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2 minutes ago, jestarr said:

@CahosRahneVeloza Afaik the mmp's haven't been redone. The props however are in my Props Pack vol07 and vol08.

Awesome! The Author himself replied to my post. So cool! *:thumb:

And thank you!

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3 hours ago, CahosRahneVeloza said:

Guys is there a working link for Jestarr's ploppable livestock MMPs?

1 hour ago, jestarr said:

@CahosRahneVeloza Afaik the mmp's haven't been redone. The props however are in my Props Pack vol07 and vol08.

The MMPs will be rehosted to SC4Evermore as soon as I manage to get the BSC Parks out of my way. I was working on some other rehosting projects with Ulissee Wolf (WTC Complex, Bhaldy Big Dig Project, Diggis Pounds and Streams V2) and my RL became a bit heavier in the past few weeks, but I'm back on track to finalize the last remaining contents for the BSC Parks. 

They might going to come actually sooner as by their nature they might going to be individual uploads instead of being part of a legacy collection. 

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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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Is there a tram-in-avenue puzzle piece for a semi-diagonal 3-way intersection? I can find one for a 4-way intersection as shown below, but I cant figure out how to make a 3-way (i.e. an orthogonal avenue terminating at a diagonal avenue) based on what's in the standard NAM package.

image.png.d51f8d754096143039188d873cf428a7.png

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8 hours ago, CahosRahneVeloza said:

Guys is there a working link for Jestarr's ploppable livestock MMPs?

it's available here: https://cafe.naver.com/simcitysquare/36887

for most of the stuff that was on LEX and hasn't been rehosted on SC4Evermore yet, you'll most likely be able to find it on that site
use the search box on the left sidebar and a browser with translation capabilities would also help

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I play SimCity 4 and make videos of it.

Youtube: Saus Tartar

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10 hours ago, Tyberius06 said:

The MMPs will be rehosted to SC4Evermore as soon as I manage to get the BSC Parks out of my way. I was working on some other rehosting projects with Ulissee Wolf (WTC Complex, Bhaldy Big Dig Project, Diggis Pounds and Streams V2) and my RL became a bit heavier in the past few weeks, but I'm back on track to finalize the last remaining contents for the BSC Parks. 

They might going to come actually sooner as by their nature they might going to be individual uploads instead of being part of a legacy collection. 

 

4 hours ago, bhmantan said:

it's available here: https://cafe.naver.com/simcitysquare/36887

for most of the stuff that was on LEX and hasn't been rehosted on SC4Evermore yet, you'll most likely be able to find it on that site
use the search box on the left sidebar and a browser with translation capabilities would also help

Thanks both of you *:idea:

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Music Tent Park set ?

Some time ago inquired about this music stand, maybe somebody knows it now !

pthHSXZ.jpg

Ths has the the perfect inbetween size for medium concerts, anyone ?

Sincerely yours,

Kschmidt

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A bit of an unusual request: I'm trying to develop a T21 mod to remove the trees growing on FA-2 roads. Basically, this would just require me to alter a few T21 exemplar files in the NAM, but I can't find the files. There are a lot of T21 files, but either in files that don't look to me like they could be related in any way to fractionally angled networks, or their exemplar name doesn't match anything related to FA-2 roads. Does anybody know where they are located? I'm tagging @Tarkus and @Ulisse Wolf because they may know that.


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

Visit my CJ Maxiland, where I'm taking on an enlarged version of Timbuktu!

 

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17 minutes ago, 11241036 said:

T21 mod to remove the trees growing on FA-2

I opened this just now ... in .. Network Addon Mod\2 Network Features\Road, One-Way Road, and Avenue\

there is some file with "fractional"  like : NetworkAddonMod_WideRadius_FractionalAngle.dat ..contains some FA2 & FA3 T21 Files !

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What is good when you have nothing to say is that you can always pretend to listen. Anyway it does not prevent to think!

>> My little plugins contribution << -- >> Depot | Fabrik | Testing <<

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Does anybody know where to download BSC Ploppable Cattle?

It's a requirement for FrankU's Dutch Stage 1 to 5 Farms and I can't seem to find them.

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10 hours ago, CahosRahneVeloza said:

Does anybody know where to download BSC Ploppable Cattle?

It's a requirement for FrankU's Dutch Stage 1 to 5 Farms and I can't seem to find them.

It's the same upload what you were looking for earlier on this week under the name of Ploppable Livestock. 

