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Cyclone Boom

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This thread is intended for asking questions to receive short and simple solutions. *:read:

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Thanks! *:)

-CB & Cori

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Hello to everyone!...

two quick questions pls....

first ...i cannot see anymore those default yellow Neighbor Connection (arrows) ...did they have abolished ?

and second ..in my neighor highway connection can see spider cars” going down the edge of my city tile"  ...is that means that i have no real connection between two neghbor cities? 

67f961dc750df_neighborhighwayborder.JPG.a149f05d3141db103af291424c28d373.JPG

67f9621319384_neighborhighwayborder1.JPG.fd534410ea9dc4d411c239541648778a.JPG

Thanx always! *:)

 

 

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34 minutes ago, vetram said:

first ...i cannot see anymore those default yellow Neighbor Connection (arrows) ...did they have abolished

You either have no connection (RHW requires a special puzzle piece to form one) or you are using Cyclone Boom's neighbor connection arrow remover.

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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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1 hour ago, vetram said:

Hello to everyone!...

two quick questions pls....

first ...i cannot see anymore those default yellow Neighbor Connection (arrows) ...did they have abolished ?

and second ..in my neighor highway connection can see spider cars” going down the edge of my city tile"  ...is that means that i have no real connection between two neghbor cities? 

67f961dc750df_neighborhighwayborder.JPG.a149f05d3141db103af291424c28d373.JPG

67f9621319384_neighborhighwayborder1.JPG.fd534410ea9dc4d411c239541648778a.JPG

Thanx always! *:)

 

 

If you have CAM 2.5 then you are using modpack zero and then Cyclone Boom's neighbor connection arrow remover

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Good morning ! *:)

@Ulisse Wolf  ...Yes ! i do have CAM 2.5.0 , but i dont know anything about @Cyclone Boom neighbor connection arrow remover neither modpack zero also!......(is there a link for modpack zero?)

is that means that not seeing neighbor connections arrows anymore , and also see spider cars going down its ok and my connection works right?

..and lastly is there an option for freight trucks not using roads but highways only?..*:)

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2 hours ago, vetram said:

..and lastly is there an option for freight trucks not using roads but highways only?..*:)

I'm not aware of any mod that could do that. They will appear everywhere because, at the end of the day,  they are just automata with the exception that they are generated by industrial zones.

Best I can think of is to simply build your city and roads in such a way that industrial zones consider highways as fastest freight routes.

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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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5 hours ago, vetram said:

..and lastly is there an option for freight trucks not using roads but highways only?..*:)

This is what you'll need...

... specifically the Freight truck blockers. And what's cool about these is the fact this is Sidewalk Texture mods compatible which will make them blend in and be unnoticeable.

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3 hours ago, CahosRahneVeloza said:

This is what you'll need...

...aaaaand I'm aware now. :)

Nice resource, though it lacks one thing - road signs!

That would be super. Each blocker could then be given a "no entry" sign with particular vehicle type on. *:yes: I always miss details like this in SC.

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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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1 hour ago, rare_guava said:

Hi everyone.

I'm using PIM-X for some tree models, and was wondering what are the differences between the descriptor choices "Flora", "Flora Prop", and "Tree Prop"? Thanks

I believe it has to do with tree "growth". Props don't show those effects; a tree appears as mature on the lot from the initial finish of construction, it doesn't have to grow to maturity with in-game time.

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1 hour ago, brancra said:

I believe it has to do with tree "growth". Props don't show those effects; a tree appears as mature on the lot from the initial finish of construction, it doesn't have to grow to maturity with in-game time.

That makes sense. Thank you @brancra!

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6 hours ago, rare_guava said:

Hi everyone.

I'm using PIM-X for some tree models, and was wondering what are the differences between the descriptor choices "Flora", "Flora Prop", and "Tree Prop"? Thanks

Flora are not props and work very differently in practise. As a rule when lotting you want to avoid using Flora. With the exception of MMPs, modders have made trees etc exclusively as Props which are suitable for lotting. 

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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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Hello !..another quick question pls...

-i am in the process of building a new city in a region , using CAM 2.5.0 for the first time.   At the moment i have about 11.000 sims and with a strict economical policy i have 614.000 $ ...i havent yet give water to sims , but still everything seems to work without any complaint from sims...when do you think is the right time to give them water?...notice that i have only agricultural zones and no industrial at all!.......

Thanx *:)

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6 hours ago, vetram said:

when do you think is the right time to give them water?

This is totally up to you for when you want to grow higher density or higher value properties. 

For instance a medium density apartment (even for low wealth) will need water, but any density (including low) needs water to grow R$$$. There are similar restrictions for commercial and industrial (and prolly later stage farms, but that I don't know yet as I haven't tried CAM).

If you are going for realism, you can selectively add water to only the places that need it. Ofc, that also means a lot of micromanaging to keep track of your supply. (The water graph is useless if the systems are not all connected.)

Here's a sample of mine:

img5051.jpg

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i cannot find how to overpass with an OWR a RHW 6C..!    is there any way?

