, CaptCity said:

Hi @blyncorp again...

Managed to find a .dat file with the 'People On Beach' name in my archives. It is part of this download (Link). Hope that is the one.

yes thank you so much god to blessing you so much

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CotW Corp.

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There are numerous car and truck automata mods for SimCity 4, but no motorcycles. Is it possible to make motorcycle mods for SimCity 4? I mean It'd be cool to see some Harley Davidson or Ducati motorcycles in my city traffic. I haven't seen any motorcycle dealerships either.

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I'm not aware of any either - SC4 itself has 4 motorcycles and they're just like all other automata - so I see a bright future for your creative contributions. *:) (even if you just start by reskinning them)

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10 hours ago, rivit said:

I'm not aware of any either - SC4 itself has 4 motorcycles and they're just like all other automata - so I see a bright future for your creative contributions. *:) (even if you just start by reskinning them)

If I knew how to make reskins or bats I would. I am clueless about that stuff.

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16 hours ago, Sniffeh said:

There are numerous car and truck automata mods for SimCity 4, but no motorcycles. Is it possible to make motorcycle mods for SimCity 4? I mean It'd be cool to see some Harley Davidson or Ducati motorcycles in my city traffic. I haven't seen any motorcycle dealerships either.

 

11 hours ago, rivit said:

I'm not aware of any either - SC4 itself has 4 motorcycles and they're just like all other automata - so I see a bright future for your creative contributions. *:) (even if you just start by reskinning them)

And you can pretend these are mopeds if you want. *:D

 

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35 minutes ago, SIM-ple Jack said:

 

And you can pretend these are mopeds if you want. *:D

 

Yes, I've seen all of these. I am talking about civilian motorcycle automata. 

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I would like to build the Chesapeake Bay Bridge Tunnel. Is it possible to create it on this map using NAM and road mods? Can NAM even construct underwater tunnels? 

8749589.jpg

C_Users_Ben41303_Desktop_Desktop 1_3_18_Deasktop 914_Thimble shoal_thimble_shoal_cropped.jpg

2e19ad97-a454-4672-8bd9-cb5a60bc6deb.1.jpg

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As it turns out, underwater tunnels can be built in SimCity 4 utilizing FLUPs.

 

But this isn't quite what I want to create. I want to have the island as well as the tunnels. If I knew how to build things for SimCity 4, I'd create the island myself. Perhaps a kind content creator could assist me with this?

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14 hours ago, Sniffeh said:

As it turns out, underwater tunnels can be built in SimCity 4 utilizing FLUPs.

You can also build underwater tunnels by cheating the game a bit. The base game tunnels get built wherever there's enough of a slope to make going over the hill too costly (the exact level depends on your slope mod, the recently released NAM slope mods by @Lucario Boricua make it somewhat easier), but the tunnel entrances always have to be over the global water level (y = 250 when using the TerrainQuery cheat), and the entire extent of the tunnel has to be over water then drawn.

So, to get an underwater tunnel, you need to build trenches at each side of the water body you want to cross, levelling them to y = 250 or a bit more at the bottom, and raising the ground level between the entrances to at least 12 or 15 metres (depending on your slope mod). Then you build the tunnel, and terraform back the water body, which won't destroy the tunnel provided you keep a certain distance to the tunnel entrances.

I did this once successfully but cannot find the screen captures to prove it :(

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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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13 hours ago, matias93 said:

You can also build underwater tunnels by cheating the game a bit. The base game tunnels get built wherever there's enough of a slope to make going over the hill too costly (the exact level depends on your slope mod, the recently released NAM slope mods by @Lucario Boricua make it somewhat easier), but the tunnel entrances always have to be over the global water level (y = 250 when using the TerrainQuery cheat), and the entire extent of the tunnel has to be over water then drawn.

So, to get an underwater tunnel, you need to build trenches at each side of the water body you want to cross, levelling them to y = 250 or a bit more at the bottom, and raising the ground level between the entrances to at least 12 or 15 metres (depending on your slope mod). Then you build the tunnel, and terraform back the water body, which won't destroy the tunnel provided you keep a certain distance to the tunnel entrances.

I did this once successfully but cannot find the screen captures to prove it :(

Ciudad del Lago - Centro-18 Oct., 10271476896357.png

Found it! As you can see, it's quite flexible about what goes over the tunnel, so I could zone buildings and add roads and parks, or even the head of a transversal bridge.

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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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10 hours ago, matias93 said:

Ciudad del Lago - Centro-18 Oct., 10271476896357.png

Found it! As you can see, it's quite flexible about what goes over the tunnel, so I could zone buildings and add roads and parks, or even the head of a transversal bridge.