I'm attaching it here for now, because probably this very same version will be uploaded to Evermore. I also attach for now the ploppable rocks. I think that was a LEX DVD content back in the times.

BSC Jestarr Mayor Mode Ploppable Livestock

BSC Jestarr Mayor Mode Ploppable Rocks

- Tyberius06

 

 


  Edited by Tyberius06  

Attached files replaced by official links
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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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3 hours ago, Tyberius06 said:

It's the same upload what you were looking for earlier on this week under the name of Ploppable Livestock. 

I'm attaching it here for now, because probably this very same version will be uploaded to Evermore. I also attach for now the ploppable rocks. I think that was a LEX DVD content back in the times.

- Tyberius06

BSC jestarr Mayor Mode Ploppable Livestock.zip

BSC jestarr Mayor Mode Ploppable Rocks.zip

It is!?!?

I should have known LOL *:rofl:

Thanks man.

I did find this though...

... and thought it might've been what was needed.


  Edited by CahosRahneVeloza  

Addendum...
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modernsuburanrr.jpg.165726bd58a44162f633a098e183d60b.jpg

Does anyone happen to recognize this 6x2 'Modern Suburban Railway Station'?

Thanks..

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5 hours ago, junspud said:

modernsuburanrr.jpg.165726bd58a44162f633a098e183d60b.jpg

Does anyone happen to recognize this 6x2 'Modern Suburban Railway Station'?

Thanks..

That is the the modern BSC ITS Modern Split Center Platform Station.

Bear in mind it is highly outdated regarding modding. 

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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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Just wondering if any park lots with these path/grass textures already exist. They seem to fit with a lot of Mattb325's creations (and is actually included in some of his modular country club lots), but I can't find any individual lots to extend and draw a custom path.

I have the textures, so worst case scenario I can just make some lots myself, but I just wanted to check here first.

image.png.54131c9b27d035609f0b28db96f9bc9f.png

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14 minutes ago, ncamferdam said:

Just wondering if any park lots with these path/grass textures already exist. They seem to fit with a lot of Mattb325's creations (and is actually included in some of his modular country club lots), but I can't find any individual lots to extend and draw a custom path.

I have the textures, so worst case scenario I can just make some lots myself, but I just wanted to check here first.

image.png.54131c9b27d035609f0b28db96f9bc9f.png

I make it temporarily available, just for now, but it's gonna be officially available once we get there with the restoration...

SFBT Andreas Park Set Medium Wealth_797.zip

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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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I see that the AC (Aerospace Consortium) Functional Airports pack has been given an update from 2.1, the last version I once had in my Plugins folder, to 2.2 with new stuff even added to it in this download from SC4Evermore...

https://www.sc4evermore.com/index.php/downloads/download/19-transportation/7-sc4d-LEX-legacy-ultimate-airport-pack

Now my question is, will the BSC Functional Seaports follow next?

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3 minutes ago, CahosRahneVeloza said:

Now my question is, will the BSC Functional Seaports follow next?

It will not happen now as the BSC Functional Seaports problem is very complex and we do not know when we can solve it. Definitely BSC Functional Seaports will be last thing we restore on SC4E if we ever restore it....

 

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Federal Republic of SiculiaFederal Republic of Sonora

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1 minute ago, Ulisse Wolf said:

It will not happen now as the BSC Functional Seaports problem is very complex and we do not know when we can solve it. Definitely BSC Functional Seaports will be last thing we restore on SC4E if we ever restore it....

 

By problems do you mean its various Seaport Controllers incompatibilities with other custom Seaports like with the PEG Seaports? And its incompatibilities with a few of the AC SWAP stuff?

The thing I like most about both the AC Functional Airports and the BSC Functional Seaports are the Airport and Seaports that have growth stages and actually upgrade as they grow *:)

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Just now, CahosRahneVeloza said:

By problems do you mean its various Seaport Controllers incompatibilities with other custom Seaports like with the PEG Seaports? And its incompatibilities with a few of the AC SWAP stuff?

The mod is completely broken that knocks out industrial demand

 

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Federal Republic of SiculiaFederal Republic of Sonora

   Ain Member  Wiki

NAM Team - Co-developer of Pedestian Revolution Mod - Railway Department (Hybrid Railway | HRW Expert) - MTA Member - BAT Creator

Ulisse Wolf YouTube Channel - Ulisse Wolf Mastodon Profile

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4 minutes ago, Ulisse Wolf said:

The mod is completely broken that knocks out industrial demand

 

I read about that Industry demand issue as early as 2012 as stated by muko on this old SC4D thread...

https://www.sc4devotion.com/forums/index.php?topic=14336.20

And I'm quite astounded it still persists.