Thanx

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11 hours ago, rsc204 said:

Flora are not props and work very differently in practise. As a rule when lotting you want to avoid using Flora. With the exception of MMPs, modders have made trees etc exclusively as Props which are suitable for lotting. 

That explains why Flora weren't showing up on my lots. TY TY

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5 hours ago, vetram said:

i cannot find how to overpass with an OWR a RHW 6C..!    is there any way?

Thanx

Yes, with a draggable height transition for OWR. Look for the Draggable Elevated Road Viaducts on the Road menu

2.jpg

And using the Tab key, find the 1-Level FLEX One-Way Road Ramp Style Height Transition. Locate one of them at each side of the highway.

3.jpg

After locating them, drag the One-Way Road tool all through both height transitions and the highway in the middle, as shown in the image.

4.jpg

And there you have it, a OWR overpass over a RHW-6C highway:

5.jpg

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"Let us be scientists and as such, remember always that the purpose of politics
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but it is to meet the social needs of man and the development of the society"

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@matias93 *:thumb:   

Thank you so much for your detail explanation!....now i would like to ask you (or if anyone else knows) i want to underpass a road under a diagonal RHW6C (or if its not possible under a straight RHW6C) . I have read there are 2 methods ,  involving Subway-based draggable override networks and FLEX pieces (introduced in NAM 39), and the older puzzle piece-based method...but i cant find any tutorial specially about Subway-draggable ones...(pls show me if there is any  link or anything else similar) ...for now i just wondering first if its possible what i mention above ... again if i can underpass a road (straight or diagonal) under a diagonal RHW6C ?...

-by the way i am also cannot succeed to join a diagonal RHW6C level0 with a diagonal RHW6C level1 ...seems not possible??

Thanx *:)

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Look to the link below. Once you have the information you are looking for left click on the Network Addon Mod text in the upper left hand corner of the page. This will bring you to the home page of the NAM documentation. Once there bookmark that home page. This will make it easier to return to for future questions. 

https://www.sc4nam.com/docs/feature-guides/flexible-underpasses/

 

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@Nite Owl ..Thanx for the link but i have already read it !..there are no details for the subject i mention ...

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2 hours ago, vetram said:

Thank you so much for your detail explanation!....now i would like to ask you (or if anyone else knows) i want to underpass a road under a diagonal RHW6C (or if its not possible under a straight RHW6C) . I have read there are 2 methods ,  involving Subway-based draggable override networks and FLEX pieces (introduced in NAM 39), and the older puzzle piece-based method...but i cant find any tutorial specially about Subway-draggable ones...(pls show me if there is any  link or anything else similar) ...for now i just wondering first if its possible what i mention above ... again if i can underpass a road (straight or diagonal) under a diagonal RHW6C ?...

I think you might want to check either the RHW puzzle pieces or road puzzle pieces. They contain such combination items, but I can't tell where it is for sure.

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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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Hi, Two questions on the one subject.

Q1..I've been using Cleanitol for years but have always ran it "before" installing a new download...is that when to run it?

And this question is a result of me running it first....I ran the Cleanitol for the new SC4D BSC LEX Legacy 9c pack, then went to download it with the Download with SC4Pac, but it wouldn't work so thought I'd use the Cleanitol created undo.bat to get things back to where it started, but there was nothing on how to use it...I did the ol' drag the .bat file onto the .exe trick, which seemed to do something but nothing was restored. I ended up dragging the Cleanitol backup file into Plugins which obviously worked, but God knows where the files were originally from. Soooo..

Q2..How to use the undo.bat

Thanks.

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23 hours ago, Dono said:

Hi, Two questions on the one subject.

Q1..I've been using Cleanitol for years but have always ran it "before" installing a new download...is that when to run it?

And this question is a result of me running it first....I ran the Cleanitol for the new SC4D BSC LEX Legacy 9c pack, then went to download it with the Download with SC4Pac, but it wouldn't work so thought I'd use the Cleanitol created undo.bat to get things back to where it started, but there was nothing on how to use it...I did the ol' drag the .bat file onto the .exe trick, which seemed to do something but nothing was restored. I ended up dragging the Cleanitol backup file into Plugins which obviously worked, but God knows where the files were originally from. Soooo..

Q2..How to use the undo.bat

Thanks.

1. Generally, yes.

2. Double click the bat file to run it. You should also see a CleanupSummary.html file which will detail the original paths of the removed files.

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

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I need some assistance installing the new Tag_one Res, Com and Ind Compilations packs. I know what CAM lots are and what Growables and Ploppables are. But what are those Model options? Are those the actual model files for the buildings or are they something else? I'm only asking because I don't know if I should install those options or not. Also regarding the Retail Traders Association building. I do know it's supposed to be a reward building. So can I just delete the growable version if I do not want to use it?

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7 hours ago, CahosRahneVeloza said:

I need some assistance installing the new Tag_one Res, Com and Ind Compilations packs. I know what CAM lots are and what Growables and Ploppables are. But what are those Model options? Are those the actual model files for the buildings or are they something else? I'm only asking because I don't know if I should install those options or not. Also regarding the Retail Traders Association building. I do know it's supposed to be a reward building. So can I just delete the growable version if I do not want to use it?