Except the restriction no FLUP capability or diagonal stretches, a tunnel under land orvwater has no restrictions.. InCommandofCars Underground rail stations offers to have station into ordinairy tunnels. Tip to avoid 15m trenches is to make a10m trench,raise of bottom of this trench to 15m. Drag your tunnel. Aftherwards, you can flatten out the 5m edge so you get tunnel with aminimum depth. 7.5m trench with bridges aswel posible but then you can't go underground !

Sincerely yours,

Kschmidt

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17 minutes ago, TYoussef95 said:

I'm looking for a mod or something similar to this file Hard Mode With No Starting Funds

i want to start with a reduced budget  in meduim difficulty !

You can do that without any special mod. Go into ExtraCheats and select Moolah. Type in the amount of money you want to start with.

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I have no idea what the terrain query cheat is. And I have no idea what global water levels are or how to keep track of them.

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On 4/14/2023 at 5:26 PM, Sniffeh said:

I have no idea what the terrain query cheat is. And I have no idea what global water levels are or how to keep track of them.

Using Buggi's or SimMaster07's Extra Cheats, enter to the cheat box with the Control + X keystroke and type terrainquery. Now, the normal query tool will instead indicate the coordinates (in metres) of the terrain under the cursor: X and Z represent north-south and east-west distances from the northwestern corner of the city, and Y represents the vertical distance from the bottom of the terrain. Conventionally, 250 metres over the lowest underground point is sea level, so all terrain under 250 metres is inundated and all terrain over it is exposed. You can also change that using the setsealevel cheat (but keep in mind this could destroy buildings and networks located too close to the water).

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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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4 hours ago, matias93 said:

Using Buggi's or SimMaster07's Extra Cheats, enter to the cheat box with the Control + X keystroke and type terrainquery. Now, the normal query tool will instead indicate the coordinates (in metres) of the terrain under the cursor: X and Z represent north-south and east-west distances from the northwestern corner of the city, and Y represents the vertical distance from the bottom of the terrain. Conventionally, 250 metres over the lowest underground point is sea level, so all terrain under 250 metres is inundated and all terrain over it is exposed. You can also change that using the setsealevel cheat (but keep in mind this could destroy buildings and networks located too close to the water).

Oh, okay. Thank you. I didn't know you could do that with the cheat menu. 

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Hey guys! I'm looking for this particular residential towers. I already have them, but I just want to know the file name so I could delete it! They spread like the plague and I'm tired of just bulldozing them just to see dozens of those crooked apartments growing again... 😅

 image.png.eac7c74455305076ca836c1d1fb71bdb.png

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16 minutes ago, Nathangec78 said:

Hey guys! I'm looking for this particular residential towers. I already have them, but I just want to know the file name so I could delete it! They spread like the plague and I'm tired of just bulldozing them just to see dozens of those crooked apartments growing again... 😅

 image.png.eac7c74455305076ca836c1d1fb71bdb.png

You can also modify the file in PIM-X to limit the tilesets or adjust the occupancy/stage.

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Oh, thank you! It was driving me crazy! And I really appreciate the tip, I'll try it with some other files indeed! 

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1 hour ago, Nathangec78 said:

Hey guys! I'm looking for this particular residential towers. I already have them, but I just want to know the file name so I could delete it! They spread like the plague and I'm tired of just bulldozing them just to see dozens of those crooked apartments growing again... 😅

 image.png.eac7c74455305076ca836c1d1fb71bdb.png

Hi, Was that bat´s a medium rise growable, turning out be high rise growable, or just a odd growable ?

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3 minutes ago, kschmidt said:

Hi, Was that bat´s a medium rise growable, turning out be high rise growable, or just a odd growable ?

Hi! I think it was an odd growable, because it used to pop among low density areas. 

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On 4/16/2023 at 7:57 PM, Nathangec78 said:

Hi! I think it was an odd growable, because it used to pop among low density areas. 

That:s the one and only Bat by this creator. Tyberius might offer to help to correct this if the creator wishes. Go through your region delete these odd builds remove the files, your not bothered anymore ! Sincerely yours, Kschmidt

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On 4/13/2023 at 10:47 PM, matias93 said:

Ciudad del Lago - Centro-18 Oct., 10271476896357.png

Found it! As you can see, it's quite flexible about what goes over the tunnel, so I could zone buildings and add roads and parks, or even the head of a transversal bridge.

Hi @matias93. What are the high walls you have defining the river so nicely?

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