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Kind friends, I don't know what downloaded made my tree look like the red box in the picture. How can I delete it? thank you

666.jpg


i will try anything.

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Guys this time around I'm looking for a slope retaining wall that works like Mas71's Japanese Walls sets, JayStimson's JS Seawalls, NOB's and Marrast's embankment Walls and Jeronij's Modern Concrete, Rural stone and Residential walls that looks like it was made out of old car tires stacked on top of each other. I'm not even sure if they were tires or plant pots but they do look like they were made out of tires *:rofl:

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10 hours ago, Ulisse Wolf said:

It will not happen now as the BSC Functional Seaports problem is very complex and we do not know when we can solve it. Definitely BSC Functional Seaports will be last thing we restore on SC4E if we ever restore it....

 

I remember the "conflict problems" with the BSC Seaports from a long time ago -- terrible !!

Does anyone have any pictures of the components in the original pack -- ?

If they are significantly well done, or unique constructions worth saving -- it might be possible to recreate them as "eye candy" without risking any game mechanics conflicts. 

Since seaports don't have any "freight CAP" functions -- that might be the logical way to go. 

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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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"History is but a pack of tricks we play upon the dead." --- Voltaire

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

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7 hours ago, Dreadnought said:

I remember the "conflict problems" with the BSC Seaports from a long time ago -- terrible !!

Does anyone have any pictures of the components in the original pack -- ?

If they are significantly well done, or unique constructions worth saving -- it might be possible to recreate them as "eye candy" without risking any game mechanics conflicts. 

Since seaports don't have any "freight CAP" functions -- that might be the logical way to go. 

What about the airport feeder ? Regional airport has a freight feeder does that work ? This prakticly means road or rail to adjacent zone or maxisland be only way to do any export ? Island heavy migt be imposible to do except long sea tunels or bridges ? Canals aswell more of a eye candy ?

Sincerely yours,

Kschmidt

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2 hours ago, kschmidt said:

What about the airport feeder ? Regional airport has a freight feeder does that work ? This prakticly means road or rail to adjacent zone or maxisland be only way to do any export ? Island heavy migt be imposible to do except long sea tunels or bridges ? Canals aswell more of a eye candy ?

Sincerely yours,

Kschmidt

Airports actually have a "CAP function" and your SIms actually request an airport when it becomes viable as a boost to the economy.    As far as "Air Freight" I'm not sure.  I don't work with airports very much and have never studied their "functional aspects" to see if freight trucks really "disappear into airports".

Canals are purely "eye candy".  Technically, you could build a seaport on a large lake -- and it would function the same as It would on an ocean.  (I think -- I've never tried that.)  Since the seaport acts as the "end of the transport trail" -- canals would have no effect at all on a seaport.  Since seaports do not provide a "CAP function" boost to your city's economy -- what would be the point?

On the other hand -- you can build seaports -- large or small -- detailed and authentic -- and as beautifully laid-out as you like -- and derive great pleasure from the "eye candy".  (I do that all the time.)  Each warehouse and workshop in the harbor can be made to provide work for your people -- but a seaport of any sort simply does not trigger an increase in the game's economic growth limits.  The jobs, however, will provide population growth.

We could go into a more detailed and lengthy discussion -- but that's pretty much the simple side of it (I think).

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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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Airports relieve Commercial CAPs and are mostly there just for that. There is no SIMs traveling elsewhere mechanic much like in modern City Builders.

Seaports are there just to relieve Industrial CAPs much like Airports port Commerce.

It's a shame I know but that's just how SC4 was created. I am actually still taken aback after finding out that the SIMs we see walking around in our SC4 cities are nothing more than props.

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16 hours ago, Bolshevik said:

Kind friends, I don't know what downloaded made my tree look like the red box in the picture. How can I delete it? thank you

666.jpg

Could it possibly be this: BSC CP Maxis Oak Replacement Mod? The fact that there is a Maxis tree not being overridden would rule out a few of the other tree replacement mods.

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

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18 hours ago, Bolshevik said:

Kind friends, I don't know what downloaded made my tree look like the red box in the picture. How can I delete it? thank you

666.jpg

I think its this one:

https://www.sc4evermore.com/index.php/downloads/download/37-terrain-mods-and-tree-controllers/147-bsc-cp-maxis-palm-to-aspen

 

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*;)

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