Hi there!

During the reorganization of those sets where CAM and non-CAM lots shared on the same models (well essentially as part of the restoration that really means all the models that support CAM lots), the models have been moved into respective model/bat/mega props etc... dependency packs. In the case of the industrial models all the models have been moved to respective dependency packs (this is the same for Tag_One, Jestarr, Gascooker, SimGoober etc...) because these models usually serve as common dependency not just for CAM and non-CAM versions, but often for community wide re-Lots and also for IRM lots too. 

The "Model" folders store the actual models which are essential for the given content. They were not moved to dependency packs, because it did not seem to be necessary. However I wanted to give the choice if someone was making a re-lot, then they can reference only the model and the user can choose from the installer installing only the required model(s) and opt out the related original LOT files if they did not want to install those. Most of the cases for relots only the models are required dependnecies from a linked dependency and the original lots are not. 

The Retail Traders Association building comes as a Commercial growable Lot and as a Ploppable Reward. You can remove the growable lot, they are completely independent lots. In all the cases where you see a separete Growable or Ploppable folder in the installer you can decide during installation if you wanted to install both or either of them or only the model file where it is offered separately.

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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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1 hour ago, Tyberius06 said:

Hi there!

During the reorganization of those sets where CAM and non-CAM lots shared on the same models (well essentially as part of the restoration that really means all the models that support CAM lots), the models have been moved into respective model/bat/mega props etc... dependency packs. In the case of the industrial models all the models have been moved to respective dependency packs (this is the same for Tag_One, Jestarr, Gascooker, SimGoober etc...) because these models usually serve as common dependency not just for CAM and non-CAM versions, but often for community wide re-Lots and also for IRM lots too. 

The "Model" folders store the actual models which are essential for the given content. They were not moved to dependency packs, because it did not seem to be necessary. However I wanted to give the choice if someone was making a re-lot, then they can reference only the model and the user can choose from the installer installing only the required model(s) and opt out the related original LOT files if they did not want to install those. Most of the cases for relots only the models are required dependnecies from a linked dependency and the original lots are not. 

The Retail Traders Association building comes as a Commercial growable Lot and as a Ploppable Reward. You can remove the growable lot, they are completely independent lots. In all the cases where you see a separete Growable or Ploppable folder in the installer you can decide during installation if you wanted to install both or either of them or only the model file where it is offered separately.

Thanks for the clarification *:)

I'll definitely install these compilation packs ASAP then *:thumb:

RFE: Addendum - Follow-up question.

Will the IRM re-lots clash/conflict with the originals from the Tag_one Industrials compilation or will it be okay to have both?


  Edited by CahosRahneVeloza  

Addendum
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8 hours ago, CahosRahneVeloza said:

Will the IRM re-lots clash/conflict with the originals from the Tag_one Industrials compilation or will it be okay to have both?

they won't conflict, but the original lots will grow without respecting IRM rules, so you can get dirty industrials in high-density industrial zones, which in the IRM are meant to have only manufacturing and hi-tech.

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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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52 minutes ago, matias93 said:

they won't conflict, but the original lots will grow without respecting IRM rules, so you can get dirty industrials in high-density industrial zones, which in the IRM are meant to have only manufacturing and hi-tech.

Thanks for the heads up *:thumb:

In such a case I might just do some active pruning then. Demolishing a Dirty Industry building that will grow and marking Hi-tech ones as Historic as soon as they start growing. I've also set my ingame building growth settings to disallow zone subdivisioning so only appropriate buildings will grow in zone sizes I zone for seeing as IRM re-lots have different footprints than the originals they were based on.

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2 hours ago, matias93 said:

they won't conflict, but the original lots will grow without respecting IRM rules, so you can get dirty industrials in high-density industrial zones, which in the IRM are meant to have only manufacturing and hi-tech.

@CahosRahneVeloza

Actually, I changed that one, when I rehosted now the Tag_One industrials. IIRC I've changed all Jestarr, Gascooker and Tag_One industrials to follow the IRM zone density set-up. The dirty will only grow on medium density and the high-tech will only grow on high denstiy. The manufacturing is either this or that. I did not want to make an override set (like we did it with Marcszar's and Zero1's industrials), so I changed the original lots. They can grow along with the IRM lots. 

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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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26 minutes ago, Tyberius06 said:

@CahosRahneVeloza

Actually, I changed that one, when I rehosted now the Tag_One industrials. IIRC I've changed all Jestarr, Gascooker and Tag_One industrials to follow the IRM zone density set-up. The dirty will only grow on medium density and the high-tech will only grow on high denstiy. The manufacturing is either this or that. I did not want to make an override set (like we did it with Marcszar's and Zero1's industrials), so I changed the original lots. They can grow along with the IRM lots. 

Oh that's even better then~~~! *:idea:

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Hello Everyone,

Is there a dependency containing FAR lighting?

Thank

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